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Dread Ghost...Inspired by dicefreaks

dante58701

Banned
Banned
Creating a Dread Ghost

“Dread Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.

A dread ghost uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The base creature’s type changes to Undead (Augmented [base creature's type]).. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the Incorporeal subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12s. Spirits and mightier also gain bonus HP using their Charisma modifier in place of their Constitution modifier.

Speed: Dread ghosts have a fly speed as noted on the table below (unless the base creature has a higher fly speed), with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the dread ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Shades and mightier gain a profane bonus to AC equal to 2x their rank.

Attack: A dread ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Full Attack: A dread ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a dread ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: A dread ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The dread ghost also gains a manifestation ability. The save DC against a special attack is equal to 10 + 1/2 dread ghost’s HD + ghost’s Cha modifier unless otherwise noted.

Manifestation (Su): Every dread ghost has this ability. A dread ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a dread ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested dread ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested dread ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested dread ghost can strike with its touch attack or with a ghost touch weapon (see Burial Goods, below). A manifested dread ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested dread ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The dread ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting dread ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets.

When a spellcasting dread ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested dread ghost’s touch spells don’t work on nonethereal targets.

A dread ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Special Qualities: A dread ghost has all the special qualities of the base creature as well as those described below.

Burial Goods (Ex): The dread ghost gains the benefits of any equipment that their corpse is wearing (even if the corpse has crumbled to dust within its equipment), or is buried with them in their grave, or lies at the spot of their death (the dread ghost chooses one of these options). If the equipment is removed from this spot, the dread ghost retains the same appearance but the item looses any special properties and becomes non-functional.

Rejuvenation (Su): In most cases, it’s difficult to destroy a dread ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A dread ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + dread ghost’s HD + dread ghost's charisma modifier) against DC 10. As a rule, the only way to get rid of a dread ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Turn Resistance (Ex): A dread ghost has turn resistance equal to 2x its rank plus its Charisma modifier.

Abilities: The base creature's ability scores increase according to the table below. Being undead, the dread ghost has no Constitution score. Being incorporeal, a dread ghost has no Strength score. On the Ethereal Plane, it uses its Charisma in place of its Strength for all purposes. If the creature's Intelligence is reduced below 3, all of its HD are replaced with Undead HD. It retains any racial abilities other than spellcasting or spell-like abilities, but looses all class abilities. The creature's Intelligence can not fall below 1as a result of this template being applied.

Skills: Dread ghosts have a +16 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Environment: Any, often as base creature.

Organization: Solitary, gang (2-4), or mob (7-12).

Challenge Rating: +3 per rank.

Treasure: None.

Alignment: Any non-good.

Phantom; -2 Int, -2 Wis, +8 Cha. Fly 30 feet. 2 salient ability.
Haunt; +12 Cha. Fly 60 feet. 4 salient abilities.
Shade; +16 Cha. Fly 90 feet. 6 salient abilities.
Spirit; +20 Cha. Fly 120 feet. 10 salient abilities.
Terror; +2 Int, +2 Wis, +24 Cha. Fly 150 feet. 16 salient abilities.
Eidolon; +4 Int, +4 Wis, +28 Cha. Fly 180 feet. 36 salient abilities.

All Ranks; +1 salient ability per thousand years of unlife

Dread Ghost Salient Abilities

Aligned Attacks
The dread ghost is infused with the essence of it's alignment.
Prerequisites: Shade or mightier, Cha 19+.
Benefits: All the dread ghost's attacks are considered magic and aligned for the purpose of overcoming damage reduction. The alignment matches one component (dread ghost's choice at the time it's acquisition of this ability) of it's own alignment. In addition, each it's attacks deals 1d6 points of extra damage to creatures of the opposing alignment. This bonus applies to incorporeal touch attacks and to melee and ranged touch attacks made against ethereal opponents. If the dread ghost lacks the corrupting touch ability, it's incorporeal touch attack still deals 1d6 points of damage to a creature of the opposing alignment.

Babble
The dread ghost constantly mutters and whines to itself, creating a hypnotic effect.
Prerequisites: Haunt or mightier, Madness.
Benefits: All sane creatures within 60 ft. of the dread ghost must succeed on a Will save or be affected as though by a hypnotism spell for 1d4 rounds per rank. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same dread ghost’s babble for 24 hours.

