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Ghostwalker Problems - How balanced is this ?
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<blockquote data-quote="Stormrunner" data-source="post: 1647386" data-attributes="member: 13471"><p>1) Entirely nameless. The Ghostwalker's power comes from his mystique - he keeps popping up, killing a few minions, and then vanishing again, and pretty soon the survivors are asking "Who <em>is</em> this guy?". The fact that they don't know who he is, where he comes from, what he can do, or why he's killing them helps to engender fear.</p><p></p><p>2) Next encounter, and only against the specific ones who hurt him in the first encounter. </p><p></p><p>Oh, and BTW - "Loose" and "lose" are not interchangeable. "Loose" is to unfasten or be unfastened: "The handle of this pot is coming loose", "Cry havoc, and loose the dogs of war". "Lose" is to be unable to find, or not to win: "I always lose these games" "I keep losing my keys".</p><p></p><p>That said, it may not be the best choice for a PC. By nature, the Ghostwalker is a loner, and doesn't "fit in" well with a group. Furthermore, the entire concept is based around seeking vengeance for an earlier defeat, which makes a lot of the special abilities useable only in very specific circumstances. (It's basically an attempt to take Clint Eastwood's "Man with No Name" and turn it into a prestige class. This sort of thing is usually a bad idea - it's like trying to make, say, a Batman prestige class.) In practice, the character needs to seek out or engineer encounters where he gets the you-know-what kicked out of him, but neither he nor the opponents actually die, so that he can "power up" for the rematch. Kinda like those old Harlem Globetrotters cartoons where they lose in the first half, but them come back in the second. While the <em>feign death</em> ability helps, a foe who burns the corpse or chops his head off for a trophy will put an end to his career real quick. Plus, it's usually easier and simpler to just defeat the foe the first time around, rather than letting them defeat you (and take all your stuff) just so you can stage a comeback.</p><p></p><p><strong>Why</strong> does the player want to take this PrC? Is it the vengeance-seeker aspect, the coolness of being a Mysterious Stranger, the movement abilities, or what?</p></blockquote><p></p>
[QUOTE="Stormrunner, post: 1647386, member: 13471"] 1) Entirely nameless. The Ghostwalker's power comes from his mystique - he keeps popping up, killing a few minions, and then vanishing again, and pretty soon the survivors are asking "Who [I]is[/I] this guy?". The fact that they don't know who he is, where he comes from, what he can do, or why he's killing them helps to engender fear. 2) Next encounter, and only against the specific ones who hurt him in the first encounter. Oh, and BTW - "Loose" and "lose" are not interchangeable. "Loose" is to unfasten or be unfastened: "The handle of this pot is coming loose", "Cry havoc, and loose the dogs of war". "Lose" is to be unable to find, or not to win: "I always lose these games" "I keep losing my keys". That said, it may not be the best choice for a PC. By nature, the Ghostwalker is a loner, and doesn't "fit in" well with a group. Furthermore, the entire concept is based around seeking vengeance for an earlier defeat, which makes a lot of the special abilities useable only in very specific circumstances. (It's basically an attempt to take Clint Eastwood's "Man with No Name" and turn it into a prestige class. This sort of thing is usually a bad idea - it's like trying to make, say, a Batman prestige class.) In practice, the character needs to seek out or engineer encounters where he gets the you-know-what kicked out of him, but neither he nor the opponents actually die, so that he can "power up" for the rematch. Kinda like those old Harlem Globetrotters cartoons where they lose in the first half, but them come back in the second. While the [I]feign death[/I] ability helps, a foe who burns the corpse or chops his head off for a trophy will put an end to his career real quick. Plus, it's usually easier and simpler to just defeat the foe the first time around, rather than letting them defeat you (and take all your stuff) just so you can stage a comeback. [B]Why[/B] does the player want to take this PrC? Is it the vengeance-seeker aspect, the coolness of being a Mysterious Stranger, the movement abilities, or what? [/QUOTE]
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