Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
3G: Ghouls Just Want to Have Fun
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Southern Oracle" data-source="post: 7650097" data-attributes="member: 1249"><p>Another blast from the past – the ghoul adapted to be played as a character for 3.5E. This is just part of a much larger article that never made the cut for <em>Dragon</em> magazine. Enjoy!</p><p> </p><p><strong>The Ghoul/Ghast Monster Class</strong></p><p>Whether by cannibalism, curse, or ghoul fever, chances are some character will be transformed into a ghoul or ghast at some point, in some game. However, all is not lost; with your DM’s permission, a character can still be played as one of the undead. Follow these steps to turn a character into a ghoul or ghast.</p><p>A character with the Humanoid creature type and 3 or fewer Hit Dice changes all her Hit Dice to d12s, loses all racial and class abilities, and loses all skill ranks, becoming a ghoul or ghast of a level with the appropriate number of Hit Dice. Don’t reroll hit points. A character with more than 3 Hit Dice retains any extra class levels, Hit Dice, and skill points above and beyond the ghoul/ghast class. If the character had more than one class before becoming a ghast, she can choose to retain extra levels from more than one class.</p><p></p><p> [TABLE="width: 738"] [TR] [TD]<strong>Level</strong></p><p>[/TD] [TD]<strong>Hit</strong></p><p><strong>Dice</strong></p><p>[/TD] [TD]<strong>Base</strong></p><p><strong>Attack</strong></p><p><strong>Bonus</strong></p><p>[/TD] [TD]<strong>Fort</strong></p><p><strong>Save</strong></p><p>[/TD] [TD]<strong>Ref</strong></p><p><strong>Save</strong></p><p>[/TD] [TD]<strong>Will</strong></p><p><strong>Save</strong></p><p>[/TD] [TD]<strong>Skill</strong></p><p><strong>Points</strong></p><p>[/TD] [TD]<strong>CR</strong></p><p>[/TD] [TD]<strong>Special</strong></p><p>[/TD] [/TR] [TR] [TD]1</p><p>[/TD] [TD]1d12</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+2</p><p>[/TD] [TD](4 + Int mod) x 4</p><p>[/TD] [TD]1</p><p>[/TD] [TD]+1 natural armor, +2 turn resistance, bite 1d4, feat</p><p>[/TD] [/TR] [TR] [TD]2</p><p>[/TD] [TD]1d12</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+2</p><p>[/TD] [TD]--</p><p>[/TD] [TD]1</p><p>[/TD] [TD]+2 Dex, 2 claws 1d3, paralysis (1d2 rounds)</p><p>[/TD] [/TR] [TR] [TD]3</p><p>[/TD] [TD]2d12</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+3</p><p>[/TD] [TD]4 + Int mod</p><p>[/TD] [TD]1</p><p>[/TD] [TD]+2 Int, +2 Wis, +2 natural armor</p><p>[/TD] [/TR] [TR] [TD]4</p><p>[/TD] [TD]2d12</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+3</p><p>[/TD] [TD]--</p><p>[/TD] [TD]1</p><p>[/TD] [TD]bite 1d6, paralysis (1d4+1 rounds)</p><p>[/TD] [/TR] [TR] [TD]5</p><p>[/TD] [TD]2d12</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+0</p><p>[/TD] [TD]+3</p><p>[/TD] [TD]--</p><p>[/TD] [TD]1</p><p>[/TD] [TD]ghoul fever</p><p>[/TD] [/TR] [TR] [TD]6</p><p>[/TD] [TD]3d12</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+3</p><p>[/TD] [TD]4 + Int mod</p><p>[/TD] [TD]2</p><p>[/TD] [TD]+2 Str, +2 Cha, feat, stench (1d4 minutes)</p><p>[/TD] [/TR] [TR] [TD]7</p><p>[/TD] [TD]4d12</p><p>[/TD] [TD]+2</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+4</p><p>[/TD] [TD]4 + Int mod</p><p>[/TD] [TD]3</p><p>[/TD] [TD]+2 Str, +2 Dex, +2 Cha, ghast, stench (1d6+4 minutes)</p><p>[/TD] [/TR] [TR] [TD]8</p><p>[/TD] [TD]5d12</p><p>[/TD] [TD]+2</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+4</p><p>[/TD] [TD]4 + Int