Blight of the Open Grave
The presence of a powerful undead being on the Prime Material plane can aspect the nearby area towards death and decay.
Prerequisites: Cha 15+
Benefits: The area within 10 foot per rank of the dread ghost gains the minor negative dominant trait..

Burning Horror
The souls of certain unfortunate dread ghosts are eternally tormented by the remnants of the fires that slew them, tainted by the negative energy that inflicted them on the prime. Many of these dread ghosts learn to inflict this torture on others, judging that a problem shared is a problem halved.
Prerequisites: Terror, Cha 27+, 30+ HD, Corrupting Touch, Draining Touch, Memories of a Burning Death.
Benefits: Living creatures struck by the dread ghost's touch attack find themselves engulfed in horrific flames; the tainted power cascades over their bodies, and they must succeed at a Fort save or permanently lose 6 points of Constitution. The victim must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points each time. The dread ghost heals 30 points of damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. This ability drain is vile, so cannot be healed under normal circumstances.
Special: This replaces the draining touch ability.

Children of the Blaze
The dread ghost's flaming death affects it's progeny.
Prerequisites: Terror, Cha 35+, Corrupting Touch, Create Spawn, Draining Touch, Memories of a Burning Death.
Benefits: Any humanoid slain by the dread ghost becomes a lavawight in 1d4 rounds. Spawn are under the command of the dread ghost that created them and remain enslaved until its death.
Special: This replaces the Create Spawn ability.

Children of the Void
The ghost's icy death affects it's progeny.
Prerequisites: Terror, Cha 35+, Chill of the Yawning Grave, Corrupting Touch, Create Spawn, Draining Touch.
Benefits: Any humanoid slain by the dread ghost becomes a winterwight in 1d4 rounds. Spawn are under the command of the dread ghost that created them and remain enslaved until its death..
Special: This replaces the Create Spawn ability.

Chill of the Yawning Grave
Certain dread ghosts, particularly those who die from the cold, or whose graves have been disturbed, suck all the warmth from the area around them.
Prerequisites: Cha 15+.
The area within 10 foot per rank of the dread ghost gains the cold dominant trait. The dread ghost gains the cold subtype, and all creatures with the same subtype within the aura gain a bonus to Turn Resistance equal to2x its rank.
Note: A dread ghost which has taken the Memories of a Burning Death salient ability may not take the Chill of the Yawning Grave salient ability.

Corrupting Gaze
The dread ghost's gaze can be lethal.
Prerequisites: Haunt or mightier, Cha 13+.
Benefits: A dread ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the dread ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Corrupting Touch
The very touch of the dread ghost saps the life of the living.
Prerequisites: Cha 19+.
Benefits: The dread ghost has a touch attack that uses negative energy to deal 1d8 points of damage per rank plus its Charisma modifier to living creatures; a Will save halves the damage.

Create Spawn
The dread ghost's power is such that it will not allow its victims to rest.
Prerequisites: Haunt or mightier, Cha 17+.
Benefits: Any humanoid slain by the dread ghost becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the dread ghost that created them and remain enslaved until its death. The wraith has a number of HD according to the table below, even if that would violate normal advancement caps.

Haunt 5 HD
Shade 10 HD
Spirit 15 HD
Terror 20 HD
Eidolon 25 HD

Despair
The sight of the dread ghost chills mortals to the bone.
Benefits: At the mere sight of the dread ghost, viewers must succeed on a Will save or be paralyzed with fear for 1d4 rounds per rank. Whether or not the save is successful, that creature cannot be affected again by the same dread ghost's despair ability for 24 hours.

Draining Touch
The dread ghost's touch can cause ability damage.
Prerequisites: Haunt or mightier, Cha 19+, Corrupting Touch
Benefits: A dread ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the dread ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Charisma modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Ectoplasmic Claws
The dread ghost draws the ethereal mists onto the Prime and condenses them around the manifestations of its natural weapons.
Prerequisites: Cha 13+, 1 or more natural weapons.
Benefits: The dread ghost treats one of its natural weapons per rank as a dread ghost touch weapon.

Ectoplasmic Weapon
The ghost draws the ethereal mists onto the Prime and condenses them around the manifestations of its weapon.
Prerequisites: Cha 13+, Weapon Focus (type of weapon chosen).
Benefits: The dread ghost treats all weapons of a certain type that it wields as dread ghost touch weapons.

