TEXT: 1
  GHOSTWALK WEB
  ENHANCEMENT
  CREDITS
  Design:
  Sean K Reynolds
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Design Manager:
  Ed Stark 
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Original Ghostwalk Playtesters: Jacob Bara-
  Showronek, Brandi Domkowski, Steven Domkowski,
  Fabian Guttge, Michelle Hudgens, Kevin Karty,
  Jonathan Koppel, Ramus Pechuel, Daniel Pogoda, Scott
  Quillin, Danyel Rohmann, Andreas Uhe, Andre Weber,
  Chad Wilson, and Brad Wyble.
  The RPGA Ghostwalk playtesters are not listed in the product, but we
  want to thank them here for their valuable feedback.
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered
  trademarks owned by Wizards of the Coast, Inc. The d20 logo is a
  trademark owned by Wizards of the Coast, Inc. All Wizards characters,
  character names, and the distinctive likenesses thereof are trademarks
  owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United States of America.
  Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc.
  ©2003 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. 
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. 
  No portion of this work may be reproduced in any form without written permission.
  To learn more about the Open Gaming License and the d20 System License, 
  please visit www.wizards.com/d20.
  The Temple of Redcliff is a short D&D adventure for four 10th-level characters. Consult
  the Scaling the Adventure sidebar for ways to modify the scenario
  for higher or lower levels of play. 
  This scenario can be incorporated into any style of campaign. Since the adventure
  takes place in an abandoned temple and includes undead creatures, any party that
  chooses to undertake the mission should include a cleric.
  One of the advantages of designing games in
  Washington state is the ready supply of rules-knowl-
  edgeable gamers. During the design and development
  of the Ghostwalk campaign, we spent a whole summer
  playing through two of the adventures included in the
  book. This weekly minicampaign allowed us to test not
  only the adventures but also the game rules for the
  setting. Playtester feedback helped shape the flavor of
  Manifest and its environs, and the comments we
  received often offered ideas and solved problems that
  the designers had overlooked. 
  Unfortunately, not everything we wanted to include
  would fit into the book. So without further ado, here
  are some additional monster templates, feats, spells,
  and magic items for the Ghostwalk campaign, plus an
  adventure seed for you to develop and the full statistics
  for the playtest characters. May all of these offerings
  enhance your players’ experiences on the other side.
  NEW MONSTER 
  TEMPLATES
  The following templates are new for the Ghostwalk
  campaign. One is an acquired template that remains in
  force only temporarily; the other is inherited.
  BLOOD GHOUL (TEMPLATE)
  A blood ghoul is a mortal creature temporarily altered
  by the ingestion of a vampire’s blood. Though this act
  compels the blood ghoul to serve the vampire that
  provided it, many of these creatures actually enjoy their
  roles and would willingly serve even without this
  compulsion. Despite their connections with vampires,
  blood ghouls are not themselves undead, nor are they
  related in any way to the ghouls in the Monster Manual.
  Blood ghouls cannot propagate their own kind; each is
  created by a particular vampire. The transformation
  usually lasts several days but may persist for weeks or
  even months (see Spawning a Blood Ghoul, below).
  Because they can move about freely in daylight,
  blood ghouls serve as the eyes, hands, and guards of
  their masters. In the Ghostwalk campaign, vampires
  often dispatch blood ghouls to meet contacts and
  arrange deals within the city, where undead are forbid-
  den to go. Occasionally, vampires also use such servants
  to protect their hidden lairs. 
  A blood ghoul looks the same as it did before its
  transformation, except that its eyes tend to gleam with
  an eerie red glow in low-light conditions. A typical
  blood ghoul has a feral and sly demeanor and adopts a
  posture that bespeaks stealth.
  
  2
  A blood ghoul understands whatever languages it
  knew before its transformation.
  Sample Blood Ghoul
  This example uses a wolf as the base creature.
  Blood Ghoul Wolf
  Medium-Size Animal
  Hit Dice: 2d8+6 (15 hp)
  Initiative: +2
  Speed: 50 ft.
  AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
  Attacks: Bite +3 melee
  Damage: Bite 1d6+3
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Trip
  Special Qualities: Empathic link, ghoul rage, low-
  light vision, scent, turning sensitivity
  Saves: Fort +6, Ref +5, Will +1
  Abilities: Str 15, Dex 15, Con 17, Int 2, Wis 12, Cha 6
  Skills: Hide +3, Listen +8, Move Silently +4, Spot +6,
  Wilderness Lore +1*
  Feats: AlertnessB, Weapon Finesse (bite)B
  Climate/Terrain: Any forest, hill, plains, and
  mountains
  Organization: Solitary, pair, or pack (7-16)
  Challenge Rating: 2
  Alignment: Neutral
  Advancement: 3-5 HD (Large)
  A blood ghoul wolf typically serves as a guard for its
  master. It neither enjoys nor dislikes the service.
  The eyes of a blood ghoul wolf gleam red in the
  fading sun, and it appears leaner and hungrier than an
  ordinary wolf.
  Combat
  A blood ghoul wolf makes effective use of its trip
  attacks in conjunction with biting.
  Trip (Ex): A blood ghoul wolf that hits with a bite
  attack can attempt to trip the opponent as a free action
  without making a touch attack or provoking an attack
  of opportunity. If the attempt fails, the opponent
  cannot react to trip the blood ghoul wolf.
  Empathic Link (Su): A blood ghoul wolf is
  treated as if under the effect of its vampire master’s
  domination ability, though only basic commands (as
  noted in the dominate person spell description) can be
  conveyed. If the vampire is killed, the blood ghoul
  wolf becomes confused (see the DUNGEON MASTER’s
  Guide, page 84) until the duration of the template
  expires.
  Ghoul Rage (Ex): This ability works exactly like a
  barbarian’s rage, except that the blood ghoul wolf’s
  Strength and Constitution scores each increase by only
  +2, and the effect lasts for only 3 rounds. There is no
  daily use limit for this ability, but each use of ghoul
  rage subtracts one day from the template’s remaining
  duration. The blood ghoul wolf can activate this ability
  of its own free will, and it tends to do so whenever it
  enters combat.
  While a blood ghoul wolf rages, its mouth froths
  with blood and its eyes become noticeably red in any
  light. Its statistics change as follows: HD 2d8+8; hp 17;
  AC 12, touch 10, flat-footed 10; Atk +4 melee (1d6+4,
  bite); SV Fort +7, Will +3; Str 17, Con 19. 