mod</p><p>[/TD] [TD]3</p><p>[/TD] [TD]--</p><p>[/TD] [/TR] [TR] [TD]9</p><p>[/TD] [TD]6d12</p><p>[/TD] [TD]+3</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+2</p><p>[/TD] [TD]+5</p><p>[/TD] [TD]4 + Int mod</p><p>[/TD] [TD]4</p><p>[/TD] [TD]Feat</p><p>[/TD] [/TR] [TR] [TD]10</p><p>[/TD] [TD]7d12</p><p>[/TD] [TD]+3</p><p>[/TD] [TD]+1</p><p>[/TD] [TD]+2</p><p>[/TD] [TD]+5</p><p>[/TD] [TD]4 + Int mod</p><p>[/TD] [TD]4</p><p>[/TD] [TD]--</p><p>[/TD] [/TR] [TR] [TD]11</p><p>[/TD] [TD]8d12</p><p>[/TD] [TD]+4</p><p>[/TD] [TD]+2</p><p>[/TD] [TD]+2</p><p>[/TD] [TD]+6</p><p>[/TD] [TD]4 + Int mod</p><p>[/TD] [TD]5</p><p>[/TD] [TD]--</p><p>[/TD] [/TR] [/TABLE] </p><p><strong>Racial Traits</strong></p><p></p><ul> <li data-xf-list-type="ul"><em>Starting Ability Score Adjustments:</em> +2 Str, -- Con, +2 Cha. Becoming undead makes a ghoul stronger than a humanoid and more arrogant; it has no Constitution score. </li> <li data-xf-list-type="ul"><em>Undead:</em> Ghouls are immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning disease, death effects, damage to their physical ability scores (Strength and Dexterity), fatigue and exhaustion effects, and anything requiring a Fortitude save (unless the effect also works on objects or is harmless). They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. A ghoul is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. </li> <li data-xf-list-type="ul">Ghoul base land speed is 30 feet. </li> <li data-xf-list-type="ul"><em>Darkvision:</em> Ghouls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ghouls can function just fine with no light at all. </li> <li data-xf-list-type="ul"><em>Automatic Languages:</em> Common. </li> <li data-xf-list-type="ul"><em>Favored Class:</em> Ghoul/Ghast. </li> </ul><p></p><p><strong>Class Skills</strong></p><p>The ghoul’s class skills (and the key ability for each skill) are:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Strength:</strong> Climb, Jump </li> <li data-xf-list-type="ul"><strong>Dexterity:</strong> Balance, Escape Artist, Hide, Move Silently </li> <li data-xf-list-type="ul"><strong>Intelligence:</strong> Craft, Search </li> <li data-xf-list-type="ul"><strong>Wisdom:</strong> Listen, Spot </li> </ul><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the ghoul/ghast monster class.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Weapon and Armor Proficiency:</strong> Ghouls are proficient with all simple weapons, but not with armor or shields. </li> <li data-xf-list-type="ul"><strong>Bite:</strong> A ghoul has a bite attack that deals 1d4 points of slashing damage plus its Strength bonus (if any) at 1[SUP]st[/SUP] level. Bite damage increases to 1d6 points of slashing damage at 4[SUP]th[/SUP] level. </li> <li data-xf-list-type="ul"><strong>Feat:</strong> A ghoul receives a feat at 1[SUP]st[/SUP] level and another at 6[SUP]th[/SUP] level. After that it gains feats normally every three levels, just like other characters. </li> <li data-xf-list-type="ul"><strong>Natural Armor:</strong> A ghoul’s skin is tougher than it looks. It gains a +1 natural armor bonus to its Armor Class at 1[SUP]st[/SUP] level, which increases to +2 at 3[SUP]rd[/SUP] level. </li> <li data-xf-list-type="ul"><strong>Turn Resistance (Ex):</strong> A ghoul is less easily affected by the turning ability of clerics and paladins. When resolving a turn, rebuke, command, or bolster attempt, add the indicated bonus to the ghoul’s Hit Dice total. </li> <li data-xf-list-type="ul"><strong>Claws:</strong> Beginning at 2[SUP]nd[/SUP] level, a ghoul has two claw attacks that