Serpenteye said:
True, true. But the myth about the tragicness and insanity of ghosts is based on the belief that the afterlife is someting positive, a paradise, and that the ghost would be much happier if he was truly dead.
The Planescape afterlife is no such thing.
I can't say I'm exactly thrilled with the way the 'Afterlife' is set up in PS, and it all seems so... I dunno, bleah (particularly the petitioners)... but unless I want to re-write the cosmology

we're stuck with it. Besides, I can understand the reluctance of the game designers not to have adventurers traipsing around 'paradise.'

(I mean, if it's paradise, why adventure? Why not just enjoy it?)
Kind of, but that would depend on what kind of creatures he posessed. Evil people are generally a lot more interesting than good ones, perhaps he prefers peeking into their heads.
Yeah, but two evils still don't make a right. Possessing unwilling evil people (or creatures) is no less evil than possessing willing good people. :\ We just might not feel as sorry for them....
Do you have BoVD? There's a whole set of rules in there for possession (it's also in Ghostwalk), which I guess we'll be needing for your character.
What would happen if the item was destroyed? Could he find another token as an anchor, or would he simply fade away?
He'd be able to find another anchor, but if it's not done with within a certain time frame, he'd start having to make saves to remain. At least that's how I see it.
I imagine most adventurers have something they leave behind when they go out adventuring, something they might want to protect, something they will check up on every now and then. It will be the same way for my character, but instead of friends and family it's his grave.
Some adventurers do, but many don't. "Orphan" seems to be a popular background choice for many adventurers

and for a lot of them, it seems that the party is their family.
He would have to go back to his grave to be able to use his new equipment, but that doesn't mean that he would let the other characters go with him, and it's better than getting no new equipment at all. There's not many items made specifically for ghosts, are there? As a Sorcerer he has limited use for Ghost Touch weapons.
Ehr, no. On the other hand, there's very little a ghost needs really. It doesn't eat, drink, or breath. It cannot feel cold or hot. It's got a slew of undead immunities and great mobility. I guess you would primarily need protective items, and some utility items. Healing might be concern, since good clerics won't be able to heal you without memorizing
inflict spells.
I would like that

. I think that if we made an item his anchor he would have to spend most of his time posessing someone to carry it, and that would really not be using his abilities to their fullest potential.
Hmmm... why would you assume he'd be possessing them to carry it? Couldn't he simply persuade them to carry it of their own free will? It's not like he'd be asking them to carry something huge and unwieldly.
Do any of you know any good charisma-based fighting-feats?
Unfortunately, no. :\ Charisma seems to be a dump stat for most warriors, excepting paladins, for whom Divine Might is a nifty feat. But that also requires an ability to turn undead.