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HELP NEEDED: Fan created 4e conversion project for ghostwalk
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<blockquote data-quote="Najo" data-source="post: 4400393" data-attributes="member: 9959"><p>I've been knocking some stuff around too. Let's narrow our focus on to the ghost template and then build outward from there. So, the ghost template needs to be made as easy to use as possible without losing the interesting elements of ghost characters. Here is my attempt at it, tell me what you like, what you don't and make suggestions on changes. If this inspires you to come at it another way, then post your own version for me to look at. Once we got the template hammered out, we can easily build the next part (dying, the calling and raise dead) and then the following part (ghost paths, powers, feats). </p><p></p><p>Here is what I was thinking as a starting point:</p><p></p><p><strong>Ghost Template (applied when a humanoid character dies)</strong></p><p><strong></strong></p><p><strong>Ghost: </strong>You are considered to have the ghost key word, so you are considered to be a ghost for effects that relate to that keyword. As a ghost, you have the following traits:</p><p></p><ul> <li data-xf-list-type="ul">You don’t need to eat, drink or breathe. You are immune to starvation, thirst and suffocation but not any other effects.<br /> </li> <li data-xf-list-type="ul">Rather than sleep, ghosts spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits others gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. <br /> </li> <li data-xf-list-type="ul">You can select ghost powers and feats.</li> </ul><p></p><p><strong>Deathmarks: </strong>Your ghost form is marked by how you died. The severity of the death determines how the marks affect your social interaction with the living. Other ghosts, immortals and undead are immune to the effects of your deathmarks. </p><p> </p><p> <ul> <li data-xf-list-type="ul"><strong>Subtle: </strong>Your death was either non-violent, poisoning or from natural causes that left little or no marks. You have no modifiers to Bluff, Diplomacy, Streetwise or Intimidate.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Disturbing: </strong>Your death left obvious marks on your body but nothing to extreme. Examples include drowning, strangulation, severe weapon wounds and other quick and obvious methods of dying. You are -2 to Bluff, Diplomacy, Streetwise and a +2 bonus to Intimidate. <br /> <br /> </li> <li data-xf-list-type="ul"><strong>Repulsive:</strong> Your death marks are obvious and unsettling to the living. Examples include mauling, dismemberment, decapitation, burning and other extremely violent deaths. You are -4 to Bluff, Diplomacy, Streetwise and a +4 bonus to Intimidate.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Gruesome:</strong> Your death marks are hideous and very frightening for the living, leaving you barely recognizable as a humanoid. You are -8 to Bluff, Diplomacy, Streetwise and a +8 bonus to Intimidate.</li> </ul><p></p><p><strong>Ghost Form:</strong> When in this form, you become insubstantial and move with phasing. You are immune to non-magical disease and poison. You cannot use or interact with any non-living physical object unless it has the ghost touch trait or you have a power or magic item that allows you too. Your healing surges cannot be used for any healing. </p><p></p><p><strong>Manifest Form:</strong> When manifested, your ectoplasm becomes tangible and more like your body when you were alive. Your manifested form does not have any of the advantages or disadvantages of your ghost form, so your ghost form rules do not apply. You can only take your manifest form when in certain manifest zones (such as those around and in the city of Manifest) and when under the effects of manifesting powers, magic items or rituals. When in your manifest form, you can change into your ghost form as a standard action at-will. If you become unconscious, you revert to your ghost form. Some manifest zones force a ghost to manifest; in these places you cannot take your ghost form in any circumstance.</p></blockquote><p></p>
[QUOTE="Najo, post: 4400393, member: 9959"] I've been knocking some stuff around too. Let's narrow our focus on to the ghost template and then build outward from there. So, the ghost template needs to be made as easy to use as possible without losing the interesting elements of ghost characters. Here is my attempt at it, tell me what you like, what you don't and make suggestions on changes. If this inspires you to come at it another way, then post your own version for me to look at. Once we got the template hammered out, we can easily build the next part (dying, the calling and raise dead) and then the following part (ghost paths, powers, feats). Here is what I was thinking as a starting point: [B]Ghost Template (applied when a humanoid character dies) Ghost: [/B]You are considered to have the ghost key word, so you are considered to be a ghost for effects that relate to that keyword. As a ghost, you have the following traits: [list][*]You don’t need to eat, drink or breathe. You are immune to starvation, thirst and suffocation but not any other effects. [*]Rather than sleep, ghosts spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits others gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. [*]You can select ghost powers and feats. [/list] [B]Deathmarks: [/B]Your ghost form is marked by how you died. The severity of the death determines how the marks affect your social interaction with the living. Other ghosts, immortals and undead are immune to the effects of your deathmarks. [list][B]Subtle: [/B]Your death was either non-violent, poisoning or from natural causes that left little or no marks. You have no modifiers to Bluff, Diplomacy, Streetwise or Intimidate. [*][B]Disturbing: [/B]Your death left obvious marks on your body but nothing to extreme. Examples include drowning, strangulation, severe weapon wounds and other quick and obvious methods of dying. You are -2 to Bluff, Diplomacy, Streetwise and a +2 bonus to Intimidate. [*][B]Repulsive:[/B] Your death marks are obvious and unsettling to the living. Examples include mauling, dismemberment, decapitation, burning and other extremely violent deaths. You are -4 to Bluff, Diplomacy, Streetwise and a +4 bonus to Intimidate. [*][B]Gruesome:[/B] Your death marks are hideous and very frightening for the living, leaving you barely recognizable as a humanoid. You are -8 to Bluff, Diplomacy, Streetwise and a +8 bonus to Intimidate. [/list] [B]Ghost Form:[/B] When in this form, you become insubstantial and move with phasing. You are immune to non-magical disease and poison. You cannot use or interact with any non-living physical object unless it has the ghost touch trait or you have a power or magic item that allows you too. Your healing surges cannot be used for any healing. [B]Manifest Form:[/B] When manifested, your ectoplasm becomes tangible and more like your body when you were alive. Your manifested form does not have any of the advantages or disadvantages of your ghost form, so your ghost form rules do not apply. You can only take your manifest form when in certain manifest zones (such as those around and in the city of Manifest) and when under the effects of manifesting powers, magic items or rituals. When in your manifest form, you can change into your ghost form as a standard action at-will. If you become unconscious, you revert to your ghost form. Some manifest zones force a ghost to manifest; in these places you cannot take your ghost form in any circumstance. [/QUOTE]
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