deal the indicated amount of damage plus one-half its Strength bonus (if any). </li> <li data-xf-list-type="ul"><strong>Paralysis (Ex):</strong> At 2[SUP]nd[/SUP] level, the bite and claw attacks of a ghoul have the chance of causing paralysis in addition to damage. An opponent must make a Fortitude save (DC 10 + ½ ghoul’s HD + ghoul’s Cha modifier) or be paralyzed for 1d2 rounds. The duration of the paralysis effect increases to 1d4+1 rounds at 4[SUP]th[/SUP] level. Elves are immune to this paralysis effect. </li> <li data-xf-list-type="ul"><strong>Ghoul Fever (Su):</strong> Beginning at 5[SUP]th[/SUP] level, a ghoul’s bite attack transmits a supernatural disease in addition to the chance for paralysis. An opponent must make a Fortitude save (DC 10 + ½ ghoul’s HD + ghoul’s Cha modifier) or contract ghoul fever. The incubation period is one day, and the damage is 1d3 Con and 1d3 Dex. If a victim dies from ghoul fever, it rises as a ghoul 24 hours later. (Use either the <em>Monster Manual</em> entry or this monster class to calculate the victim’s new statistics.) </li> <li data-xf-list-type="ul"><strong>Stench (Ex):</strong> Beginning at 6[SUP]th[/SUP] level, a ghoul emits a cloud of death and decay in a 10-foot radius. Any living creature within its effects must make a Fortitude save (DC 10 + ½ ghoul’s HD + ghoul’s Cha modifier) or be sickened for 1d4 minutes. A creature that successfully saves cannot be affected again by the same ghoul’s stench for 24 hours. Creatures with immunity to poison are unaffected, and those resistant to poison receive their normal bonus on their saving throws. A <em>delay poison</em> or <em>neutralize poison</em> spell removes the effect from a sickened creature. The duration of the stench’s effects increases to 1d6+4 minutes at 7[SUP]th[/SUP] level. </li> <li data-xf-list-type="ul"><strong>Ghast:</strong> At 7[SUP]th[/SUP] level, a ghoul is now considered a ghast and its paralysis ability affects elves. </li> </ul><p></p><p><strong>Takga, female ghast 11/fighter 5/ranger 5:</strong> CR 15; Medium Undead; HD 8d12 plus 5d10 plus 5d8; hp 140; Init +10; Spd 30 ft.; AC 24 (+6 Dex, +8 for <em>+4 glamered chain shirt, </em>+2 natural, -2 max Dex), touch 14, flat-footed 20; Base Atk +14; Grp +20; Atk +20 melee (bite 1d6+9 plus ghoul fever plus paralysis, 20/x2) or +25 melee (<em>+4 battleaxe </em>two-handed 1d8+13, 19-20/x3) or +21 ranged (masterwork composite longbow (+2) and <em>+1 arrow </em>1d8+3, 20/x3, 110 ft.); Full Atk +20 melee (bite 1d6+6 plus ghoul fever plus paralysis, 20/x2) and +18/+18 melee (2 claws 1d4+3 plus paralysis, 20/x2) or +25/+20/+15 melee (<em>+4 battleaxe </em>two-handed 1d8+13, 19-20/x3) or +21/+16/+11 ranged (masterwork composite longbow (+2) and three <em>+1 arrows </em>1d8+3, 20/x3, 110 ft.) or +19/+19/+14/+9 ranged (Rapid Shot and four <em>+1 arrows</em>); SA favored enemy giants +4, favored enemy humanoids (orc) +2, ghoul fever, paralysis, stench; SQ +2 turn resistance, darkvision 60 ft., fire resistance 20, undead traits, wild empathy +7; AL N; SV Fort +10, Ref +13, Will +12; Str 22, Dex 22, Con –, Int 12, Wis 14, Cha 17.</p><p><em>Languages:</em> Common.</p><p><em>Skills:</em> Balance +11 (+10 armor), Climb +15, Escape Artist +11 (+10 armor), Handle Animal +8, Hide +15 (+14 armor), Intimidate +8, Jump +10, Knowledge (geography) +8, Knowledge (nature) +10[SUP]s[/SUP], Listen +7, Move Silently +15 (+14 armor), Ride +14[SUP]s[/SUP], Spot +7, Survival +23 (+25 aboveground, hazards), Swim +11, Use Rope +12 (+14 bindings).