Ghosthunter
Description: The Ghosthunter is obsessed with finding and destroying evil undead, including ghosts, spectres, liches, and vampires. To further his goals, the Ghosthunter's deity has provided him with special powers to vanquish his nemeses and resist their evil magic.
Requirements: Standard.
Ministration: Any; Independent most common.
Role: A Ghosthunter allies with any acceptable adventuring party that seems likely to encounter his hated foes. Given the opportunity, a Ghosthunter will explore every crypt, cemetery, and abandoned castle to search for undead, attacking relentlessly until the last of them fall or the party leader orders him to withdraw. While a Ghosthunter shares all paladins' hatred of evil, destroying undead is his primary objective.
A singleminded Ghosthunter may try the patience of his most sympathetic companion. Often withdrawn and grim, he prefers solitude to socializing. His reticence makes him a poor leader, as he often has difficulty focusing on the party's overall mission. A Ghosthunter may resist following orders if he disagrees with his party's strategy (if he can so do without violating his ethos) and strike out on his own ceaseless hunt for undead.
Symbol: Gravestone, broken scythe.
Secondary Skills: Hunter, Mason, Miner, Scribe, Weaponsmith.
Weapon Proficiencies: Any.
Nonweapon Proficiencies: Recommended: Ancient History, Blind-fighting, Languages (Ancient), Local History, Spellcraft, Tracking.
Armor/Equipment: Standard.
Bonded Mount: Any.
Special Benefits:
Dispel Evil: At 5th level, a Ghosthunter acquires the innate ability to cast dispel evil once per day. The spell requires no components, but otherwise operates the same as the 5th-level priest spell of that name. The number of times he can cast this spell increases as he advances in level (see Table 17).
Paralysis Immunity: Ghosthunters of all levels have a 95% immunity to paralysis caused by undead. Additionally, all Ghosthunters have the innate ability to cast remove paralysis. The spell requires no components, but is otherwise identical to the 3rd-level priest spell of the same name. The number of times he can cast this spell increases as he advances in level (see Table 17).
Table 17: Ghosthunter Abilities
Level |
Dispel Evil* |
Remove Paralysis* |
|
1-4 |
- |
3 |
|
5-9 |
1 |
4 |
|
10-14 |
2 |
5 |
|
15-19 |
3 |
6 |
|
20+ |
4 |
7 |
* Times per day.
Improved Ability to Turn Undead: A Ghosthunter turns undead as a cleric of the same level (as shown in Table 18).
Holy Sword Availability: The Ghosthunter's deity might give the Ghosthunter an opportunity to acquire a sword +3 Purifier (see Chapter 6) at some point before he reaches 6th level. The DM determines the circumstances, as per the guidelines in Chapter 2; remember that availability does not guarantee acquisition.
Special Hindrances:
The Ghosthunter has fewer of the special abilities normally associated with paladins (described in Chapter 2):
He can't restore hit points by laying on hands.
He can't learn or cast priest spells.
He has no magical immunity to diseases.
He can't cure diseases in others.
Table 18: Turning Undead (Ghosthunter)
Ghosthunter |
Category of Undead |
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
1 |
10 |
13 |
16 |
19 |
20 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
7 |
10 |
13 |
16 |
19 |
20 |
- |
- |
- |
- |
- |
- |
- |
3 |
4 |
7 |
10 |
13 |
16 |
19 |
20 |
- |
- |
- |
- |
- |
- |
4 |
T |
4 |
7 |
10 |
13 |
16 |
19 |
20 |
- |
- |
- |
- |
- |
5 |
T |
T |
4 |
7 |
10 |
13 |
16 |
19 |
20 |
- |
- |
- |
- |
6 |
D |
T |
T |
4 |
7 |
10 |
13 |
16 |
19 |
20 |
- |
- |
- |
7 |
D |
D |
T |
T |
4 |
7 |
10 |
13 |
16 |
19 |
20 |
- |
- |
8 |
D* |
D |
D |
T |
T |
4 |
7 |
13 |
10 |
16 |
19 |
20 |
- |
9 |
D* |
D* |
D |
D |
T |
T |
4 |
7 |
10 |
13 |
16 |
19 |
20 |
10-11 |
D* |
D* |
D* |
D |
D |
T |
T |
4 |
7 |
10 |
13 |
16 |
19 |
12-13 |
D* |
D* |
D* |
D* |
D |
D |
T |
T |
4 |
7 |
10 |
13 |
16 |
14+ |
D* |
D* |
D* |
D* |
D* |
D |
D |
T |
T |
4 |
7 |
10 |
13 |
Key to Undead Categories
1: Skeleton (or 1 HD undead)
2: Zombie
3: Ghoul (or 2 HD undead)
4: Shadow (or 4 HD undead)
5: Wight (or 5 HD undead)
6: Ghast
7: Wraith (or 6 HD undead)
8: Mummy (or 7 HD undead)
9: Spectre (or 8 HD undead)
10: Vampire (or 9 HD undead)
11: Ghost (or 10 HD undead)
12: Lich (or 11+ HD undead)
13: Special undead, including one-of-a-kind creatures, free-willed undead of the Negative Plane, outer planes undead, and certain Greater and Lesser powers (baatezu, tanar'ri, etc.).
* An additional 2d4 creatures of this type are turned.