Character Concepts - Ghost Rider

malcolm_n

Adventurer
*IMPORTANT NOTE* I'm open to seeing other interpretations if anybody wants to post theirs :).

Here's my take on the Ghost Rider character from the Marvel Universe. He's at level 26, along with the information to start him as early as level 1 and go forward. I'll also be updating my Guyver post with a pdf and a little bit better follow through.

Enjoy. :)

http://www.4shared.com/document/MCFtTrjx/Ghost_Rider.html[sblock=Character builder cut/paste]====== Created Using Wizards of the Coast D&D Character Builder ======
Ghost Rider, level 26
Genasi, Paladin, Champion of Order, Demigod
Build: Avenging Paladin
Divine Spark: Divine Spark Strength
Divine Spark: Divine Spark Wisdom
Elemental Manifestation: Cindersoul
Background: Bereaved, On the Run from the Devil (+2 to Religion)

FINAL ABILITY SCORES
Str 27, Con 12, Dex 19, Int 12, Wis 20, Cha 14.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 16, Int 8, Wis 12, Cha 12.


AC: 38 Fort: 39 Reflex: 33 Will: 35
HP: 192 Surges: 11 Surge Value: 48

TRAINED SKILLS
Religion +21, Endurance +20, Insight +23, Intimidate +20

UNTRAINED SKILLS
Acrobatics +16, Arcana +14, Bluff +15, Diplomacy +15, Dungeoneering +18, Heal +18, History +14, Nature +20, Perception +18, Stealth +16, Streetwise +15, Thievery +16, Athletics +20

FEATS
Level 1: Whip Training
Level 2: Mounted Combat
Level 4: Eyes of Dying Light
Level 6: Whip Novice
Level 8: Whip Expert
Level 10: Whip Specialist
Level 11: Manifest Resistance
Level 12: Mighty Challenge
Level 14: Toughness
Level 16: Devastating Critical
Level 18: Weapon Focus (Flail)
Level 20: Weapon Expertise (Flail)
Level 21: Crusading Wrath
Level 22: Righteous Challenge
Level 24: Flail Mastery
Level 26: Sense of the Corrupted

POWERS
Lay on Hands: Lay on Hands
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Holy Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Blazing Brand
Paladin utility 2: Grit and Spittle
Paladin encounter 3: Staggering Smite (retrained to Whip Snare at Whip Novice)
Paladin daily 5: Unrelenting Punishment
Paladin utility 6: Flare of Divine Vengeance (retrained to Whip Crack at Whip Expert)
Paladin encounter 7: Thunder Smite
Paladin daily 9: Knightly Intercession (retrained to Entangling Whip at Whip Specialist)
Paladin utility 10: Vengeful Vigilance
Paladin encounter 13: Radiant Charge (replaces Valorous Smite)
Paladin daily 15: Flames of Devotion (replaces Blazing Brand)
Paladin utility 16: Higher Cause
Paladin encounter 17: Mark of Terror (replaces Thunder Smite)
Paladin daily 19: Smite the Soul (replaces Unrelenting Punishment)
Paladin utility 22: Conviction
Paladin encounter 23: Trial of Adversity (replaces Mark of Terror)
Paladin daily 25: To the Nine Hells with You (replaces Flames of Devotion)

ITEMS
Nightmare, Parrying Spiked gauntlet +6, Supremely Vicious Whip +5, Agile Weavemail Armor +5, Necklace of Fireballs +5, Foe Binder Ring (paragon tier), Phoenix Sash (paragon tier), Symbol of the Champion's Code +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
ghost1c.jpg
 
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I too thought of the Infernal Warlock chain attack powers.... but I like the Avenger Paladinhood even the burning flavor of the paladins radiant mark takes a different feel in context.
 

I built a warlock ghost rider as well before deciding on Paladin. A lot of my logic came from the research I did on the character beforehand. My first decision was to model the character off of his movie incarnation, as opposed to comic Blaize or Ketch. I ruled out Warlock first, since I knew I wanted him to use his chain (whip) more often during combat than flinging spells around. He also should be incredibly strong, according to my wiki information, and having him focus on Con before Strength, then Dexterity would have caused trouble with MAD.
The main reason I took paladin over avenger was also the strength angle. In the end, Avenger would be a great choice for a more perceptive Ghost Rider, instead of an Athletic one; but climbing and jumping seemed to be the movie incarnation's stronger suits.

I'm very much open to other interpretations if somebody wants to post theirs.
 
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But why whip and not Spiked Chain? Also, Why is Wisdom so high?