</p><p><em>Feats:</em> Blind-Fight, Combat Reflexes[SUP]b[/SUP], Endurance[SUP]b[/SUP], Improved Critical (battleaxe)[SUP]b[/SUP], Improved Initiative, Iron Will, Multiattack, Quick Draw[SUP]b[/SUP], Rapid Shot[SUP]b[/SUP], Track[SUP]b[/SUP], Weapon Focus (battleaxe).</p><p><em>SA – favored enemy (Ex):</em> When attacking one of her favored enemies, Takga gains the listed bonus on damage rolls with a successful hit. She also gains the listed bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks involving her favored enemies.</p><p><em>SA – ghoul fever (Su):</em> Takga’s bite attack transmits a supernatural disease called ghoul fever. An opponent must make a DC 22 Fortitude save or contract it. The incubation period is one day, and the damage is 1d3 Con and 1d3 Dex. If a victim dies from ghoul fever, it rises as a ghoul 24 hours later.</p><p> <em>SA – paralysis (Ex):</em> Takga’s bite and claw attacks have the chance of causing paralysis in addition to damage. An opponent must make a DC 22 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves are affected.</p><p> <em>SA – stench (Ex):</em> Takga emits a cloud of death and decay in a 10-foot radius. Any living creature within its effects must make a DC 22 Fortitude save be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by Takga’s stench for 24 hours. Creatures with immunity to poison are unaffected, and those resistant to poison receive their normal bonus on their saving throws. A <em>delay poison</em> or <em>neutralize poison</em> spell removes the effect from a sickened creature.</p><p><em>SQ – undead traits:</em> Takga is immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning disease, death effects, damage to her physical ability scores (Strength and Dexterity), fatigue and exhaustion effects, and anything requiring a Fortitude save (unless the effect also works on objects or is harmless). She is not subject to critical hits, nonlethal damage, ability drain, or energy drain. She is not at risk of death from massive damage, but when reduced to 0 hit points or less, she is immediately destroyed.</p><p><em>SQ – wild empathy (Ex):</em> Takga adds her ranger level as a bonus to Charisma checks when dealing with animals or magical beasts; dealing with magical beasts, however, imposes a -4 penalty.</p><p> <em>Prepared spells (1; base DC = 11 + spell level): </em>1 – <em>entangle.</em></p><p><em>Possessions:</em> <em>+4 glamered chain shirt, +4 battleaxe, </em>masterwork composite longbow (+2), quiver and 20 <em>+1 arrows,</em> 5 <em>javelins of lightning, ring of major fire resistance, potion of bull’s strength, potion of cat’s grace.</em></p><p> </p><p>[SUP]b[/SUP]Bonus feat.</p><p>[SUP]s[/SUP]Synergy bonus included.</p></blockquote><p></p>
[QUOTE="Southern Oracle, post: 7650097, member: 1249"] Another blast from the past – the ghoul adapted to be played as a character for 3.5E. This is just part of a much larger article that never made the cut for [I]Dragon[/I] magazine. Enjoy! [B]The Ghoul/Ghast Monster Class[/B] Whether by cannibalism, curse, or ghoul fever, chances are some character will be transformed into a ghoul or ghast at some point, in some game. However, all is not lost; with your DM’s permission, a character can still be played as one of the undead. Follow these steps to turn a character into a ghoul or ghast. A character with the Humanoid creature type and 3 or fewer Hit Dice changes all her Hit Dice to d12s, loses all racial and class abilities, and loses all skill ranks, becoming a ghoul or ghast of a level with the appropriate number of Hit