Ectoplasmic Sculptor
The dread ghost can draw on the ethereal mists to form temporary ectoplasmic objects.
Prerequisites: Haunt or mightier, Cha 13+, 5+ ranks in two or more Craft skills.
Benefits: A number of times per day equal to the dread ghost's rank +1, as a standard action, the dread ghost can duplicate the effects of the spell major creation as a supernatural ability. Object created in this way possess the dread ghost touch property and can be destroyed normally or by any method which targets ectoplasm.

Energy Drain
The dread ghost can permanently drain a creature's lifeforce.
Prerequisites: Haunt or mightier, Cha 19+, Corrupting Touch.
Benefits: The dread ghost's touch attack deals one negative level per rank. This may be used once per round.

Energy Immunity
Shade or mightier, Cha 19+.
Benefit: The dread ghost is immune to one type of energy (acid, cold, electricity, fire, or sonic) chosen at the time of it's acquisition of this ability. Dread ghosts cannot become immune to an energy type they have a vulnerability to.

Ethereal Armor
Shade or mightier, Cha 19+.
Benefits:The dread ghost gains a deflection bonus to it's Armor Class equal to it's charisma bonus or +1, whichever is greater, even when not manifested and existing wholly on the ethereal plane.

Ethereal Domain
The dread ghost has learned to exercise limited control over the ethereal plane coexistent to some area that was important to them in life, gaining the ability to weave the ethereal mists into illusions.
Prerequisites: Haunt or mightier, 5 ranks in Knowledge (local).
Benefits: The dread ghost may nominate an area, or section of an area, which was of great emotional significance to it in life, which can be contained within a sphere of radius equal to its rank x 100 feet. The dread ghost gains a degree of power over the section of the near Ethereal coexistent to that area (or section of area), which becomes their Ethereal Domain. This allows the dread ghost to duplicate the effects of any Illusion (Figment) spell as a 20th level sorcerer, within that section of the near Ethereal, as a supernatural ability, requiring a standard action.

Ethereal Kingdom
The dread ghost has learned to control a great region of the ethereal. This power is most commonly possessed by murdered kings and the like, hence its name.
Prerequisites: Shade or mightier, Ethereal domain, 10 ranks in Knowledge (local).
Benefits: The dread ghost may increase the area of their Ethereal Domain such that it can be contained within a sphere of radius of 2 miles x its rank.

Ethereal Mastery
The dread ghost has learned how to bind the ethereal mists within its realm into solid form.
Prerequisites: Shade or mightier, Ethereal Domain, 15 ranks in Knowledge (local).
Benefits: Any Illusion (figment) effect that the dread ghost duplicates within their Ethereal Domain/Kingdom using the ability of the same name can be made real at the time of creation. Such illusions are restricted to the Domain/Kingdom and cannot leave it, and remain under the command of the dread ghost.

Ethereal Transcendence
The dread ghost has gained absolute mastery over the region of the near Ethereal in which it dwells, rivaling the control that gods have over their realm.
Prerequisites: Spirit or mightier, Ethereal Domain, Ethereal Mastery, 25 ranks in Knowledge (local).
Benefits: The dread ghost gains abilities respective to its Ethereal Domain/Kingdom equivalent to those a DvR 20 god has over its Divine Realm.

Fare of the Damned
The dread ghost can distill the ethereal mists into food and drink, which is edible to mortals. Any living creature which consumes the food is brought one step closer to the world of the unliving, making them more vulnerable to the ghost.
Prerequisites: Haunt or higher, Cha 15+, 5+ ranks in Profession (Cook) or Profession (Brewer), or similar, Ectoplasmic Sculptor.
Benefit: Any living creature who consumes food or drink created by the dread ghost's Ectoplasmic Sculptor ability suffers a penalty on all saves equal to the creator's rank against the abilities of any dread ghost that was present during the food or drink's creation until the creator is destroyed.

Fast Healing
The dread ghost heals exceptionally quickly
Prerequisites: Haunt or mightier
Benefit: The dread ghost receives fast healing equal to 5 times its rank.

Frightful Moan
The dread ghost can cause fear with a wail.
Prerequisites: Shade or mightier, Cha 15+.
Benefits: The dread ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same dread ghost’s moan for 24 hours.

