Ghost of Ianthe (3.5e NPC)

The following is built with pathfinder rules and classes in mind.

This is the ghost form of Ianthe the Threefold Death, formed as a result of the curse of the crown of the undying kingdom.

Combat Tactics
Possessing others is a priority. If she cannot leave a battle with a new body, she will be trapped as a ghost until she does.

Details
As Ianthe the Threefold Death, with the following ghostly additions and changes...

 : 10/day. A 30 ft radius burst of 6d6 negative energy as a standard action, Will save for half DC 23.

 : The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.

 : The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.

 : The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher).

The following are the default spells typically prepared.


 * 0th- create water, detect magic, guidance, stabilizePathfinder.


 * 1st- bless, command, entropic shield, murderous commandPathfinder, obscuring mist, sanctuary, shield of faith. Domain spell- charm person.


 * 2nd- defending bonePathfinder, Desecrate, gracePathfinder, silence, sound burst, spiritual weapon. Domain spell- aid.


 * 3rd- bestow curse, communal resist energyPathfinder, deadly juggernautPathfinder, magic vestment, stone shape, vision of hellPathfinder. Domain spell- magic vestment.


 * 4th- blessing of fervorPathfinder, debilitating portentPathfinder, divination, freedom of movement, greater magic weapon. Domain spell- divine power.


 * 5th- communal air walkPathfinder, fickle windsPathfinder, plane shift, summon monster 5Pathfinder, wall of stone. Domain spell- dominate person.


 * 6th- greater dispel magicPathfinder, harm, summon monster 6Pathfinder. Domain spell- blade barrier.

 : As an evil cleric, she can convert spells into "inflict" spells spontaneously.

They grant the following powers...

 : 12/day. You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.

 : 2/day. At 8th level you can attempt to assert your dominance over any visible creature within 30 feet by declaring the target your property. The target can resist this effect with a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier aka DC 22). If the target fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 your cleric level (6 rounds), save that the target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. This is a language-based mind-affecting effect.

Slavery's spells are 1st—charm person, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dominate person, and 6th—hold monster.

 : 12/day. Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result.

 : Up to 12 rounds. At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Tactics's spells are 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—greater command, and 6th—blade barrier.

Crown of the Undying Kingdom: User is under a constant veil of undeathSpC spell, and gains animate dead and create undead as SLAs at will. This grants a host of undead immunities, and makes it so the user is healed by negative energy and harmed by positive energy. She does not gain the Undead type. She also gets the domain power of the Deathbound domain (the limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level). When the user dies, they immediately rise as a ghost with malevolence and two other manifestation powers (typically draining touch and telekinesis for Ianthe). See below for ghost stats.

Houserules: He gains an extra 1st level feat, 32 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece. +1/+1 bonuses from leveling. The initial +1 enhancement to items can be waived before making it magic.