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HELP NEEDED: Fan created 4e conversion project for ghostwalk
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<blockquote data-quote="Eldritch_Lord" data-source="post: 4398463" data-attributes="member: 52073"><p>I've been thinking about this as well, and here's what I have so far.</p><p></p><p></p><p></p><p>Multiclassing still exists...sort of. A suggestion for a "ghost multiclass," off the top of my head (note: "ghost powers" are any powers with the <strong>Ghost</strong> keyword, and are associated with ghost classes explained farther down):</p><p></p><p><strong>Heroism Made Manifest</strong></p><p><em>You're a hero; you have villains to vanquish and worlds to save. You can't just wait around for someone to resurrect you!</em></p><p><strong>Benefit:</strong> When you die and become a ghost, this feat allows you to progress in ghost classes or paths and take feats with the [Ghost] descriptor.</p><p></p><p><strong>Animus</strong></p><p><em>There's a sizable body of lore surrounding ghosts, and you've been a ghost long enough to have collected the lore (though the "body" part is debatable).</em></p><p><strong>Prerequisites:</strong> 2nd level, must have died and become a ghost at least once</p><p><strong>Benefit:</strong> For each at-will power and class feature power you have, choose a ghost at-will power or feature power of the same level. While you are a ghost, you may use any or all of these ghost powers in place of the powers you gain from your normal class; you select which powers to keep using and which to replace with ghost powers when you die, and may not change the powers chosen until and unless you are raised and die again.</p><p></p><p><strong>Haunt</strong></p><p><em>Adjusting to your time as a ghost, you display remarkable self-possession--as well as possession of practically anything else within reach.</em></p><p><strong>Prerequisites:</strong> 3rd level, must have died and become a ghost at least once</p><p><strong>Benefit:</strong> For each encounter and utility power you have, choose a ghost encounter or utility power of the same level. While you are a ghost, you may use any or all of these ghost powers in place of the powers you gain from your normal class; you select which powers to keep using and which to replace with ghost powers when you die, and may not change the powers chosen until and unless you are raised and die again.</p><p></p><p><strong>Revenant</strong></p><p><em>You've moved beyond the simple barrier between life and death...and unlife and undeath...and un-un-undeath, for that matter.</em></p><p><strong>Prerequisites:</strong> 4th level, must have died and become a ghost at least twice</p><p><strong>Benefit:</strong> For each daily and racial power you have, choose a ghost daily power or racial power of the same level. While you are a ghost, you may use any or all of these ghost powers in place of the powers you gain from your normal class; you select which powers to keep using and which to replace with ghost powers when you die, and may not change the powers chosen until and unless you are raised and die again.</p><p></p><p></p><p></p><p><strong>The Calling</strong></p><p>Some ghosts continue to advance in power as ghosts in the same way they did in life. The further they advance, the harder it is to hold onto their tenuous grasp of life, and when their experiences and animating force tilt too far towards the side of ghostly undeath rather than life, they feel a Calling to pass through the Veil into True Death.</p><p></p><p>Any ghost without one or more of the Spirit, Animus, or Revenant feats does not have a very firm grasp on their ghostly self; after 1d10 years as a ghost, they feel the Calling and pass on. Characters with one or more of those feats have made a conscious effort to explore their nature as a ghost and exercise control over themselves. Characters with one of the above feats whose power repertoire consists of more than 6 ghost powers feel the Calling; characters with two of those feats may have up to 12 ghost powers before they feel the Calling; characters with all three of those feats may have up to 18 ghost powers before feeling the Calling. A character's power repertoire includes all of the powers they know (that is, one for each power from their regular class(es)), not the number they choose to replace while they are a ghost.</p><p></p><p></p><p></p><p>Make an Eidolon class and an Eidoloncer class, plus two other classes with the same naming scheme, to correspond to the Striker, Controller, Leader, and Defender roles. Each has its own set of class powers, all of which are ghost powers (powers having the <strong>Ghost</strong> keyword). Then characters would use the 3 ghost multiclass feats from above to double up their powers for ghost powers of the same role (or roles, if they're multiclass characters).</p><p></p><p></p><p></p><p>They don't work while you're alive, but I agree we shouldn't make them useless while you're alive. I'd say we make 6 groups of feats, one for each path/ability score, and base their effects on those ability scores while living and those paths while "ghosted." Let's say we associate the Path of the Haunt with Charisma; there might be a feat that lets you give your enemies a penalty on saves against Fear powers equal to your Cha modifier while you're alive, and lets you turn all of your powers into Fear powers while ghosted. That way, you get a benefit either way, though different benefits for different times, and someone focusing on Fear powers in general would always gain a benefit from the feat.