Greater Manifestation
The dread ghost may become corporeal for a short time.
Prerequisites: Spirit or mightier, Improved Manifestation, Cha 25+.
Benefits: The effects of ethereal and non ethereal attacks on the ghost are reversed. It becomes corporeal on the Prime and incorporeal on the Ethereal. The dread ghost may become corporeal for 10 minutes per rank per day. This ability replaces the dread ghost's improved manifestation ability.

Horrific Appearance
The dread ghost's visage is unspeakably terrible.
Prerequisites: Shade or mightier, Cha 13+.
Benefits: Any living creature within 60 feet that views the dread ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same dread ghost’s horrific appearance for 24 hours.

Icy Blight
The souls of certain unfortunate dread ghosts are eternally tormented by the remnants of the chill that killed them, tainted by the negative energy that inflicted them on the prime. Many of these dread ghosts learn to inflict this torture on others, judging that a problem shared is a problem halved.
Prerequisites: Terror, Cha 27+, Chill of the Yawning Grave, Corrupting Touch, Draining Touch.
Benefits: Living creatures struck by the dread ghost's touch attack find themselves engulfed in hideous cold; the tainted power cascades over their bodies, and they must succeed at a Fort save or permanently lose 6 points of Constitution. The victim must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points each round. The dread ghost heals 30 points of damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. This ability drain is vile, so cannot be healed under normal circumstances.
Special: This replaces the draining touch ability.

Improved Manifestation
The dread ghost has become far more adept at manifesting.
Prerequisites: Shade or mightier, Cha 19+.
Benefits: A dread ghost can switch from being wholly ethereal to manifesting on the material plane and vice versa as a move action. This ability replaces the dread ghost's standard manifestation ability.

Improved Rejuvenation
The dread ghost is relentless.
Prerequisites: Shade or mightier, Cha 19+.
Benefit: The dread ghost rejuvenates in just 1d4 hours rather than the standard 2d4 days. This ability replaces the dread ghost's standard rejuvenation ability.

Improved Transdimensional Realm
The dread ghost's power over it's realm is absolute.
Prerequisites: Eidolon, Ethereal Domain, Transdimensional Realm, 20 ranks in Knowledge (local).
Benefit: The dread ghost can use it's transdimensional realm ability indefinitely an unlimited number of times, even during the day. This ability replaces the dread ghost's transdimensional realm ability.

Invisibility
The dread ghost can simply vanish.
Prerequisites: Shade or mightier, Cha 19+.
Benefit: The dread ghost can benefit from Improved Invisibility at will.

Keening
The dread ghost's scream is death to those that hear it.
Prerequisites: Spirit or mightier, Frightful Moan, Cha 23+.
Benefits: The dread ghost may use wail of the banshee as a supernatural ability. It does not provoke an attack of opportunity, not is it susceptible to spell resistance.

Lifesense
The dread ghost may perceive the strength of its victims' lifeforces.
Prerequisites: Shade or mightier, Cha 17+.
Benefits: The dread ghost notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Madness
The dread ghost's obsession has driven it mad.
Benefits: Anyone targeting an dread ghost with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage per rank.

Malevolence
The dread ghost can possess its enemies.
Prerequisites: Shade or mightier, Cha 21+.
Benefits: Once per round, the dread ghost can merge its body with a creature on the Material Plane. This ability is identical to possession, as detailed in Fiendish Codex I:Hordes of the Abyss.

Master Sculptor
The dread ghost can draw on the ethereal mists to form permanent ectoplasmic objects.
Prerequisites: Spirit or higher, Ectoplasmic Sculptor, Cha 21+, 15+ ranks in four or more Craft skills.
Benefits: A number of times per month equal to the dread ghost's rank + 1, as a standard action, the dread ghost can duplicate the effects of the spell true creation as a supernatural ability (caster level equal to dread ghost's rank), with a limit of rank x 1000 gp worth of objects per use. Object created in this way possess the ghost touch property (as a non-magical effect) and can be destroyed normally or by any method which targets ectoplasm. A dread ghost can only have a maximum of (rank squared x 1000) gp worth of objects created by this power simultaneously existing. If it reaches this limit and wishes to create more items, it must destroy some previously created objects.

