Playing a Ghost PC

tennyson

First Post
One of the PCs in my campaign found himself decapitated by a deathcrawler last session, and needless to say, is dead. Our group has been playing the same campaign for almsot 4 years now, and while they have means to a resurrection, i would like to know if anyone here has incorporated a ghost PC into their game.

In short, the PCs were inside the consciousness of a large creature when the PC died (think Matrix). For all intensive puposes, the PC's soul is still inside the creature - part of universal consciousness containing all of the souls that the monster devoured.

1. What was your experience with a ghost PC?
2. Are there official rules to play one?
3. What are some interesting ways to bring the dead back to the material plane?
4. Does the soul being trapped prevent a ghost from existing?

Any help would be appreciated! I don't want to do the same old "level loss/pay up" resurrection, so give me your suggestions! Thanks!
 

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Thanks, Asmor. Does that only allow for ghost PCs in that setting, or does it explain how to incorporate it into another campaign?
 

tennyson said:
Thanks, Asmor. Does that only allow for ghost PCs in that setting, or does it explain how to incorporate it into another campaign?

I don't think it offers advice, but is generic enough to use in any setting.
 

Rather than buying a new supplement, you could just use the ghost template in the SRD. I would work with the player (possibly all players) to decide how many special abilities to give the PC (dependant on how the incorporiality will effect that particular PC's usefulness) and other choices.

Assuming they have since left the creature, the trapped soul bit would justify any weakening of the template you feel is appropriate. The main drawback would be that destroying the creature would logically become a major priority to the party, so if you were planning on that aspect of the campaign being over it could be hard to justify. "Bob is barely held with the party due to his close bond to Sara and her possession of his family ring which she was going to return to his parents, but part of his soul is still trapped in a prison of other souls howling for release... So, anyway, you hear there's a orc problem in the mountains they could pay you to resolve!" ;)
 

Asmor said:
You might check out the Ghostwalk campaign setting. It's not too hard to find cheap online.
I'll second this. I really enjoyed playing a ghost PC from that book (and technically they are more like spirits/souls than ghosts, for one thing they are outsiders not undead, so fewer overpowering immunities). The only unbalancing thing was incorporeality. In the setting they have things that mitigate it - like nearly all ghosts are fully manifested within the main city, and you could rule something similar in this case given the location.

It also has lots of options for new ghost feats and the like in case he levels while still a ghost. These allow for all sorts of really fun effects (fearsome appearance, possessing other creatures, etc.) and follow several different tracks depending on what aspect of ghostiness you want to follow.

But, whatever fluff explanation you give, I'd rule mechanically that the ghost/spirit/soul is corporeal - which not only prevents the "who cares about silly walls" problem but also prevents needing all your equipment to be ghost-touch enchanted to use it. I recall there being a feat or two in there still that allows you to go incorporeal briefly even in a zone that normally manifests you.

I really enjoy it, and its weaker and more balanced than a full standard undead ghost
 

Kahuna Burger,

The destruction of said creature is actually one of the major plot arcs in the campaign, so it works very nicely into the storyline. Now the PCs would have an extra incentive.

I agree that I'm going to talk it over with the players and see how they feel about this turn of events. Thanks for your help!

Ken,

That's also a great suggestion and one that may prove useful when deciding how to implement the PC. I may go to the bookstore after work today and browse throught he supplement to see if its worth the cost.
 
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kenmarable said:
But, whatever fluff explanation you give, I'd rule mechanically that the ghost/spirit/soul is corporeal - which not only prevents the "who cares about silly walls" problem but also prevents needing all your equipment to be ghost-touch enchanted to use it.
personally, I disagree. Depending on level the value of incorporeality will not be huge compared to the resources already available to the party, and the drawbacks could be an interesting challenge. If I was the player, I would be willing to play a ghost who was significantly different than my living form, but would find a "corporeal" ghost silly and would prefer to be raised. I would ask the player and (separately so they don't feel pressured) ask the other players if they would be jealous of the possible benefits.
 

I played a 'ghost' PC once and used psionics to get over the incorporeality (ie the Ghost used psychic powers to interact with the material world). The Ghost powers were also replaced with psionic powers

You could also consider some other form of undead - a PC Ghoul who needs to consume the flesh of humanoids could be fun
 

Here's another vote for Ghostwalk. In addition to providing a setting where ghosts and humans can interact, it also provides suggestions on incorporating the setting/rules into other campaigns, including Forgotten Realms and Greyhawk if I recall correctly.
 

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