Author Topic: Ghost Guide  (Read 13450 times)

Offline The_Mad_Linguist

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Ghost Guide
« on: January 06, 2012, 10:14:16 PM »
Some see death as the end.  Nowhere to go, moving on to the happy hunting grounds or the seven heavens or baator or whatever.  Not you.  No, you're far too invested to give up now.  With this guide, you'll soon realize that death was the best thing that ever happened to you.  After all, without those fleshy meats to hold you back, the world is your oyster. 

Oh, you were allergic to oysters?  Not anymore.

Quote from: Ember the Monk
Woah, like, I feel all level appropriate and stuff.
That's the spirit!


There are two ways to play a ghost - either take a few levels of the savage progression, or take the actual template.  Both have advantages and disadvantages.  Definitely not handling keening spirits from City of the Spider Queen, or the fake lame ghosts from ghostwalk.  Unless someone gives me a compelling reason, 'ghost brute' and 'ghostly dragon' are out as well.
Savage Progression  (here)
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Full Template
The primary benefit of taking the full template is that you can select your ghost powers from sources other than those listed in the template class, and aren't limited to a major/minor power separation.  Changing your type with a feat is also less controversial for these guys.

Dungeon Magazine (130)
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Frostburn (frostfell ghosts)
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Ill Wind of Friezford (adventure, located here)
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Libris Mortis(page 151)
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Monsters of Faerun (88)
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Offline The_Mad_Linguist

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Re: Ghost Guide
« Reply #1 on: January 06, 2012, 10:14:52 PM »
FEATS

Taint feats
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Ghost power enhancing feats
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Type-changing feats
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Misc feats
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« Last Edit: January 11, 2012, 11:12:28 AM by The_Mad_Linguist »

Offline The_Mad_Linguist

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Re: Ghost Guide
« Reply #2 on: January 06, 2012, 10:15:26 PM »
Double reserved.
(classes and stuff)
LA Buyoff Trickery
The level adjustment buyoff rules are rather vague, but basically any way you interpret them makes them highly exploitable.  Here are the three most common LA buyoff interpretations, and how to use them to buyoff your ghost savage progression most effectively
A) Total Historical LA buyoff.  Basically, look at your total LA, including any LA you've previously bought off.  Then, multiply it by three.  That level, and every three after it, is the level at which you can buy off level adjustments.  Decent RAW support, but the problem is it doesn't tell you what happens if you acquire a template at higher levels. 
How to exploit: take one level of ghost before level 3.  Buy it off.  Take your second level of ghost before level 6.  Buy it off.  Et cetera. 
B) Deletion LA buyoff: If you have multiple sources of LA, each is bought off separately.  A source of LA fully bought off is ignored.
How to exploit: take one level of ghost at level 3.  Buy it off.  Take one level of ghost at level 3.  Buy it off... et cetera.  Personally, I don't like this interpretation at all, and I think it's barely tenuously supported.
C) Acquisition LA buyoff: Whenever you get a template, look at your current level.  Use the chart relative to your current level to determine how long it will take until you can start buying it off.
How to exploit: Ideally, you'd treat this as (A), getting the template as soon as possible (when it costs fewer xp).  Extremely punishing to people getting templates at later levels.
D) Catchup LA buyoff: The 3/6/9 cutoffs are the minimum levels necessary to buy a template off.  So if you acquire a LA+2 template at level 10, you can spend your next two levels buying it off.  Probably the fairest of the lot, and decent RAW support, this is the one I actually use.
How to exploit: Buy off as soon as you can.  This has the side effect of making everyone level 3-6 probably have a LA+1 template, and everyone 9+ have LA+2 of templates, but honestly I think that's probably an OK effect, since dudes gaining power also gaining better bodies is a mythic thing.

Prestige Progression Trickery
No level adjustment buyoff?  No problem!  If you can't buy off the level adjustment from the savage progression, you can still stay ahead of the curve by using one of the full advancement prestige classes.
For instance, you could take one level of the savage progression, then pick up a legacy item (from Weapons of Legacy, naturally) and continue as a Legacy Champion, progressing the ghost template class.

Similarly, you can take levels of Uncanny Trickster (Complete Scoundrel) for the same effect.

You'll get hit dice, saves, and skill points for those savage progression levels.  Way to go.


Master of the Unseen Hand
For those who want to push their telekinesis to the limit, there's no better class.  While ghosts don't (easily) get access to the gamebreaking combination of chain spell and full attack telekinesis, there's still synergy enough provided you don't care about casting spells.  And honestly, if you wanted to be a full caster, you wouldn't take LA.
The breakpoint here is probably at level 4; with improved violent thrust you significantly increase your TK damage and frequency, and Telekinetic flight lets you reposition your allies with a move action.  Fling Skyward is lame since Violent Thrust already lets you fling creatures straight up.  It's actually worse than getting no class feature, since Fling Skyward does it worse.





Items
Ring of Manifestation (Ghostwalk, 10k).  Unlike other ghostwalk items, this isn't limited to the ectoplasmic degenerates who call themselves ghosts.  You use it, you're no longer incorporeal.  If you like touching people, buy this ring.  If you hate people and want to slap them, buy two.

Offline The_Mad_Linguist

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Re: Ghost Guide
« Reply #3 on: January 06, 2012, 10:17:15 PM »
Miscellaneous Stuff


-Ghosts as Undead Cohorts
-Partying with your buds as a Nightstalker

Offline nijineko

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Re: Ghost Guide
« Reply #4 on: January 15, 2012, 03:24:58 AM »
under the feats and enhancing powers section, there are a number of ghost feats from ghostwalk which expand existing abilities, or add new abilities. for example, the ectoplasm feat allows one to make sticky or slippery ghost-touch ectoplasmic material at will. among other things, the ghost can apply it to their hands and be able to manipulate any material object whenever they feel like, change any weapon to a limited ghost touch weapon, and have a grease effect whenever it might be needed.

the ghost ride feat does wonders for those with psionics. the ghost can hide in a willing or unwilling host and manifest from the protection afforded. virtually impossible to target the ghost while in this state. hiding in this fashion opens up all manner of options for trickery.

while most of the ghostwalk material is of little use in most campaigns, there are a few small gems.

Offline SorO_Lost

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Re: Ghost Guide
« Reply #5 on: January 15, 2012, 04:23:05 AM »
Also simply sharing spaces with a corporal creature gives you cover and them concealment (LM42). Like if you were a Halfing you can gain Total-Cover by simply standing in the same spot the Paladin's horse is, and freely attack it...