Memories of a Burning Death
A death by fire is one of the most painful ways of dying, and many dread ghosts who die in such a fashion find it impossible to disentangle themselves from the event, unconsciously bringing the echoes of their death to the present.
Prerequisites: Cha 15+
Benefit: The area within 10 foot per rank of the dread ghost gains the fire dominant trait. The dread ghost gains the fire subtype, and all creatures with the same subtype within the aura gain a bonus to Turn Resistance equal to its rank.
Note: A dread ghost which has taken the Chill of the Yawning Grave salient ability may not take the Memories of a Burning Death salient ability.

Necromancy Resistance
The dread ghost is more independent and less easily controlled by necromantic spells from the Material Plane.
Prerequisites: Haunt or mightier, Cha 17+.
Benefit: The dread ghost gains a bonus equal to its rank x 2 to saves when resisting undead-specific spells such as control undead.

One Weapon, One Soul
Dread ghosts who manifest weapons forged from their own spirits commonly relate to weapons as extensions of themselves, an attitude which has metaphysical implications for such beings.
Prerequisites: Terror or mightier, Cha 21+, Ectoplasmic Weapon, Spirit Weapon.
Benefit: For the purpose of all effects and feats the dread ghost's spirit weapons are treated as both natural and manufactured weapons. For example, this allows the dread ghost to deliver touch attacks via the weapon.

Perfect Manifestation
The dread ghost has perfect his ability to manifest.
Prerequisites: Greater Manifestation, Improved Manifestation, Terror or mightier, Cha 27+.
Benefit:The dread ghost can become corporeal as often as desired and remain corporeal for an unlimited duration. This ability replaces the dread ghost's standard manifestation ability.

Rebuke Undead
Prerequisites:Shade or mightier, Cha 19+.
Benefit:A dread ghost can rebuke and command undead as an evil cleric of a level equal to it's character level.

Rotting Touch
The dread ghost draws the life force from the living, leading to slow decay.
Prerequisites: Haunt or mightier, Cha 19+, Corrupting Touch.
Benefits: With a touch attack the dread ghost draws the life from the target, resulting in unnatural aging of 1d10 years per rank of the dread ghost (a Will save negates this effect).

Shattering Presence
The dread ghosts presence can be destructive.
Prerequisites: Shade or mightier, Cha 19+.
Benefit: Once per round as a free action, the dread ghost can shatter all nonmagical objects made of crystal, glass, ceramic, or porcelain (such as vials, bottles, flasks, jugs, windows, mirrors, and the like) within 30 feet. Any object weighing more than 5 pounds per character level the dread ghost possesses are not affected. A magic item made of any of the above materials must succeed on a fortitude save (DC 10 + 1/2 dread ghost's character level + dread ghost's Cha modifier) or be destroyed. A crystalline creature within the area takes 1d6 points of damage per character level the dread ghost possesses (to a maximum of 5d6 per rank). Every creature within 5 feet of a shattering object must succeed on a DC 20 Reflex save or take 1d6 points of slashing damage. A creature wearing or carrying an object when it shatters takes 2d6 points of slashing damage (no save). Shattering presence is not a sonic effect.

Spell Resistance
The dread ghost is supernaturally resistant to spells.
Prerequisites: Shade or mightier.
Benefit: The dread ghost gains Spell Resistance equal to 13 + its HD.

Spirit Weapon
Some dread ghosts develop powerful attachments to the kind of weapons they wielded in life, inbueing a portion of their power to affect the material in the form of that weapon.
Prerequisites: Haunt or mightier, Cha 17+, Ectoplasmic Weapon, Weapon Focus (type of weapon chosen).
Benefits: The dread ghost may manifest a weapon of a kind they have Weapon Focus in as a standard action. This weapon has total enhancement bonuses equal to twice the dread ghost's rank. The dread ghost must create a weapon with the same enhancements every time, although it can create different kinds of weapons.

Stunning Attack
The dread ghost can pass fully through another creature, leaving it reeling in shock.
Prerequisites: Haunt or mightier, Cha 15+.
Benefit: A number of times per day equal to the dread ghost's rank +1, as a standard action, the dread ghost can pass fully through another creature on a successful melee touch attack. This power will stun that creature for a number of rounds equal to the dread ghost's rank if it fails a Fortitude save.

Telekinesis
The dread ghost may move things with naught but the power of its mind.
Prerequisites: Haunt or mightier, Cha 19+.
Benefits: The dread ghost can use telekinesis as a standard action (caster level 12th or equal to the dread ghost’s HD, whichever is higher). When a dread ghost uses this power, it must wait 1d4 rounds before using it again.