  Turning Sensitivity: A blood ghoul wolf
  cannot actually be turned, but if it is in the area of a
  turning effect that is powerful enough to turn an
  undead creature of 2 Hit Dice, it is dazed for 1 round. If
  the turning effect would destroy an undead with 2 HD,
  the blood ghoul wolf immediately loses the blood
  ghoul template and is dazed for 1 round. All the normal
  effects that occur when the template ends naturally
  also apply to such a premature termination.
  Scent (Ex): A blood ghoul wolf can detect
  approaching enemies, sniff out hidden foes, and track
  by sense of smell.
  Skills: *A blood ghoul wolf receives a +4 racial
  bonus on Wilderness Lore checks when tracking by
  scent.
  Creating a Blood Ghoul
  “Blood ghoul” is an acquired template that can be added
  to any Medium-size or smaller corporeal animal or
  humanoid (referred to hereafter as the base creature). 
  A blood ghoul has all the base creature’s statistics
  and special abilities except as noted here. The transfor-
  mation is temporary, lasting up to 1 week per Hit Die of
  the vampire who provided the blood (see Spawning a
  Blood Ghoul, below). The creature returns to its former
  state when the duration expires, losing all effects of the
  template.
  Size and Type: The base creature’s size and type
  are unchanged. 
  Special Qualities: A blood ghoul retains the all
  the base creature’s special qualities and gains those
  described below.
  Empathic Link (Su): A blood ghoul is treated as if
  under the effect of the vampire’s domination ability,
  though only basic commands (as noted in the dominate
  person spell description) can be conveyed. If the vampire
  is killed, the blood ghoul becomes confused (see the
  DUNGEON MASTER’s Guide, page 84) until the duration of
  
  3
  the template expires. This ability functions in the same
  way for humanoid and animal blood ghouls.
  Ghoul Rage (Ex): By drawing upon the corrupt power
  within its body, a blood ghoul can choose to enter a
  limited sort of rage. When this ability is activated, the
  creature’s mouth froths with blood, and its eyes turn
  red from increased blood flow. This ability works
  exactly like a barbarian’s rage, except that the creature’s
  Strength and Constitution scores each increase by only
  +2, and the effect lasts for only 3 rounds, regardless of
  the blood ghoul’s Constitution modifier. There is no
  daily use limit for this ability, but each use of ghoul
  rage subtracts one day from the template’s remaining
  duration. Even animals with this template can activate
  this ability of their own free will, and they tend to do so
  whenever they enter combat.
  Turning Sensitivity: Though a blood ghoul is not
  undead, the vampiric blood within it recoils from the
  positive energy used to turn or destroy undead. A blood
  ghoul cannot actually be turned, but if it is in the area
  of a turning effect that is powerful enough to turn an
  undead creature of its Hit Dice, it is dazed for 1 round.
  If the turning effect would destroy an undead with the
  blood ghoul’s HD, the creature immediately loses the
  blood ghoul template and is dazed for 1 round. All the
  normal effects that occur when the template ends natu-
  rally (see below) also apply to such a premature
  termination.
  Abilities: Increase from the base creature as
  follows: +2 Strength, +2 Constitution.
  Feats: A blood ghoul gains Alertness as a bonus
  feat for the duration of the template.
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  SPAWNING A BLOOD GHOUL
  To create a blood ghoul, a vampire must get the
  target creature to ingest some of his undead blood.
  Creating a blood ghoul does not harm or weaken a
  vampire in any way. 
  The vampire can impose the template for a
  total number of weeks equal to his Hit Dice, allo-
  cating that time as desired among his blood ghoul
  servants in increments of 1 week. For example, a
  5-HD vampire could create up to five blood
  ghouls, each lasting for 1 week. Alternatively, he
  could create three blood ghouls that last 1 week
  each plus a fourth that lasts 2 weeks, or one blood
  ghoul that lasts 5 weeks, or any combination that
  adds up to 5 weeks of time. He need not create all
  his blood ghouls at once, but he must have at
  least 1 week of duration available at the time he
  creates a new blood ghoul; otherwise the attempt
  fails. Each time 1 week of a blood ghoul’s template
  duration passes, the vampire regains a week’s
  worth of potential duration. Thus, when the first
  week of a blood ghoul’s 2-week duration has
  elapsed, the vampire regains 1 week of potential
  duration.
  A vampire may extend the length of a blood
  ghoul’s service at any time by feeding her more of
  his blood. Each such feeding extends the service by
  one week, assuming that the vampire has a week’s
  worth of duration available. If he has more than 1
  week available, he may add as many weeks as
  desired to one blood ghoul’s template through
  multiple feedings, or he may divide the available
  duration up among several blood ghouls (mini
  mum extension 1 week), or he may use it to create
  new blood ghouls.
  Feeding a prospective or existing blood ghoul
  takes 1 minute. Once the target is fed, she is nause-
  ated for 1 minute while the undead blood works its
  changes in her body. After this process is complete,
  she gains the blood ghoul template and becomes a
  willing servant of the vampire for 1 week. Normally,
  this transformation is applied to already willing tar-
  gets, or to charmed or helpless ones. If the target is
  unwilling and able to resist, the vampire must pin
  her during a grapple. Once she is pinned, the vam-
  pire can use his next attack to force her (with a suc-
  cessful grapple check) to ingest his blood. Upon
  tasting vampire blood, the target must succeed at a
  Will saving throw (DC equals the save DC of the
  vampire’s other special abilities) or consume his
  blood for the next minute. A successful saving throw
  means the vampire must try again the next round
  with another grapple check. This compulsion to
  drink blood is a mind-affecting, compulsion effect.
  When a blood ghoul loses this template by any
  means (either through expiration or via turning sen-
  sitivity; see above), she becomes fatigued. This con-
  dition persists until she gets 8 hours of complete,
  uninterrupted rest. If she was serving the vampire
  against her will (in other words, if ingestion of the
  vampire’s blood was the only thing compelling her
  service), she is immediately freed from his control.
  Losing the template does not, however, remove any
  other control the vampire may exert over the former
  blood ghoul (such as his natural domination ability
  or a charm effect from a spell).
  
  Challenge Rating: Same as the base creature +1.
