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Yanthir Ilvernal, The Frozen Ghost
Streams of frozen mist surrounds this silhouette like a shawl, the light gleaming off the droplets. The figure inside has vaguely elven features, seemingly cut in rose-tinted ice.
CR 6; 2,400 XP
Half-elf ghost expert 6
LN Medium Undead (incorporeal)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 17, touch 17, flat-footed 13 (+3 deflection, +3 Dex, +1 dodge)
hp 45 (6d8+18)
Fort +5, Ref +5, Will +8
AC 17, touch 17, flat-footed 13 (+3 deflection, +3 Dex, +1 dodge)
hp 45 (6d8+18)
Fort +5, Ref +5, Will +8
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
Offense
Speed fly 30 ft. (perfect)
Speed fly 30 ft. (perfect)
Ranged preserving frost +7 touch (6d6 cold plus freezing)
Special Attacks preserving frost, telekinesis (restricted to moving around up to four Large or smaller bodies frozen by her preserving frost ability)
Statistics
Str —, Dex 16, Con —, Int 16, Wis 13, Cha 17
Str —, Dex 16, Con —, Int 16, Wis 13, Cha 17
Base Atk +4; CMB +4; CMD 20
Feats Dodge, Iron Will, Physician, Skill Focus (Heal)B
Feats Dodge, Iron Will, Physician, Skill Focus (Heal)B
Skills Craft (alchemy) +12, Diplomacy +12, Fly +11, Heal +16, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +9, Profession (apothecary) +10, Professsion (midwife) +10, Ride +12, Sense Motive +10, Stealth +11
Language Celestial, Common, Draconic, Elven, Sylvan
Preserving Frost (Su) Yanthir lacks the typical corrupting touch of other ghosts, instead attacking with waves of unearthly cold that can strike up to 120 feet with no range increment on a successful ranged touch attack, dealing 6d6 points of cold damage. Any corpse or corporeal creature struck by preserving frost that drops below 0 hit points is immediately frozen in a shell of ice that stops any remaining life functions, holding the target in suspended animation (if alive) or preserving from decay (if dead or undead). This magical ice protects the subject until thawed in above-freezing temperatures or removed with effects that melt ice, break enchantments, remove curses, or negate petrification.
Yanthir Ilvernal was renowned physician, known to sell her services to wealthy and well-born. Rarely, though, she succumbed to her otherwise nonexistent rebel streak, and felt like aiding those who could not afford the guild prices—furtively, to avoid being caught skirting the rules set by their colleagues.
She was on her way to an unauthorized patient, called desperately in the mid-winter, when she was caught in a terrible blizzard. Instead of finding a shelter, she pressed on, despite the resistance shown by her steed. She lost her way and tried to pass a crumbling bridge over a frozen river. She might had even cross it safely if she tried to go over the ice... The ancient bridge however, collapsed and the breached the thick sheet underneath, pulling Yanthir and her horse underneath, where they froze to death.
Now she manifests near the place she died each winter, and from there she moves seeking the patient that she never reached, trying—and because of her immaterial state failing—to help save whomever she meets on her way. She is not fully aware of her condition, with her memories being hazy and fragmented, nor does she seem capable of truly comprehending of what happened to her, though she can be somehow reasoned with by appealing to her calling. Woe to those she suspect of lying to her, thinking them grifters who want to exploit her good side and skirt the payment for doctor's services.
New Feat: Physician
You were trained in academic medicine.
Prerequisites: Int 13.
Benefit: You can add your Intelligence bonus to Heal checks and total healing you provided when you treat deadly wounds or provide long-term care. Patients you successfully treated for disease or poison may add your Intelligence bonus to their saving throw against corresponding affliction.
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