Dice. Don’t reroll hit points. A character with more than 3 Hit Dice retains any extra class levels, Hit Dice, and skill points above and beyond the ghoul/ghast class. If the character had more than one class before becoming a ghast, she can choose to retain extra levels from more than one class. [TABLE="width: 738"] [TR] [TD][B]Level[/B] [/TD] [TD][B]Hit[/B] [B]Dice[/B] [/TD] [TD][B]Base[/B] [B]Attack[/B] [B]Bonus[/B] [/TD] [TD][B]Fort[/B] [B]Save[/B] [/TD] [TD][B]Ref[/B] [B]Save[/B] [/TD] [TD][B]Will[/B] [B]Save[/B] [/TD] [TD][B]Skill[/B] [B]Points[/B] [/TD] [TD][B]CR[/B] [/TD] [TD][B]Special[/B] [/TD] [/TR] [TR] [TD]1 [/TD] [TD]1d12 [/TD] [TD]+0 [/TD] [TD]+0 [/TD] [TD]+0 [/TD] [TD]+2 [/TD] [TD](4 + Int mod) x 4 [/TD] [TD]1 [/TD] [TD]+1 natural armor, +2 turn resistance, bite 1d4, feat [/TD] [/TR] [TR] [TD]2 [/TD] [TD]1d12 [/TD] [TD]+0 [/TD] [TD]+0 [/TD] [TD]+0 [/TD] [TD]+2 [/TD] [TD]-- [/TD] [TD]1 [/TD] [TD]+2 Dex, 2 claws 1d3, paralysis (1d2 rounds) [/TD] [/TR] [TR] [TD]3 [/TD] [TD]2d12 [/TD] [TD]+1 [/TD] [TD]+0 [/TD] [TD]+0 [/TD] [TD]+3 [/TD] [TD]4 + Int mod [/TD] [TD]1 [/TD] [TD]+2 Int, +2 Wis, +2 natural armor [/TD] [/TR] [TR] [TD]4 [/TD] [TD]2d12 [/TD] [TD]+1 [/TD] [TD]+0 [/TD] [TD]+0 [/TD] [TD]+3 [/TD] [TD]-- [/TD] [TD]1 [/TD] [TD]bite 1d6, paralysis (1d4+1 rounds) [/TD] [/TR] [TR] [TD]5 [/TD] [TD]2d12 [/TD] [TD]+1 [/TD] [TD]+0 [/TD] [TD]+0 [/TD] [TD]+3 [/TD] [TD]-- [/TD] [TD]1 [/TD] [TD]ghoul fever [/TD] [/TR] [TR] [TD]6 [/TD] [TD]3d12 [/TD] [TD]+1 [/TD] [TD]+1 [/TD] [TD]+1 [/TD] [TD]+3 [/TD] [TD]4 + Int mod [/TD] [TD]2 [/TD] [TD]+2 Str, +2 Cha, feat, stench (1d4 minutes) [/TD] [/TR] [TR] [TD]7 [/TD] [TD]4d12 [/TD] [TD]+2 [/TD] [TD]+1 [/TD] [TD]+1 [/TD] [TD]+4 [/TD] [TD]4 + Int mod [/TD] [TD]3 [/TD] [TD]+2 Str, +2 Dex, +2 Cha, ghast, stench (1d6+4 minutes) [/TD] [/TR] [TR] [TD]8 [/TD] [TD]5d12 [/TD] [TD]+2 [/TD] [TD]+1 [/TD] [TD]+1 [/TD] [TD]+4 [/TD] [TD]4 + Int mod [/TD] [TD]3 [/TD] [TD]-- [/TD] [/TR] [TR] [TD]9 [/TD] [TD]6d12 [/TD] [TD]+3 [/TD] [TD]+1 [/TD] [TD]+2 [/TD] [TD]+5 [/TD] [TD]4 + Int mod [/TD] [TD]4 [/TD] [TD]Feat [/TD] [/TR] [TR] [TD]10 [/TD] [TD]7d12 [/TD] [TD]+3 [/TD] [TD]+1 [/TD] [TD]+2 [/TD] [TD]+5 [/TD] [TD]4 + Int mod [/TD] [TD]4 [/TD] [TD]-- [/TD] [/TR] [TR] [TD]11 [/TD] [TD]8d12 [/TD] [TD]+4 [/TD] [TD]+2 [/TD] [TD]+2 [/TD] [TD]+6 [/TD] [TD]4 + Int mod [/TD] [TD]5 [/TD] [TD]-- [/TD] [/TR] [/TABLE] [B]Racial Traits[/B] [LIST] [*][I]Starting Ability Score Adjustments:[/I] +2 Str, -- Con, +2 Cha. Becoming undead makes a ghoul stronger than a humanoid and more arrogant; it has no Constitution score. [*][I]Undead:[/I] Ghouls are immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning disease, death effects, damage to their physical ability scores (Strength and Dexterity), fatigue and exhaustion effects, and anything requiring a Fortitude save (unless the effect also works on objects or is harmless). They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. A ghoul is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. [*]Ghoul base land speed is 30 feet. [*][I]Darkvision:[/I] Ghouls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ghouls can function just fine with no light at all. [*][I]Automatic Languages:[/I] Common. [*][I]Favored Class:[/I] Ghoul/Ghast. [/LIST] [B]Class Skills[/B] The ghoul’s class skills (and the key ability for each skill) are: [LIST] [*][B]Strength:[/B] Climb, Jump [*][B]Dexterity:[/B] Balance, Escape Artist, Hide, Move Silently [*][B]Intelligence:[/B] Craft, Search [*][B]Wisdom:[/B] Listen, Spot [/LIST] [B]Class Features[/B] All of the