Ghostwalk class in a non-Ghostwalk game

atomn

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I've always thought it would be neat to play a ghost in a game but the ghost template seems too powerful to me. Do you think the Ghostwalk classes (the ghostly eloidon ones) are balanced when they're in a regular D&D game? If not, what should be edited to make them more balanced?
 

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That's weird, the same thing just came up for our group. A player wants to bring a ghostwalk character into the new Ravenloft module. This would obviously be fitting and potentially very cool, but what issues should we be aware of?
 

Ghostwalk is, for one, 3.0, so the question of "balanced" is a bit precarious when you're talking about that.

Does anything strike you/jump out at you as unbalanced? If not, run with it. You can, as a player working with your DM, or as a DM working with a player, always make it work - subtle changes here adn there, and all that...

Good luck with Ravenloft, that ghostly character soudns like a blast!
 

I think it might come from the incorporeal-ness of the characters. I can't remember how it goes off of the top of my head, but I think they can go between ethereal and non-ethereal sort of easily. I would hazard that they would work fine but often I miss game breaking ability until seeing it in play.

Matt, if your friend does go with a Ghostwalk character, let me know how that works out!
 

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