  VALICORN (TEMPLATE)
  Valicorns are the offspring of unicorns and horses or
  other horselike creatures. They are rare except in
  forests where the unicorn population has dwindled
  below the level at which it can sustain itself. In the
  Ghostwalk campaign, repeated attacks by undead and
  yuan-ti over the centuries have winnowed the Spirit
  Wood unicorns down to but a handful of individuals, so
  those remaining have begun to take horses as mates.
  Valicorns are normally foaled by awakened horses, but
  in desperate times even a normal horse may bear or sire
  a valicorn. 
  A valicorn resembles its horse parent, except that its
  eyes are the color of the unicorn parent’s, and it has
  slightly cloven hooves and a hard plate on its forehead
  made of the same material as a unicorn’s horn. Valicorns
  breed true with their own kind or with unicorns.
  A valicorn’s attitude is much like that of a true
  unicorn, though it is more likely to run for help than to
  charge into battle with a powerful enemy. Valicorns
  refuse to be tamed, although they make lasting friend-
  ships with those of pure heart, just as unicorns do.
  The hornplate from a valicorn’s forehead is worth up
  to 100 gp in some markets, and it is used for the same
  purposes that unicorn horns are. Those who trade in
  such trophies are normally shunned by good creatures.
  Valicorns understand Sylvan and Common, though
  they cannot actually speak. Most are adept at respond-
  ing through head gestures when they need to commu-
  nicate with speaking creatures.
  Sample Valicorn
  This example uses a light horse as the base creature.
  Swiftmane (Valicorn Light Horse)
  Large Magical Beast
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +2
  Speed: 60 ft.
  AC: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-
  footed 13
  Attacks: Hornplate +3 melee and 2 hooves -3 melee
  Damage: Hornplate 1d4+2, hoof 1d4
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Immunities, low-light vision,
  protection from evil, scent
  Saves: Fort +6, Ref +5, Will +3
  Abilities: Str 13, Dex 15, Con 17, Int 10, Wis 14, Cha 8
  Skills: Listen +9, Spot +9
  Feats: AlertnessB
  Climate/Terrain: Temperate forest
  Organization: Solitary, pair, or grace (3–6)
  Challenge Rating: 2
  Alignment: Chaotic good
  Advancement: 4–8 HD (Large)
  Swiftmanes are the offspring of unicorns and wild
  horses. They often travel the Spirit Wood in pairs or
  graces. Swiftmanes sometimes serve as mounts for
  other protectors of the woodland.
  Combat
  A swiftmane usually attacks with its hornplate and
  follows up with hoof attacks.
  Spell-Like Abilities: 3/day—detect evil; 1/day—
  cure light wounds, dimension door. Caster level 5th.
  Immunities (Ex): Swiftmanes are immune to all
  poisons and to charm and hold effects.
  Protection from Evil (Su): This ability dupli-
  cates the effects of the spell of the same name. It func-
  tions continuously, and the swiftmane cannot suppress
  the effect.
  Scent (Ex): A swiftmane can detect approaching
  enemies, sniff out hidden foes, and track by sense of
  smell.
  Creating a Valicorn
  “Valicorn” is an inherited template that can be added to
  any equine animal of Small to Large size (hereafter
  referred to as the base creature). Awakened creatures of
  these kinds may also acquire the template. Normally,
  the valicorn template is added only to ponies, light
  horses (war or riding), or heavy horses (war or riding),
  since unicorns find the idea of mating with anything
  less horselike than these creatures repugnant.
  A valicorn has all the base creature’s statistics and
  special abilities except as noted here.
  Size and Type: The creature’s type changes to
  magical beast. Its size is unchanged.
  AC: The base creature’s natural armor bonus
  increases by +1.
  Attacks: A valicorn gains an attack with its horn-
  plate (a kind of head-butt) in addition to the base crea-
  ture’s attacks. The hornplate becomes the creature’s
  primary attack, and all other natural attacks except bite
  become secondary. The valicorn cannot use the horn-
  plate attack if it also bites in the same round. The
  valicorn’s hornplate is treated as a +1 magic weapon,
  though its power fades if it is removed from the valicorn.
  Damage: The valicorn’s hornplate attack deals 1d4
  points of bludgeoning damage plus the valicorn’s strength
  bonus and the hornplate’s +1 enhancement bonus.
  4
  
  5
  Special Attacks: A valicorn retains all the base
  creature’s special attacks and gains those described
  below.
  Spell-Like Abilities: 3/day—detect evil. 1/day—cure
  light wounds, dimension door. Caster level 5th.
  Special Qualities: A valicorn retains all the base
  creature’s special qualities and gains those described
  below.
  Immunities (Ex): Valicorns are immune to all poisons
  and to charm and hold effects.
  Protection from Evil (Su): This ability duplicates the
  effects of the spell of the same name. It functions
  continuously, and the valicorn cannot suppress the
  effect.
  Abilities: Increase from the base creature as
  follows: +2 Dexterity, +2 Constitution, +2 Wisdom, +2
  Charisma. A valicorn has Intelligence 3d6 whether its
  horse parent was normal or awakened.
  Feats: A valicorn gains Alertness as a bonus feat.
  Climate/Terrain: Temperate forest.
  Organization: Solitary, pair, or grace (3-6).
  Challenge Rating: Same as the base creature +1.
  Alignment: Always chaotic good.
  Advancement: Up to 8 HD (same size as base
  creature).
  NEW FEATS
  The following additional feats are available to charac-
  ters in the Ghostwalk campaign.
  COMBINE TURNING [DIVINE]
  You can combine multiple turn or rebuke attempts into
  a single, more powerful attempt.
  Prerequisites: Able to turn or rebuke undead
  more than once per day.
  Benefit: If you have more than one use of your
  turn (or rebuke) ability remaining for the day, you can
  spend additional uses of that ability to improve your
  chances of success on a single attempt. You decide
  whether or not to combine uses of your turning ability
  in this way and how many uses you want to spend
  before the turning check is rolled. For each additional
  use of the ability that you spend in this manner, you
  gain a +4 bonus on both your turning check and your
  turning damage roll.
  For example, suppose a 1st-level cleric with a
  Charisma score of 10 has this feat. Confronted on a solo
  adventure by two ghouls (each 2 HD with +2 turn
  resistance), he decides to spend one additional use of
  turning to improve his chances against these foes. He
  marks off two turn attempts for the day and makes a
  turning check. He rolls a 15 on the d20 and adds +0 for
  his Charisma modifier and +4 for the extra use of turn-
  ing, giving a total of 19. According to Table 8–16:
  Turning Undead in the Player’s Handbook, he can turn an
  undead with Hit Dice less than or equal to 3 + his cleric
  level, or 4 in this case. Success! He rolls his turning
  damage on 2d6 and gets a 3, to which he adds +1 for his
  level, +0 for his Charisma modifier, and +4 for the extra
  turning use spent. His total is 8, which is just enough to
  affect both ghouls. They ghouls retreat on their turn,
  and on his next turn the cleric runs away to safety.