following are class features of the ghoul/ghast monster class. [LIST] [*][B]Weapon and Armor Proficiency:[/B] Ghouls are proficient with all simple weapons, but not with armor or shields. [*][B]Bite:[/B] A ghoul has a bite attack that deals 1d4 points of slashing damage plus its Strength bonus (if any) at 1[SUP]st[/SUP] level. Bite damage increases to 1d6 points of slashing damage at 4[SUP]th[/SUP] level. [*][B]Feat:[/B] A ghoul receives a feat at 1[SUP]st[/SUP] level and another at 6[SUP]th[/SUP] level. After that it gains feats normally every three levels, just like other characters. [*][B]Natural Armor:[/B] A ghoul’s skin is tougher than it looks. It gains a +1 natural armor bonus to its Armor Class at 1[SUP]st[/SUP] level, which increases to +2 at 3[SUP]rd[/SUP] level. [*][B]Turn Resistance (Ex):[/B] A ghoul is less easily affected by the turning ability of clerics and paladins. When resolving a turn, rebuke, command, or bolster attempt, add the indicated bonus to the ghoul’s Hit Dice total. [*][B]Claws:[/B] Beginning at 2[SUP]nd[/SUP] level, a ghoul has two claw attacks that deal the indicated amount of damage plus one-half its Strength bonus (if any). [*][B]Paralysis (Ex):[/B] At 2[SUP]nd[/SUP] level, the bite and claw attacks of a ghoul have the chance of causing paralysis in addition to damage. An opponent must make a Fortitude save (DC 10 + ½ ghoul’s HD + ghoul’s Cha modifier) or be paralyzed for 1d2 rounds. The duration of the paralysis effect increases to 1d4+1 rounds at 4[SUP]th[/SUP] level. Elves are immune to this paralysis effect. [*][B]Ghoul Fever (Su):[/B] Beginning at 5[SUP]th[/SUP] level, a ghoul’s bite attack transmits a supernatural disease in addition to the chance for paralysis. An opponent must make a Fortitude save (DC 10 + ½ ghoul’s HD + ghoul’s Cha modifier) or contract ghoul fever. The incubation period is one day, and the damage is 1d3 Con and 1d3 Dex. If a victim dies from ghoul fever, it rises as a ghoul 24 hours later. (Use either the [I]Monster Manual[/I] entry or this monster class to calculate the victim’s new statistics.) [*][B]Stench (Ex):[/B] Beginning at 6[SUP]th[/SUP] level, a ghoul emits a cloud of death and decay in a 10-foot radius. Any living creature within its effects must make a Fortitude save (DC 10 + ½ ghoul’s HD + ghoul’s Cha modifier) or be sickened for 1d4 minutes. A creature that successfully saves cannot be affected again by the same ghoul’s stench for 24 hours. Creatures with immunity to poison are unaffected, and those resistant to poison receive their normal bonus on their saving throws. A [I]delay poison[/I] or [I]neutralize poison[/I] spell removes the effect from a sickened creature. The duration of the stench’s effects increases to 1d6+4 minutes at 7[SUP]th[/SUP] level. [*][B]Ghast:[/B] At 7[SUP]th[/SUP] level, a ghoul is now considered a ghast and its paralysis ability affects elves. [/LIST] [B]Takga, female ghast 11/fighter 5/ranger 5:[/B] CR 15; Medium Undead; HD 8d12 plus 5d10 plus 5d8; hp 140; Init +10; Spd 30 ft.; AC 24 (+6 Dex, +8 for [I]+4 glamered chain shirt, [/I]+2 natural, -2 max Dex), touch 14, flat-footed 20; Base Atk +14; Grp +20; Atk +20 melee (bite 1d6+9 plus ghoul fever plus paralysis, 20/x2) or +25 melee ([I]+4 battleaxe [/I]two-handed 1d8+13, 19-20/x3) or +21 ranged (masterwork composite longbow (+2) and [I]+1 arrow [/I]1d8+3, 20/x3, 110 ft.); Full Atk +20 melee (bite 1d6+6 plus ghoul fever plus paralysis, 20/x2) and +18/+18 melee (2 claws 1d4+3 plus paralysis, 20/x2) or +25/+20/+15 melee ([I]+4 battleaxe [/I]two-handed 