Temporally Unhinged
When some dread ghosts return to the mortal coil, they do not re-integrate into the flow of time completely. This drives most who experience it completely insane very quickly, but some lucky few possess that mental capacity to extract insights from the confusion.
Prerequisites: Terror or greater, Int 21+, Cha 31+.
Benefit: The dread ghost gains an insight bonus to AC equal to its Intelligence modifier

Touch of Death
When the dread ghost passes its hand through the flesh of a living creature, it can stop their heart cold, or cause them to die of terror.
Prerequisites: Shade or mightier, Cha 23+, Corrupting Touch, Energy Drain.
Benefit: Any living creature hit by the dread ghost's touch attack must make a Fortitude save or die.

Transdimensional Realm
The dread ghost has learned to force its mastery over the Ethereal Plane onto coexistent planes at night times, turning the prime into a waking nightmare for the living.
Prerequisites: Terror or mightier, Ethereal Domain, 10 ranks in Knowledge (local).
Benefits: The dread ghost can use this ability to replace the area of a plane coexistent to their Ethereal Domain/Kingdom with their Ethereal Domain/Kingdom, replacing any non-sentient terrain or non-attended object with what is at the corresponding location in the Domain/Kingdom for one night. This ability can be used a number of nights per month equal to the dread ghost’s rank. When the night ends the normal terrain and non-sentient objects are restored, and everything is restored to its normal plane.
Special: When using this ability in combination with the Ethereal Transcendence ability, the powers granted by that ability can only be used on the coexistent plane for 1 night per rank per year.

Turn Immunity
The dread ghost is immune to the divine control of clerics.
Prerequisites: Shade or mightier, Cha 19+.
Benefit: The dread ghost can not be rebuked, turned, controlled or destroyed by clerical turning.

Unnatural Aura
Animals can sense the unnatural presence of the ghost and are frightened by it.
Benefit: All animals, whether wild or domesticated, including animal companions, familiars, and special mounts, can sense the dread ghost's presence at a distance of 15 ft. times the dread ghost's rank. They will not willingly approach nearer than that, and panic if forced to do so. They remain panicked as long as they are within that range.
 
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Redgaia

First Post
Ranks.

Appologies for the thread necromancy, but this is the post that drove me to create an account here, so I'd really appreciate some information here. This may be the result of some rulebook I may be missing, but where are the rules for how a ghost advances in rank? It is implied that they can, and apparently necessary to access and accrue salient abilities, yet I cannot find anything on the subject. At first I assumed that it was related to the divine ranks of deities, yet there seems to be no rules on how to acquire those either, so I am left in a kind of "rules void".

I want to use this template for my Master of Necromantic Mysteries for my D&D 3.5 campaign, as one of the class abilities for the PrC allows him to become an ineradicable ghost on death (its the capstone ability), and this would drastically improve his effectiveness, if only I knew how the ranking system worked. Hope to hear from somebody about this. Kthxbai.
 

BrokeAndDrive

Banned
Banned
I'd just make something up. Say:

At HD 1-4 you gain one ability. 5-7 you gain another. 8-11 you gain two more. Etc.

And by the way: "but the item looses" *urk...* *twitch...* *fingers curling...* *face red and sweaty...* *rolls against a DC 35 Will save to not enter spontaneous barbarian rage*
 

MythMage

First Post
Appologies for the thread necromancy, but this is the post that drove me to create an account here, so I'd really appreciate some information here. This may be the result of some rulebook I may be missing, but where are the rules for how a ghost advances in rank? It is implied that they can, and apparently necessary to access and accrue salient abilities, yet I cannot find anything on the subject.
Dicefreaks is another forum community whose members have a fondness for planar work, grand projects, and more respect for (and skill at working with) epic than the members of most forums. Here's a link: Dicefreaks d20 Community • Index page

As for the ghost, see the original Dicefreaks ghost template (link), which the original poster copied quite heavily. To clarify a bit, the more emotionally traumatic the death and more tenacious the resistance to death by the person who dies, the higher their rank as a ghost - usually, one has to suffer another, even more traumatic event as a ghost in order to rise in rank. If you have questions about the concepts involved, you can post questions over there too.
 

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