  There is no limit to the number of uses of turn (or
  rebuke) you can spend to improve a single roll; the
  bonuses stack. The additional turning uses spent must
  always be of the same type as the one to be improved.
  For example, turn undead attempts cannot be spent to
  improve one’s ability to turn fire creatures (granted by
  the Water domain).
  You can also spend uses of your own turn ability to
  aid another’s turning attempt. In that case, you grant
  the recipient a +4 bonus on his turning check for every
  daily use of your turning ability that you spend in this
  manner. To aid another’s turning attempt, you must use
  a ready action. Uses of turn cannot be combined with
  rebuke attempts, and vice versa.
  ELFBLOOD [GENERAL]
  The traits from your elven ancestry are particularly
  strong.
  Prerequisites: Half-elf (nondrow).
  Benefit: Your racial bonus on Listen, Search, and
  Spot checks increases to +2. You gain an elf’s ability to
  notice secret doors just by passing them. Wizard is
  always a favored class for you, as is your highest-level
  class.
  SPELLS
  The following new spells are available to spellcasters in
  the Ghostwalk campaign.
  CANDLELIGHT
  Evocation [Light]
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  
  6
  You cause an object to glow like a candle, shedding
  light in a 5-foot radius from the point you touch. The
  effect is immobile, but it can be cast on a movable
  object if desired. The light produced by this cantrip is
  not strong enough to counter or dispel any magical
  darkness.
  Invented by the elves for use in nighttime cere-
  monies, candlelight has made its way into common
  usage. It is particularly useful to novices and appren-
  tices who need to spend long hours in study.
  Arcane Material Component: A tiny candle.
  DEMONIC BLOOD INFUSION
  Transmutation [Chaotic, Evil]
  Level: Clr 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Willing creature touched
  Duration: 1 hour/level
  Saving Throw: None (see text)
  Spell Resistance: Yes
  You grant the subject infernal power by transforming
  its blood into the blood of a demon. The subject gains
  the fiendish template and the chaotic and evil
  subtypes, and it becomes chaotic evil if it is not already.
  The creature counts as an outsider for the purpose of
  spells and effects that affect only certain creature
  types. However, any effect that banishes, binds, or
  sends away outsiders does not function against the
  subject; instead, it simply causes demonic blood infusion
  to end immediately.
  When the spell ends, all its effects terminate
  immediately, and the target is nauseated for 1d4
  rounds.
  Repeated use of this spell tends to corrupt the target
  and force it to become chaotic evil if it was not already.
  Each time demonic blood infusion is cast upon a creature
  it must attempt a Will saving throw. Failure means the
  subject becomes chaotic if it was not already. If the
  subject is chaotic but nonevil, failure causes it to
  become evil. Each time the spell is used against the
  same creature, the DC for this saving throw increases
  by 1.
  Demonic blood infusion was invented by the followers
  of Orcus, who use it to boost the power of their church’s
  mortal servants.
  Material Component: A vial of demon’s blood worth
  100 gp.
  DOOR TO GREAT EVIL
  Transmutation [Teleportation]
  Level: Pal 4
  Components: V, DF
  Casting Time: 1 action
  Range: Personal or touch
  Target: You or willing paladin touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell functions like teleport, except as noted above
  and as follows. When you cast this spell, you select one
  of two variants.
  Send Yourself: You teleport yourself, your gear, and
  your special mount (if any). You do not designate a
  destination; you are automatically transported to the
  nearest location on the same plane where your talents
  as a holy soldier are needed. There is always at least one
  evil creature (or one creature committing an evil act) at
  this location. Fighting this creature or creatures is
  always an appropriate action—you are not required to
  parley, and killing such creatures is always justified
  according to the rules of your faith. The encounter level
  is less than or equal to your character level minus 2;
  thus, if you are a 14th-level paladin, you face an
  encounter of EL 12 or below. If you are of a race that
  has a level adjustment (such as a dark elf), use your
  effective character level instead of your actual charac-
  ter level for the purpose of determining the encounter
  level for this spell.
  Door to great evil guarantees safe arrival for you (on
  solid ground, not within a raging fire or underwater, no
  chance of a mishap, and so on), but it does not provide
  you with a way to return. You do, however, have a vague
  awareness of the distance traveled and know the direc-
  tion you must go to return to the location where the
  spell was cast.
  Send Another: This version of the spell functions as
  above, except that instead of teleporting yourself, you
  send another willing paladin with her gear and special
  mount (if any) in your place. The challenge to the
  paladin is based on her character level, not yours. All
  other factors in the spell description above that refer to
  “you” instead refer to the target paladin in this version.
  This spell is a favorite of paladins of Aluvan and
  Dracanish, and of Durann to a lesser extent. Once per
  year, many of them go on “door crusades,” in which
  senior paladins cast this spell on several paladins in a
  row, sending them to purge evil from many spots
  beneath the city of Manifest.
  
  7
  FETID BREATH
  Conjuration (Creation)
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: 10 ft.
  Area: Cone
  Duration: 1 round (see text)
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  This spell functions like stinking cloud, except as noted
  above and as follows. 
  You exhale a 10-foot cone of stinking gas. Though
  the cone persists for only 1 round, creatures who
  succumb to its effects are still nauseated for 1d4+1
  rounds after leaving the area of the cone. A creature
  that has a special saving throw bonus against poison
  may apply that to its saving throw against this spell.
  Creatures immune to poison are unaffected by fetid
  breath.
  Legends maintain that this spell was created either
  by the yuan-ti or by an arcane worshipper of Khostren.
  Material Component: A clove of garlic or an onion,
  which you must eat.
  LEECH GHOST SKILL
  Necromancy [Ectomancy]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch (see text)
  Target: Ghost touched
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You bind the ectoplasmic form of the target ghost onto
  another creature (hereafter called the “bearer”). The
  ghost clings to the bearer’s back or chest in the form of
  a tattoo for the duration of the spell. Leech ghost skill
  binds only the ghost, not any of its equipment.