</p><p></p><p></p><p></p><p>No idea; I'll get back to you on that.</p><p></p><p></p><p></p><p>I'd say make ghost have better defenses and movement (they're insubstantial and they can phase, after all) but have certain circumstances where they're easier to hurt and/or there's a chance they could be sent to the True Afterlife accidentally. I'll need to, ahem, flesh that out a bit more.</p><p></p><p></p><p></p><p>Perhaps there's a <em>restore ghost</em> ritual that turns a ghost into a living being that's cheap and fairly low level, explaining how ghosts could feel comfortable as they are because they know their life is a simple ritual away, and then there's a <em>bind to Manifest</em> ritual that will cause anyone under its effects to turn into a ghost when they die for a certain period of time. I'll need to flesh that one out too.</p><p></p><p></p><p></p><p>Like I explained above, you'd basically have a set of ghost powers and a set of regular powers, and every time you died and became a ghost you'd decide which slots you wanted to fill with ghost powers and which you wanted to keep regular powers. It's like a broader-reaching version of Channel Divinity (X powers per slot, only 1 slot per round/encounter/day) so shouldn't be to hard to use.</p><p></p><p></p><p></p><p>Or maybe they turn to ghosts immediately and can see things on the Prime, but they need to take a short rest to get their powers and be able to manifest.</p><p></p><p></p><p></p><p>I'd do this:</p><p></p><ul> <li data-xf-list-type="ul">Ghosts may go ethereal at will as a minor action.</li> <li data-xf-list-type="ul">While ethereal, ghosts are insubstantial and may phase, though their speed is reduced to half while doing so.</li> <li data-xf-list-type="ul">Every round it spends ethereal, a ghost loses 1 HP, which may <em>only </em>be recovered through an extended rest.</li> <li data-xf-list-type="ul">After being on the Ethereal, it's hard to return to the Prime; to re-manifest, a ghost must spend a healing surge as a standard action.</li> </ul><p></p><p></p><p></p><p>The rest is a good idea; the power retraining feel is again covered by the dual power repertoire thing.</p><p></p><p></p><p></p><p>A bit complex, and feels like punishment. I prefer my version above; basically, to avoid the calling, you only need to take the 3 ghost feats to be covered most of the time. Since by level 30 you can have 17 class powers plus a whole bunch of class features (like a ghost cleric who loads up on Channel Divinity powers, or a human ghost wizard with his extra at-will and 4 cantrips), there should be another "avoid the calling" feat which bumps up the max powers limit.</p><p></p><p></p><p></p><p>See my path suggestion above.</p><p></p><p></p><p></p><p>I don't think there should be a "quick and easy" character template; you'd want to keep a lot of the customization of 3e Ghostwalk, and ghosting should be a big part of a character IMO. A monster template, however, should be easy; work up 6 templates (one for each path), pick which one fits a given creature best, and <em>voila</em>, ghost monster.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 4398463, member: 52073"] I've been thinking about this as well, and here's what I have so far. Multiclassing still exists...sort of. A suggestion for a "ghost multiclass," off the top of my head (note: "ghost powers" are any powers with the [B]Ghost[/B] keyword, and are associated with ghost classes explained farther down): [B]Heroism Made Manifest[/B] [I]You're a hero; you have villains to vanquish and worlds to save. You can't just wait around for someone to resurrect you![/I] [B]Benefit:[/B] When you die and become a ghost, this feat allows you to progress in ghost classes or paths and take feats with the [Ghost] descriptor. [B]Animus[/B] [I]There's a sizable body of lore surrounding ghosts, and you've been a ghost long enough to have collected the lore (though the "body" part is debatable).[/I] [B]Prerequisites:[/B] 2nd level, must have died and become a ghost at least once [B]Benefit:[/B] For each at-will power and class feature power you have, choose a ghost at-will power or feature power of the same level. While you are a ghost, you may use any or all of these ghost powers in place of the powers you gain from your normal class; you select which powers to keep using and which to replace with ghost powers when you die, and may not change the powers chosen until and unless you are raised and die again. [B]Haunt[/B] [I]Adjusting to your time as a ghost, you display remarkable self-possession--as well as possession of practically anything else within reach.[/I] [B]Prerequisites:[/B] 3rd level, must have died and become a ghost at least once [B]Benefit:[/B] For each encounter and utility power you have, choose a ghost encounter or utility power of the same level. While you are a ghost, you may use any or all of these ghost powers in place of the powers you gain from your normal class; you select which powers to keep using and which to replace with ghost powers when you die, and may not change the powers chosen until and unless you are raised and die again. [B]Revenant[/B] [I]You've moved beyond the simple barrier between life and death...and unlife and undeath...and un-un-undeath, for that matter.