Check My Sanity Please

cptg1481

First Post
I have a player who's character is now dead, a combination of multiple fireballs by his own party members and a matched pair of wood gloems. HEHEHEH!

He really likes the character and he has a lot of unresovled/unfulfilled goals.

Besides this his party is evil so I thought that instead of re-incarnation he could have the option to continue the game as a ghost. The party is at 13th level so I don't think that him being undead or incorporeal is going to unbalance things but with the ECL of 5 for the ghost I neded to make it a leveled class ala savage species.

So here's my 1st cut..I added some things and left others out but for the most part I'm just asking for a sanity check here so tell me what you think ...

EDIT: DARN TABLES (why can't someone figure out how to make this thing support tables...)

Ghost Advancement by Level (ECL+5)

Level BAB F R W
1st +0 +0 +0 +2

All HD increase to d12; fly speed 30’ (perfect); Manifestation 3xday; *1st special attack; +2 to hide/listen/search/spot; type changes to incorporeal undead


2nd +1 +0 +0 +3

Manifestation +1xday; +1 CHA; +1 turn resistance; +2 to hide/listen/search/spot

3rd +1 +1 +1 +3

Manifestation +1xday; +1 CHA *2nd special attack; +1 turn resistance; +2 to hide/listen/search/spot

4th +2 +1 +1 +4

Manifestation +1xday; +1 CHA; +1 turn resistance; +2 to hide/listen/search/spot

5th +2 +2 +2 +4

Manifestation at will; +1 CHA; *3rd special attack; +1 turn resistance; natural deflection bonus equal to ghosts CHA mod to AC when manifested

* See special attacks below

Creating a Ghost: To become a ghost a creature must have a charisma score of at least 8 and some unfinished business to finish on the material plane. (Classics are revenge against his attacker, revealing a secret, or finishing a quest/reaching an unfulfilled goal) The creature gains the undead and incorporeal subtypes (see below and page 6 of the MM). It otherwise uses all of the base creatures statistics and special abilities except as noted below.

Hit Dice: Changes to d12

Speed: Ghosts have a fly speed of 30’, unless the creature has a higher base fly speed with perfect maneuverability.

AC: Natural armor is the same as the base creature but applies only to ethereal encounters. When the ghost manifests its natural armor is +0 however, when the ghost is fully formed it gains a deflection bonus equal to its CHA modifier or +1 whichever is higher.

Attacks: The ghost retains all of the attacks of the base creature although those that rely on physical attacks do not effect ethereal creatures.

Damage: Against ethereal creatures a ghost uses its base damage ratings. Against non-ethereal creatures, however, the ghost cannot usually do any physical damage at all. When it manifests it can use its special attacks.

Special Attacks: Upon formation roll 1d3 (+1 for every 3 of the base creatures natural CHA mod) (max = 5 special attacks) and choose appropriately from the special attacks listed in the monster manual page 212. The abilities are then gained as reflected on the advancement table above over the full development of the ghost’s formation. The DC for all of the special attacks is 10 + ½ of the ghost’s level/HD +the ghosts charisma modifier unless otherwise specified.

Manifestation (SU): All ghosts have this ability and it does not count as one of the ghost’s special attacks that must be generated (see above). As ethereal creatures they cannot effect anything or anyone on the material plane. When the ghost manifests, however, it can strike with a touch attack or a ghost touch weapon. A manifested ghost remains on the ethereal plane but can be attacked by opponents on both the material and ethereal planes. When a spell-casting ghost is on the ethereal plane its spells cannot affect targets on the material but they work normally against ethereal targets. When a ghost manifests its spells affect targets on both planes. A manifested ghost’s touch spells don’t work on material targets at all.

Special Qualities:

Undead subtype: Immune to mind influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, sub-dual damage, ability damage, energy drain, or death from massive damage.

Incorporeal subtype: Can be harmed by only other incorporeal creatures, +1 or better magic weapons or magic with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will and own attacks pass through armor. Always moves silently.

Rejuvenation: In most cases it is difficult to destroy a ghost through simple combat. The destroyed spirit will often restore itself within 2d4 days (+1 d4 for every level below 5th) even the most powerful spells are temporary solutions. A ghost that would otherwise be destroyed returns to his old haunts or resting place with a successful level check equal to (1d20 + ghosts level or HD) against a DC of 16 (unless destroyed by turning in which case the DC is equal to the turning result rolled by the cleric who destroyed it). AS a rule the only way to get rid of a ghost permanently is to determine the reason for it’s existence and set right whatever prevents it from resting in peace. The exact means varies from ghost to ghost and may require a good deal of research on the part of those attempting to destroy the ghost.

Saves: As the base creature **
Abilities: As the base creature **
Skills: As the base creature **
Feats: As the base creature **

Ghostly Equipment: When a ghost forms all of its equipment and carried items generally become ethereal along with it. The ghost likewise retains 2d4 items that it particularly valued in life (provided they are not in the possession of another). The equipment works normally on the ethereal plane but passes harmlessly though objects on the material or through creatures. A weapon of +1 or better enchantment, however, can harm material creatures when the ghost manifests. The original material items remain behind just as the ghost remains do. If another creature seizes the original the ethereal copy fades away. The item must be returned to the ghosts resting place for the item to be usable in its ethereal form again.

** Some bonus abilities and skills are given to the ghost over the course of its full formation (see the table above).
 
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I could make a suggestion the Ghost template in Ghostwalk might fit your needs better than the normal undead Ghost template. Then he could gain abilities via the ghost classes set out in the book. The template is IMO (not an offical ruling) rather balanced at a +2 LA (depends on the game). If it was my player I would give him the template when for free with the one level lost do to death and would apply a second LA after he had taken 3 levels of one of ghost classes.
 

Well you could let him slap the template on his character if he drops down 5 levels... he is a "ghost" of his former self after all.

(sorry)
 

Thanks

He went with reincarnation anyway and ended up a 1/2 Orc so the point is moot now....I wanted him to take the ghost option but he didn't like the way I broke it down.

So 1/2 Orc he is a bit stronger for the experiance but well for a the son of a human baron he'll have some splaining to do to get his birthright back. (reincarnation is not all that common IMC and resurection is not possible)

I can still make him squirm a bit....
 

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