1d8+13, 19-20/x3) or +21/+16/+11 ranged (masterwork composite longbow (+2) and three [I]+1 arrows [/I]1d8+3, 20/x3, 110 ft.) or +19/+19/+14/+9 ranged (Rapid Shot and four [I]+1 arrows[/I]); SA favored enemy giants +4, favored enemy humanoids (orc) +2, ghoul fever, paralysis, stench; SQ +2 turn resistance, darkvision 60 ft., fire resistance 20, undead traits, wild empathy +7; AL N; SV Fort +10, Ref +13, Will +12; Str 22, Dex 22, Con –, Int 12, Wis 14, Cha 17. [I]Languages:[/I] Common. [I]Skills:[/I] Balance +11 (+10 armor), Climb +15, Escape Artist +11 (+10 armor), Handle Animal +8, Hide +15 (+14 armor), Intimidate +8, Jump +10, Knowledge (geography) +8, Knowledge (nature) +10[SUP]s[/SUP], Listen +7, Move Silently +15 (+14 armor), Ride +14[SUP]s[/SUP], Spot +7, Survival +23 (+25 aboveground, hazards), Swim +11, Use Rope +12 (+14 bindings). [I]Feats:[/I] Blind-Fight, Combat Reflexes[SUP]b[/SUP], Endurance[SUP]b[/SUP], Improved Critical (battleaxe)[SUP]b[/SUP], Improved Initiative, Iron Will, Multiattack, Quick Draw[SUP]b[/SUP], Rapid Shot[SUP]b[/SUP], Track[SUP]b[/SUP], Weapon Focus (battleaxe). [I]SA – favored enemy (Ex):[/I] When attacking one of her favored enemies, Takga gains the listed bonus on damage rolls with a successful hit. She also gains the listed bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks involving her favored enemies. [I]SA – ghoul fever (Su):[/I] Takga’s bite attack transmits a supernatural disease called ghoul fever. An opponent must make a DC 22 Fortitude save or contract it. The incubation period is one day, and the damage is 1d3 Con and 1d3 Dex. If a victim dies from ghoul fever, it rises as a ghoul 24 hours later. [I]SA – paralysis (Ex):[/I] Takga’s bite and claw attacks have the chance of causing paralysis in addition to damage. An opponent must make a DC 22 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves are affected. [I]SA – stench (Ex):[/I] Takga emits a cloud of death and decay in a 10-foot radius. Any living creature within its effects must make a DC 22 Fortitude save be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by Takga’s stench for 24 hours. Creatures with immunity to poison are unaffected, and those resistant to poison receive their normal bonus on their saving throws. A [I]delay poison[/I] or [I]neutralize poison[/I] spell removes the effect from a sickened creature. [I]SQ – undead traits:[/I] Takga is immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning disease, death effects, damage to her physical ability scores (Strength and Dexterity), fatigue and exhaustion effects, and anything requiring a Fortitude save (unless the effect also works on objects or is harmless). She is not subject to critical hits, nonlethal damage, ability drain, or energy drain. She is not at risk of death from massive damage, but when reduced to 0 hit points or less, she is immediately destroyed. [I]SQ – wild empathy (Ex):[/I] Takga adds her ranger level as a bonus to Charisma checks when dealing with animals or magical beasts; dealing with magical beasts, however, imposes a -4 penalty. [I]Prepared spells (1; base DC = 11 + spell level): [/I]1 – [I]entangle.[/I] [I]Possessions:[/I] [I]+4 glamered chain shirt, +4 battleaxe, [/I]masterwork composite longbow (+2), quiver and 20 [I]+1 arrows,[/I] 5 [I]javelins of lightning, ring of major fire resistance, potion of bull’s strength, potion of cat’s grace.[/I] [SUP]b[/SUP]Bonus feat. [SUP]s[/SUP]Synergy bonus included. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
3G: Ghouls Just Want to Have Fun
Top