[/I] [B]Prerequisites:[/B] 4th level, must have died and become a ghost at least twice [B]Benefit:[/B] For each daily and racial power you have, choose a ghost daily power or racial power of the same level. While you are a ghost, you may use any or all of these ghost powers in place of the powers you gain from your normal class; you select which powers to keep using and which to replace with ghost powers when you die, and may not change the powers chosen until and unless you are raised and die again. [B]The Calling[/B] Some ghosts continue to advance in power as ghosts in the same way they did in life. The further they advance, the harder it is to hold onto their tenuous grasp of life, and when their experiences and animating force tilt too far towards the side of ghostly undeath rather than life, they feel a Calling to pass through the Veil into True Death. Any ghost without one or more of the Spirit, Animus, or Revenant feats does not have a very firm grasp on their ghostly self; after 1d10 years as a ghost, they feel the Calling and pass on. Characters with one or more of those feats have made a conscious effort to explore their nature as a ghost and exercise control over themselves. Characters with one of the above feats whose power repertoire consists of more than 6 ghost powers feel the Calling; characters with two of those feats may have up to 12 ghost powers before they feel the Calling; characters with all three of those feats may have up to 18 ghost powers before feeling the Calling. A character's power repertoire includes all of the powers they know (that is, one for each power from their regular class(es)), not the number they choose to replace while they are a ghost. Make an Eidolon class and an Eidoloncer class, plus two other classes with the same naming scheme, to correspond to the Striker, Controller, Leader, and Defender roles. Each has its own set of class powers, all of which are ghost powers (powers having the [B]Ghost[/B] keyword). Then characters would use the 3 ghost multiclass feats from above to double up their powers for ghost powers of the same role (or roles, if they're multiclass characters). They don't work while you're alive, but I agree we shouldn't make them useless while you're alive. I'd say we make 6 groups of feats, one for each path/ability score, and base their effects on those ability scores while living and those paths while "ghosted." Let's say we associate the Path of the Haunt with Charisma; there might be a feat that lets you give your enemies a penalty on saves against Fear powers equal to your Cha modifier while you're alive, and lets you turn all of your powers into Fear powers while ghosted. That way, you get a benefit either way, though different benefits for different times, and someone focusing on Fear powers in general would always gain a benefit from the feat. No idea; I'll get back to you on that. I'd say make ghost have better defenses and movement (they're insubstantial and they can phase, after all) but have certain circumstances where they're easier to hurt and/or there's a chance they could be sent to the True Afterlife accidentally. I'll need to, ahem, flesh that out a bit more. Perhaps there's a [I]restore ghost[/I] ritual that turns a ghost into a living being that's cheap and fairly low level, explaining how ghosts could feel comfortable as they are because they know their life is a simple ritual away, and then there's a [I]bind to Manifest[/I] ritual that will cause anyone under its effects to turn into a ghost when they die for a certain period of time. I'll need to flesh that one out too. Like I explained above, you'd basically have a set of ghost powers and a set of regular powers, and every time you died and became a ghost you'd decide which slots you wanted to fill with ghost powers and which you wanted to keep regular powers. It's like a broader-reaching version of Channel Divinity (X powers per slot, only 1 slot per round/encounter/day) so shouldn't be to hard to use. Or maybe they turn to ghosts immediately and can see things on the Prime, but they need to take a short rest to get their powers and be able to manifest. I'd do this: [list][*]Ghosts may go ethereal at will as a minor action. [*]While ethereal, ghosts are insubstantial and may phase, though their speed is reduced to half while doing so. [*]Every round it spends ethereal, a ghost loses 1 HP, which may [I]only [/I]be recovered through an extended rest. [*]After being on the Ethereal, it's hard to return to the Prime; to re-manifest, a ghost must spend a healing surge as a standard action.[/list] The rest is a good idea; the power retraining feel is again covered by the dual power repertoire thing. A bit complex, and feels like punishment. I prefer my version above; basically, to avoid the calling, you only need to take the 3 ghost feats to be covered most of the time. Since by level 30 you can have 17 class powers plus a whole bunch of class features (like a ghost cleric who loads up on Channel Divinity powers, or a human ghost wizard with his extra at-will and 4 cantrips), there should be another "avoid the calling" feat which bumps up the max powers limit. See my path suggestion above. I don't think there should be a "quick and easy" character template; you'd want to keep a lot of the customization of 3e Ghostwalk, and ghosting should be a big part of a character IMO. A monster template, however, should be easy; work up 6 templates (one for each path), pick which one fits a given creature best, and [I]voila[/I], ghost monster. [/QUOTE]
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