  While this ghostly tattoo is in place, the bearer may
  use the ghost’s skill ranks instead of his own as desired,
  regardless of the nature of the skill. For example, a
  bearer wearing a ghost rogue/wizard tattoo could use
  the ghost’s ranks in Climb, Hide, Knowledge, Spellcraft,
  or any of the ghost’s other skills (including class-exclu-
  sive skills that the bearer does not possess) if they
  exceed his own. He still uses his own ability modifiers
  for making skill checks. The bearer does not have access
  to any of the ghost’s other abilities or to any knowledge
  that is not related to skills (such as bardic knowledge,
  class abilities, ghost powers, memories, racial bonuses,
  and so on), nor does he gain the ability to speak or
  understand any languages that the ghost knows.
  The ghost cannot be attacked or harmed while
  bound to the target. The ghost remains completely
  aware of its surroundings, though it cannot speak or
  use any abilities (including mental communication).
  When the spell ends, the ghost is immediately freed
  and appears in an area adjacent to the bearer. If the
  bearer is killed by any means (even disintegrate or some
  other effect that destroys his body), the ghost is imme-
  diately freed and appears in the bearer’s square. When
  it appears, the ghost has all the abilities it had at the
  time of the binding (such as prepared spells or available
  spell slots, uses of turn undead, and so on).
  This spell was invented by members of the Piran
  Sedestadel at the behest of the Yisa-khardomas, who
  sought a way to punish criminal ghosts and still let
  them contribute to life in the city. 
  Material Component: A silver needle and a vial of
  acid, together worth 100 gp.
  NEW MAGIC ITEMS
  The residents of Manifest have developed a number of
  new magic items to suit their particular needs.
  Blue Octopus Amulet: This item consists of a
  wooden octopus (painted blue) hanging from a leather
  cord. In its tentacles, the octopus holds a hard, glassy
  sphere filled with seawater. The amulet acts as a protec-
  tion from elements (fire) spell, absorbing a total of 60
  points of fire damage before it is rendered useless. It
  also absorbs hit point damage from horrid wilting and
  similar attacks that work by removing or destroying
  moisture in the target. It provides no protection against
  subdual damage from thirst, since it is filled with salt-
  water. Like a brooch of shielding, the amulet does not
  have a fixed duration for its effect; it simply continues
  to protect its wearer until it has absorbed 60 points of
  damage.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item,
  protection from elements; Market Price: 1,500 gp; Weight: 1 lb.
  Chaniud’s Placards: These lacquered pieces of
  parchment are usually found in sets of ten. One side of
  each placard bears the symbol of Chaniud the
  Lawkeeper (three horizontal lines below an open
  circle); the other side depicts a famous cleric or scholar
  of Chaniud’s faith. To activate a placard, the bearer must
  hold the card, speak Chaniud’s name, and ask a single
  question as if using a commune spell. Since most of
  these items are created by the church of Chaniud, the
  answer comes from his agents and may be colored by
  
  the god’s or agent’s perspective. (Members of other
  faiths who create similar placards do not use Chaniud’s
  symbols or historical figures.) After the placard has
  answered one question, it loses all magic, and the
  images on both sides fade until they are barely visible.
  The creation costs and other information provided
  below are for a single placard.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item,
  commune; Market Price: 875 gp; Cost to Create: 375 gp + 55 XP.
  Message Arrow: Each of these masterwork
  arrows has the image of a pointing hand etched into its
  head and a small wooden sleeve on its shaft that can
  hold a single folder piece of paper. If a message is
  placed into the sleeve and the arrow is fired into the air,
  it speeds off in the direction of the intended recipient,
  who may be a specific individual or the closest person
  matching a given description, as explained in the help-
  ing hand spell. Its maximum range is 5 miles. 
  Locating a recipient who is within range takes the
  amount of time described in the helping hand spell,
  based on the distance to the target. While in flight, the
  message arrow is invisible and insubstantial, so it cannot
  harm creatures or be attacked. When it finds the
  intended recipient or an appropriate match for the
  description it was given, the arrow strikes the ground at
  the feet of that individual, who may then retrieve the
  message from the sleeve. Once it lands, the power of
  the message arrow is spent; it cannot be used in the same
  way to send a response.
  The message arrow cannot reach targets within a
  completely enclosed space, but it can accurately steer
  through any opening that is at least the size of an arrow
  slit. If the arrow cannot find the recipient or a suitable
  match within range, or if it is prevented from reaching
  the target by some barrier, it returns to the creature that
  fired it and embeds itself near that creature’s feet, its
  power spent and its shaft broken.
  A crossbow bolt variant of this weapon can be fired
  from a crossbow instead of a standard bow. Either vari-
  ety may be used as a masterwork item of its type if
  desired, though it has the normal chance for breakage
  or loss, and it possesses no special combat properties.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item,
  helping hand; Market Price: 400 gp.
  ADVENTURE SEED
  One of the younger trees of the forest has awakened as
  a spirit-tree and is in need of an arboreal guardian of its
  own. Though it is much weaker than a mature tree and
  lacks the knowledge and wisdom of any elven spirits
  within it, the first arboreal guardians to bond with it
  can help to shape its personality. The young tree is also
  very vulnerable to attacks by monsters that might want
  to destroy or corrupt it.
  GHOSTWALK 
  CHARACTERS
  The following characters were developed by the
  Ghostwalk playtesters for testing out the adventures
  included in the book.
  D Antilliaros (Fully Manifested): Female
  human ghost Bard 3/Eidolon 1; CR 4; Medium-size
  outsider; HD 3d6 plus 1d8; hp 17; Init +1; Spd 30 ft.;
  AC 15, touch 12, flat-footed 14; Atk +3 melee (1d6, +1
  screaming bola flail*), or +6 ranged (1d6–1/[TS]3,
  masterwork shortbow with masterwork arrows); SQ
  bardic knowledge +5, bardic music (countersong,
  fascinate, inspire competence, inspire courage) 3/day,
  darkvision 60 ft., ghost qualities, low-light vision,
  outsider traits; AL CN; SV Fort +1, Ref +4, Will +7;
  Str 8, Dex 13, Con 11, Int 14, Wis 10, Cha 16.  
  Skills and Feats: Bluff +10, Decipher Script +6,
  Diplomacy +8, Gather Information +10, Hide +5,
  Intimidate +9, Knowledge (arcana) +8, Knowledge
  (ghost lore*) +6, Knowledge (history) +8, Perform +10,
  Sense Motive +6; Control Visage*, Exotic Weapon
  Proficiency (bola flail), Ghost Ride*, Iron Will.
