Dungeons and Dragons Spectre 3.5 PBP RPG

Fri, 22nd September, 2017 - 7:03 pm GMT
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Spectre

Spectre

Medium Undead (Incorporeal)

Hit Dice:

7d12 (45 hp)

Initiative:

+7

Speed:

40 ft. (8 squares), fly 80 ft. (perfect)

Armor Class:

15 (+3 Dex, +2 deflection), touch 15, flat-footed 13

Base Attack/Grapple:

+3/-

Attack:

Incorporeal touch +6 melee (1d8 plus energy drain)

Full Attack:

Incorporeal touch +6 melee (1d8 plus energy drain)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Energy drain, create spawn

Special Qualities:

Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura

Saves:

Fort +2, Ref +5, Will +7

Abilities:

Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills:

Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)

Feats:

Alertness, Blind-Fight, Improved Initiative

Environment:

Any land and underground

Organization:

Solitary, gang (2-4), or swarm (6-11)

Challenge Rating:

7

Treasure:

None

Alignment:

Always lawful evil

Advancement:

8-14 HD (Medium)

Level Adjustment:

-

A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.

Combat

In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.

Energy Drain (Su): Living creatures hit by a spectre's incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.


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Mmh, I'd tend to agree with Ninja's point about Poljen…

Of course, we could also think about it that way: both scouts would open the way, being invisible and able to detect traps etc… yet Poljen could be following a good ways behind them (He doesn't need a light source, remember, so he can follow in the dark), which would allow him to intervene if they get in trouble. The trouble with that being (As Ninja very accurately just pointed out), that if they do need to cross a well-lit room full of cultists there will be no way for Poljen to avoid discovery, which would leave us two choices: either we let him do all the fighting and remain invisible until he's done (Risky but feasible, the man's a meat tank after all !), or we decide to help him, which would negate us the invisibility after this first encounter (Kinda defeating the purpose of the whole thing).

Saying that, there's also the very possible danger of us landing into a room full of dragonkind warriors (Which can pierce invisibility like my grandma cuts buttercake), which would leave the two of us exposed to the heavy fighting (Not something Jack looks forward to).

My take on this would be: divide the group into 2 teams, one fighter and magic-heavy to help with the assault on the gate (Say Lia, Poppo, Mari, Cratol and Velon), while a smaller, stealthier team (Say Poljen, Zarra and Oswald) follows the advanced scouts a good ways behind and takes on the brunt of the fighting until the situation becomes dire and forces Fay and Jack to reveal themselves. That would also leave us the option to further split the team and let Jack and Fay go on ahead if the others find themselves stuck, or wounded after a fight…

Just throwing ideas around. That's Kyr's call in any case.

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