Got Ghostwalk!

Morrus

Well, that was fun
Staff member
I'd post my opinion, but that would require having read the book and it only arrived half an hour ago. I have typed out the contents page in today's news, though. More when I finish reading!
 

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Can we start asking questions yet?

How does ghostwalk fit into the "D&D World"? Does it give advice about integrating it into existing settings such as Greyhawk or even the Realms?

Psionics used or mentioned at all?
 
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I want to know more about Orcus, any of his followers in this setting and just primarily, where I can put Rappen Athuk in this setting? ;)
 

Dude! It's been four hours! Details, man, details!

Sheesh...

Actually, you know, I'm SO buying this it doesn't really matter WHAT you say about it.

BUT I STILL WANT TO KNOW!!!

*beats head on desk in anguish.*
 


The contents page Morrus has posted on the website list a chapter with "new classes". Are these really new classes, new prestige classes or classes only usable with Ghostwalk?
 

Ashrem Bayle said:
Can we start asking questions yet?



Psionics used or mentioned at all?


Especially considering the use of the words Ectoplasm and Shaper in that sneak peak feat a couple weeks ago?


Ectoplasm [Ghost, Shaper]

You can create ectoplasm, a gooey physical manifestation of base supernatural spiritual energy.

Benefit: As a standard action, you can create enough ectoplasm to fill a human's cupped hands (approximately one pound, sufficient to coat a 1-foot-square area with a film). You may manifest this ectoplasm from your hands, eyes, mouth, or any other part of your body. Its color may be pale gray, light blue, light green, or pale yellow. Ectoplasm is naturally ghost touch material and is either sticky or slippery at its creator's discretion. Ectoplasm decays into nothingness after 10 minutes.

Special: A character with the Ectoplasm feat does not suffer the normal -5 penalty to Wilderness Lore checks when trying to track a manifested ghost.

A character with sticky ectoplasm on her hands and feet gains a +2 circumstance bonus to Climb checks (this bonus does not stack with similar circumstance bonuses to climbing, such as from a climber's kit).

A character covered in slippery ectoplasm (10 pounds for a Medium-size creature, 5 pounds for a Small creature) gains a +4 circumstance bonus to Escape Artist checks.

A character with this feat gains a +2 circumstance bonus to Heal checks made to treat ghosts.

A character with slippery ectoplasm on her feet gains a +2 circumstance bonus to Move Silently checks. If she moves more than one-half her speed, she must succeed at a Balance check (DC 10) each round of movement or fall. If she moves more than her full speed, the DC for the Balance check increases to 15.

If sticky ectoplasm is placed on a weapon, the weapon is treated as a ghost touch weapon, but only deals half damage. Special properties on a weapon that create energy (such as flaming, frost, or shock) destroy a coating of ectoplasm in 1d4 rounds.

http://www.wizards.com/default.asp?x=dnd/iw/20030511a
 
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How is a Monsterous Vampire different from a regular vampire?

EDIT - Let's not make inflammatory statements like this here. thanks.

Henry
 
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