  Bardic Knowledge: Antilliaros may make a bardic
  knowledge check with a bonus of +5 to see whether she
  knows some relevant information about local notable
  people, legendary items, or noteworthy places.
  Bardic Music: Antilliaros can use her song or
  poetics to produce magical effects on those around her. 
  Countersong (Su): Antilliaros can counter magical
  effects that depend on sound by making a Perform
  check for each round of countersong. Any creature
  within 30 feet of her who is affected by a sonic or
  language-dependent magical attack may use her
  Perform check result in place of his or her saving throw
  if desired. Countersong lasts for 10 rounds. 
  Fascinate (Su): Antilliaros can cause a single creature
  within 90 feet that can see and hear her to become
  fascinated with her. Antilliaros’s Perform check result
  is the DC for the opponent’s Will save. Any obvious
  threat breaks the effect. Fascination lasts 3 rounds. 
  Inspire Competence (Su): Any ally within 30 feet who
  can see and hear Antilliaros gets a +2 competence
  bonus on skill checks with a particular skill for as long
  as he or she can hear the music. 
  Inspire Courage (Su): Any ally who can hear
  Antilliaros receives a +2 morale bonus on saves against
  8
  
  9
  charm and fear effects and a +1 morale bonus on attack
  and weapon damage rolls. The effect lasts for 5 rounds
  after the ally can no longer hear Antilliaros. 
  Ghost Qualities* (Ex): Antilliaros is a disem-
  bodied soul with an ectoplasmic body and ghost weak-
  ness. She is incorporeal outside of Manifest. She has no
  discernable anatomy and can sense her physical body
  with a successful Wisdom check (DC 15). She has a +3
  natural armor bonus when not incorporeal and a +4
  racial bonus on Hide checks (already figured into the
  statistics above).
  Bard Spells Known (3/2; save DC 13 + spell
  level): 0—daze, detect magic, ghost sound, mage hand, read
  magic, resistance; 1st—cause fear, charm person, mage armor. 
  Possessions: Bullroarer (+1 silvered screaming bola
  flail*), masterwork shortbow, 20 masterwork arrows, +1
  cloak of protection (as ring), 2 potions of cure moderate
  wounds, masterwork bells (musical instrument).
  Description: Antilliaros is a mysterious woman
  who doesn’t reveal much about herself. She uses her
  Control Visage feat to conceal her appearance at all
  times, appearing wrapped from head to toe in an exotic
  outfit.
  History and Personality: Born in Salkiria,
  Antilliaros always had an inquisitive streak and a
  hunger for knowledge, as is appropriate for a worshiper
  of Uhanam. When she died from a fire trap while adven-
  turing, her ghost appeared in Manifest, and she
  decided to stick around a while and learn about her
  new form and the nature of the city of the dead. Since
  then, she has developed some of her ghost abilities and
  is pursuing the Path of the Dominator. She would very
  much like to acquire a set of mithral bells.
  Player: Antilliaros’ player is Jennifer Clarke Wilkes,
  an editor in Wizards of the Coast, Inc.’s RPG R&D
  Department. Jennifer realized that because ghosts have
  muted senses, they would tend to dress in bright cloth-
  ing, prefer loud music, and eat very spicy food.
  D Furka (Fully Manifested): Male elf ghost
  Conjurer 3/Eidolon 1; CR 4; Medium-size outsider; HD
  3d4–3 plus 1d8–1; hp 10; Init +6; Spd 30 ft.; AC 17,
  touch 16, flat-footed 11; Atk +4 melee (1d8+3/19–20,
  longsword), or +4 melee (1d4+2/19–20, dagger), or +10
  ranged (1d8+3/[TS]3, +1 mighty [+2 Str bonus] composite
  longbow with masterwork arrows); SQ darkvision 60 ft.,
  elf traits, familiar benefits, ghost qualities, low-light
  vision, outsider traits, weasel familiar (Silver); AL N; SV
  Fort +0, Ref +9, Will +4; Str 15, Dex 23, Con 9, Int 16,
  Wis 8, Cha 8.  
  Skills and Feats: Alchemy +6, Concentration +4, Hide
  +20, Knowledge (ghost lore) +6, Knowledge (history)
  +9, Knowledge (nature) +9, Listen +3, Search +5,
  Spellcraft +9, Spot +3; Alertness, Ghost Flight*, Ghost
  Glide*, Point Blank Shot, Scribe Scroll.
  Elf Traits: Furka is immune to magic sleep spells
  and effects. He is entitled to a Search check when
  within 5 feet of a secret or concealed door as though
  actively looking for it. He has Martial Weapon
  Proficiency (composite longbow, composite shortbow,
  longbow, longsword, and rapier) as bonus feats. Furka
  also has a +2 racial bonus on saves against enchantment
  spells or effects and a +2 racial bonus on Listen, Spot,
  and Search checks (already figured into the statistics
  given above).
  Familiar Benefits: Furka gains Alertness as a
  bonus feat plus the following additional benefits when
  his familiar is within 5 feet.
  Empathic Link (Su): Furka can communicate tele-
  pathically with Silver at a distance of up to 1 mile. He
  has the same connection to an item or a place that
  Silver does.
  Share Spells: Furka may have any spell he casts on
  himself also affect Silver if the latter is within 5 feet at
  the time. Furka may also cast a spell with a target of
  “You” on Silver.
  Touch: Silver can deliver touch spells for Furka.
  Ghost Qualities* (Ex): Furka is a disembodied
  soul with an ectoplasmic body and ghost weakness. He
  is incorporeal outside of Manifest. He has no discern-
  able anatomy and can sense his physical body with a
  successful Wisdom check (DC 15). He has a +1 natural
  armor bonus when not incorporeal and a +4 racial
  bonus on Hide checks (already figured into the statis-
  tics above).
  Wizard Spells Prepared (5/4/3; save DC 13 +
  spell level): 0—detect magic, light, mage hand, open/close,
  read magic; 1st—mage armor, magic missile, summon undead
  I, true strike; 2nd—cat’s grace, summon undead II (2).