====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Genasi, Paladin
Build: Avenging Paladin
Elemental Manifestation: Cindersoul
Background: Bereaved (+2 to Insight)
FINAL ABILITY SCORES
Str 20, Con 12, Dex 16, Int 10, Wis 13, Cha 13.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 14, Int 8, Wis 13, Cha 13.

AC: 23 Fort: 22 Reflex: 19 Will: 17
HP: 81 Surges: 11 Surge Value: 20
TRAINED SKILLS
Religion +10, Endurance +11, Intimidate +11, Insight +13
UNTRAINED SKILLS
Acrobatics +6, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +6, Heal +6, History +5, Nature +8, Perception +6, Stealth +6, Streetwise +6, Thievery +6, Athletics +8
FEATS
Level 1: Spiked Chain Training
Level 2: Mounted Combat
Level 4: Spiked Chain Novice
Level 6: Eyes of Dying Light
Level 8: Spiked Chain Expert
Level 10: Spiked Chain Specialist
POWERS
Lay on Hands: Lay on Hands
Paladin at-will 1: Holy Strike
Paladin at-will 1: Ardent Strike
Paladin encounter 1: Radiant Smite
Paladin daily 1: Blazing Brand
Paladin utility 2: Grit and Spittle
Paladin encounter 3: Righteous Smite (retrained to Chain Trip at Spiked Chain Novice)
Paladin daily 5: Unrelenting Punishment
Paladin utility 6: Flare of Divine Vengeance (retrained to Chain Ward at Spiked Chain Expert)
Paladin encounter 7: Thunder Smite
Paladin daily 9: Final Rebuke (retrained to Spiked Shackles at Spiked Chain Specialist)
Paladin utility 10: Vengeful Vigilance
ITEMS
Plate Armor, Adventurer's Kit, Spiked chain
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 
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because discipline or spirit one or the other or both are features of the character and both boost the heck out of paladins? particularly aggressive vengeful ones.
 


I went with Whip vs. Spiked chain because he doesn't fight with it like a spiked chain (Although it is actually a chain), he fights with it like I would expect to see him fight with a whip. Also, it's not his only weapon, so only having the off-hand property on one end doesn't help him. They both work, although the initial training feat for the spiked chain doesn't fit since he never uses it as a double weapon.

I'll post my revamped Kratos, God of War, for a comparison with the Spiked chain, and Indiana Jones, for one with the whip to kinda illustrate this better.

Thanks for posting your rendition, it's cool to see him at 10; although I don't really get why he's wearing plate armor :).
 
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Auto buy feature on the plate. I guess whip would fine, as there are no two weapon abilities for the build anyway. But I still don't get the high Wis.
 

The best way I can think of to help explain why High Wisdom is to break down why each other stat is how it is too.

Strength - Fluff: The ghost rider has a high enough strength to (in marvel) lift a bus or last a couple rounds against the hulk. Mechanics: It's the primary stat for the paladin.

Dexterity - Fluff: Johnny Blaize is an acrobat. He tumbles, balances, rolls, you get the picture. Ghost Rider can equally balance on a 6 inch curvature of metal while riding his bike. Mechanics: Dex is needed to work the Chain aspect and get benefit to balance or other acrobatic acts.

Intelligence - Johnny wasn't particularly smart; he knew things (like how to fix bikes and stuff), but he was pretty much home schooled while on the road with his dad and Roxy. Ghost rider, likewise, is single-minded and doesn't care why something works. If it's evil kill it, if not, let it go unless defending yourself. Mechanically: A dump stat.

Charisma - Johnny is a hugely popular Acrobat; but it is revealed early on that this is not all because of his own inner ability. Mephistopheles was working angles to help bring in the fans, and the fact that Johnny couldn't die was seen as his biggest crowd pleaser. Also, Ghost Rider is not exactly the friendliest guy you could work with, nor the prettiest. Mechanically: A dump stat, but not so much as Int. There's still reason to have it for some powers.

Constitution - Ghost Rider is Really hard to kill. But this is thanks to his deal with the devil, not because he's actually tough. He gets the hell (pun intended) beaten out of him by DarkHeart in their first confrontation and later has to figure out a plan to actually beat him. Mechanically: It's good to have some survivability, but that can be handled with other mechanics and leave the points for other stats.

Wisdom - Ghost Rider can actually sense evil in almost unexplicable ways. He may not be very perceptive at times (and Big M knows Johnny isn't all that insightful), but his senses are still better than most. He also has to rely on them more since he doesn't have the amazing intellect to rely on. Mechanically: All of the negative reasons for the other stats far outweighed those for Wisdom, and as Garth put it, it's a badass stat to have for vengeful palis.
 

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