  Spellbook: 0—arcane mark, dancing lights, detect
  ghost*, detect magic, detect poison, disrupt undead, flare,
  disrupt ectoplasm*, light, mage hand, mending, open/close,
  preserve ectoplasm*, prestidigitation, ray of frost, read magic,
  resistance; 1st—identify, mage armor, magic missile, obscur-
  ing mist, ray of enfeeblement, shield, summon monster I,
  summon undead I*, true strike, unseen servant; 2nd—cat’s
  grace, summon monster II, summon undead II*.
  Possessions: Shadowbolt (+1 mighty [+2 Str bonus]
  composite longbow), 20 masterwork arrows, 20 normal
  arrows, 20 silver arrows, longsword, 2 daggers, cloak of
  elvenkind, elven wizard outfit, backpack, winter blanket,
  wineskin, signal whistle, candle, flint & steel, 120 gp.
  Description: Furka is a short, scrawny, androgy-
  nous-looking elf. His hair and eyes are dark brown. He
  prefers to dress in elven wizard garb, with flowing robes.
  
  10
  History and Personality: Born in the elven
  homeland of Sura-Khiri, Furka appeared in Manifest
  after he was killed in a raid by yuan-ti. Unlike many
  residents of the city, he doesn’t mind summoning
  undead creatures to fight for him. He rarely does so in
  the presence of city guards, however, because he knows
  the practice is frowned upon.
  Player: Furka’s player is Daniel Kaufman. Daniel has
  written articles on various games, and his work has
  appeared in magazines, online, and in sourcebooks. He
  remembers playing D&D when the Monster Manual
  hadn’t come out yet, and he has seen Star Wars in the
  theater more times than on video. (He remembers when
  “A New Hope” was a mere news blurb and Solo fired
  first.) A former employee of Wizards of the Coast, Inc., he
  is now the Commissioning Art Director for Sabertooth
  Games. He sometimes writes screenplays about girls with
  guns or plays about girls he knew in grade school, and
  occasionally he spells his name with a “q.”
  D Silver (Furka’s Familiar): Male weasel
  familiar; CR —; Tiny animal; HD 1/2 d8; hp 5; Init +2;
  Spd 20 ft., climb 20 ft.; AC 16, touch 14, flat-footed 14;
  Atk +6 melee (1d3–4, bite); Face/Reach 2 1/2 ft. by 2
  1/2 ft./0 ft.; SA attach; SQ improved evasion, low-light
  vision, scent; AL N; SV Fort +2, Ref +4, Will +6; Str 3,
  Dex 15, Con 10, Int 7, Wis 12, Cha 5.  
  Skills and Feats:
  Balance +10, Climb +11,
  Concentration +5, Hide +13, Move Silently +9, Spot +4;
  Weapon Finesse (bite).
  Attach (Ex): If Silver hits with a bite attack, he uses
  his powerful jaws to latch onto the opponent’s body and
  automatically deals bite damage each round he remains
  attached. When attached, he has an AC of 12.
  Improved Evasion (Ex): If Silver is subjected to
  an attack that normally allows a Reflex saving throw for
  half damage, he takes no damage if he makes a success-
  ful saving throw and half damage even if the saving
  throw fails. 
  Scent (Ex):
  Silver can detect approaching
  enemies, sniff out hidden foes, and track by sense of
  smell.
  D Mellik: Male human Monk 4; CR 4; Medium-size
  humanoid; HD 4d8+8; hp 26; Init +3; Spd 40 ft.; AC 18,
  touch 16, flat-footed 15; Atk +5 melee (1d6+1, master-
  work kama), or +5 melee (1d6+1, masterwork nunchaku),
  or +8 ranged (1d8/19–20, masterwork light crossbow
  with masterwork crossbow bolts); SA flurry of blows,
  stunning attack 4/day; SQ evasion, fast movement, slow
  fall 20 ft., still mind; AL LN; SV Fort +6, Ref +7, Will +7;
  Str 13, Dex 16, Con 14, Int 13, Wis 17, Cha 10.  
  Skills and Feats: Balance +10, Hide +8, Jump +9,
  Knowledge (arcana) +4, Listen +8, Move Silently +8,
  Spot +6, Tumble +12; Deflect Arrows, Dodge, Foe
  Hunter (yuan-ti), Kihu-Sherem Guardian.
  Flurry of Blows: Mellik may use the full attack
  action to make one extra attack per round with an
  unarmed strike or a special monk weapon at his high-
  est base attack, but this attack (and each other attack
  made that round) takes a -2 penalty. This penalty
  applies for 1 round, so it affects attacks of opportunity
  Mellik might make before his next action. If armed
  with a kama, nunchaku, or siangham, Mellik makes the
  extra attack either with that weapon or unarmed. In
  any case, his damage bonus on the attack with his off
  hand is not reduced.
  Stunning Attack (Su): Once per round (but not
  more than four times per day), Mellik can stun a crea-
  ture damaged by his unarmed attacks. The foe so struck
  must make a Fortitude saving throw (DC 16) or be
  stunned for 1 round in addition to taking normal
  damage from the attack. Creatures immune to critical
  hits cannot be stunned with this attack.
  Evasion (Ex): If Mellik makes a successful Reflex
  saving throw against an attack that normally deals half
  damage on a successful save, he instead takes no
  damage.
  Slow Fall: When within arm’s reach of a wall,
  Mellik can use it to slow his descent while falling. He
  takes damage as if the fall were 20 feet shorter than it
  actually is. 
  Still Mind: Mellik gains a +2 bonus on saving
  throws against spells and effects from the Enchantment
  school.
  Possessions: Masterwork silvered kama, master-
  work silvered nunchaku, masterwork  light crossbow,
  20 bolts, 20 silver bolts, Theld’s Will (amulet of natural
  armor +1), Theld’s Shield (bracers of armor +1), 4 potions of
  cure light wounds, monk’s outfit, backpack, bedroll, 50
  feet of silk rope, 4 vials of holy water, flint & steel.
  Description: Mellik stands more than 6 feet tall
  and is broadly built. Like all Kihu-Sherem, his eyes are
  a brilliant green shade. His hair is black, but he
  normally shaves his head bald. He dresses in Bazareene
  fashion appropriate to his noble house, and his clothes
  are decorated with family markings and minor arcane
  sigils.
  History & Personality: Mellik is a Kihu-
  Sherem, a specially-bred monk from a noble line
  assigned to guard one of his family’s sorcerer females.
  Unfortunately for him, she fell in love with a
  commoner and fled to Manifest to escape her familial
  obligations. Mellik followed her to the city to save face
  and his own head. Quiet but headstrong, he packs a
  powerful punch.
  
  11
  Player: Mellik’s player is Tyson Moyer. Tyson got
  his start at Wizards of the Coast, Inc. in 1998, when he
  started doing demos at their retail stores. He managed
  to survive several Pokemon mall tours as well as GEN
  CON 2000. He hopes eventually to become the leader of
  a small but wealthy country. For now, he torments his
  friends and loved ones with a homebrew D&D
  campaign.
  D Telden Fect: Male human Cleric 4; CR 4;
  Medium-size humanoid; HD 4d8+4; hp 20; Init +1; Spd
  AC 15, touch 11, flat-footed 14; Atk –3 melee
  (1d6–2/19–20, short sword); SA turn undead 8/day; AL
  LG; SV Fort +6, Ref +3, Will +9; Str 6, Dex 12, Con 12,
  Int 10, Wis 18, Cha 13.  
  Skills and Feats: Concentration +4, Diplomacy +3,
  Heal +10, Jump +8, Knowledge (local) +1, Knowledge
  (religion) +6, Knowledge (the planes) +1; Divine
  Energy Focus, Empower Turning, Extra Turning.
  Cleric Spells Prepared (5/5/4; save DC 14 + spell
  level): 0—create water, detect ghost*, detect magic, disrupt ecto-
  plasm*, light; 1st—command, comprehend languages, doom,
  protection from evil†, protection from possession*; 2nd—aid†,
  bull’s strength, hold person, lesser restoration.
  †Domain spell. Deity: Aluvan. Domains: Good (cast
  good spells at +1 caster level), Repose (death touch
  1/day).
  Possessions: +1 studded leather armor, short sword, cloak
  of resistance +1, pearl of power (1st level), boots of striding &
  springing, wand of cure light wounds (25 charges), silver
  holy symbol, signal whistle, backpack, bedroll, flint &
  steel, 2 torches, 7 days worth of iron rations, waterskin,
  large sack, belt pouch, 370 gp.
  Description: Telden is a tall, thin man in his late
  thirties who is beginning to show signs of his age. His
  strength has begun to decline, and his black hair is show-
  ing gray at the temples. But his gray eyes are still sharp
  and full of devotion for his god, though they fill with
  wrath when any undead dare to enter his field of vision.
  History & Personality: Telden was born in
  Manifest, and his mother died giving birth to him. So
  great was her love that she returned as a ghost and
  raised him until she succumbed to the Calling when he
  was eight. Since his father was a cleric of Aluvan,
  Telden was raised in the church thereafter. When his
  father was killed by undead, Telden dedicated himself
  to destroying such creatures. He is strongly supportive
  of the ghosts in Manifest, and he hopes that when his
  time comes to die, he can see his beloved city through
  a ghost’s eyes for a while before finally joining his
  parents beyond the Veil.
  Player: Telden’s player is Curt Gould, international
  logistics guru for Wizards of the Coast, Inc. That’s a
  fancy way of saying that he makes sure the parts for
  WotC’s games that are manufactured and sold in other
  countries are cost-efficient and of good quality.
  D Traden Soulreaver: Male human Ranger
  1/Rogue 3; CR 4; Medium-size humanoid; HD 1d10+1
  plus 3d6+3; hp 22; Init +8; Spd 30 ft.; AC 14, touch 14,
  flat-footed 14; Atk +7 melee (1d6+1/19–20, +1 short
  sword) and +7 melee (1d61/19–20, +1 short sword), or +7
  melee (1d6+1/19–20, +1 short sword) and +7 melee
  (1d6/19–20, masterwork short sword), or +7 ranged
  (1d8/[TS]3, composite longbow); SA sneak attack +2d6;
  SQ evasion, favored enemy (ghosts), traps, uncanny
  dodge (Dex bonus to AC); AL CG; SV Fort +4, Ref +7,
  Will +1; Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 14.  
  Skills and Feats: Alchemy +4, Balance +6, Bluff +5,
  Climb +4, Decipher Script +3, Escape Artist +7, Intuit
  Direction +4, Jump +2, Listen +7, Open Lock +10,
  Search +9, Spot +7, Tumble +11, Use Magic Device +6,
  Wilderness Lore +4; Improved Initiative, Track,
  Weapon Finesse (short sword), Weapon Focus (short
  sword).
  Evasion (Ex): If exposed to any effect that
  normally allows a character to attempt a Reflex saving
  throw for half damage, Traden takes no damage with a
  successful saving throw.
  Favored Enemy: Traden has selected ghosts as a
  favored enemy. He gains a +1 bonus on Bluff, Listen,
  Sense Motive, Spot, and Wilderness Lore checks when
  using these skills against this type of creature.
  Possessions: Ghost Stabber (+1 short sword), Haunt
  Slicer (+1 short sword), masterwork short sword, compos-
  ite longbow, 30 arrows, 10 silvered arrows, 3 potions of
  cure light wounds, bedroll, backpack, 50 feet of silk rope,
  fire-starting kit, 5 days of iron rations, cloak, traveler’s
  clothes, powdered chalk, thieves tools.
  Description: Traden is a tall man with a medium
  build, gray eyes, long black hair, and a moustache.
  While the colors of his clothes are muted, he orna-
  ments the interior of his garb with silver to reflect his
  interest in hunting ghosts.
  History & Personality: Traden grew up in
  Salkiria and moved to Manifest with the intent of
  becoming a bounty hunter for ghosts. He prefers jobs
  in which his targets are actually evil, but any ghost will
  do in a pinch. Since Manifest is the hub of ghost activ-
  ity in the world, it has been only natural for him to
  remain there, where he could get work easily. During
  his stay in Manifest, he has established a few friend-
  ships with arboreal guardians in the Spirit Wood.
  Player: Traden’s player is Alex Weitz. After spend-
  ing 3 years in Wizards of the Coast, Inc.’s Customer
  Service Department as the D&D rules guy, Alex
  
  12
  switched departments and now serves as the world-
  wide training program manager for Organized Play. His
  job includes (or will include shortly) the training and
  supporting of judges for WotC card game and roleplay-
  ing game events.
  *From the Ghostwalk Campaign Setting.
  ABOUT THE AUTHOR
  Sean K Reynolds spends a remarkable amount of
  time on trains, where he defeats bandits, solves
  complex mathematical equations, and shushes noisy
  children. Then he wakes up. Check out his website at
  <http://www.seankreynolds.com>.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Ghostwalk Web Enhancement.pdf