Author Topic: Ghost  (Read 16220 times)

Offline oslecamo

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Ghost
« on: November 14, 2011, 11:21:41 AM »
Ghost


Prerequisites:

-Must be an aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant.
-Must be dead (suicide when one has enough exp to level up is the most common path).
Special:If you died in combat but your party won and you would have gained enough exp to level up, you can take a level of ghost. If you died and don't have enough exp to level up, you may sacrifice your latest level to gain the first ghost level. At the DM's discretion, you may even do so during battle.

HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Ghost body, Ethereal, Manifestation, Grave Bond, Lesser Ghost Power
2+ 1+0+0 + 3Fly, Lesser Ghost Power, Greater Ghost Power.
Skills: 2+int modifier per level, no class skills.

Proficiencies:Simple weapons.

Features:
Ghost body:The ghost’s type changes to undead and gains the Incorporeal subtype. It retains all its previous racial abilities, but those that demand physical interaction only work against incorporeal oponents now. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged. All current and future Hit Dice become d12s.

Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability. However if they didn't previously have a fly speed, for now they can only hover just above ground.

Undead traits recap
(click to show/hide)


Ethereal (Ex): A ghost is an ethereal creature. Like all ethereal creatures, a ghost is invisible to and cannot interact with creatures on the Material Plane, nor can material creatures harm her (but see manifestation, below).

A ghost is native to both the Ethereal and the Material Planes, so she is not considered extraplanar when on either of those planes.

Manifestation (Su): A ghost on the Ethereal Plane can partially enter the Material Plane at will as a fullround action. Doing so which makes her visible to creatures on the Material Plane, though she remains incorporeal with respect to them. However, she also remains partially on the Ethereal Plane, where she is not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested ghost. The ghost's incorporeality helps to protect her from foes on the Material Plane because of the 50% incorporeal miss chance that applies to attacks from such creatures, but she has no such protection from foes on the Ethereal Plane.

Unlike normal incorporeability, a manifested ghost retains the Str score it had while living, mundane weapons still have a 50% chance of harming it untill 6 HD, and it doesn't gain a deflection bonus to AC equal to Cha (minimum 1) until 10 HD.

A manifested ghost can attack with a ghost power (see below) that requires a touch attack or with a ghost touch weapon (see ghostly equipment, below). Spells cast by a manifested ghost affect both ethereal and material targets normally, except for those that rely on touch, which work only on ethereal targets.

If the ghost's original body has a weapon (see grave bond), the ghost can use it to attack material enemies normally while manifested, even if it isn't magic.

At 4HD the ghost can manifest as a standard action. At 8 HD as a move action. At 12 HD as a swift action. At 16HD as an immediate action.

Grave Bond:The ghost is a spirit of a dead creature that refuses to go to the after life. Thus they end up wandering near their own bodies.

The ghost must always remain whitin 30 feets per HD of it's original body. If any effect would cause the ghost to go further away the ghost disapears and re-apears next turn on top of his body, in ethereal state.

The ghost is a replica of it's dead body. Ghosts lucky enough to get a high quality funeral remain basically unchanged from life, while ghosts of those who died in the wild appear as rotten corpses or even ethereal skeletons. The player can always declare it had a high quality funeral, but then must take measures to protect his body from the enviroment's harshes.

In order to use equipment, the ghost must equip it on the corporeal body, and a ghostly copy materializes on the ghost. Removing equipment from the body makes the same item disapear from the ghost. For items with limited charges, using the ghostly version directly consumes charges from the real item. The body can never be equiped with ghostly copies (from its own ghost or others), even if the ghost finds some way of making them become material.

Attacking the corpse deals damage directly to the ghost. Destroying the corpse destroys the ghost. Most ghosts who go adventuring take care of aquiciring high quality coffins to protect their bodies. A manifested ghost can carry its own body, assuming it has enough strenght, but this doesn't turn the body itself incorporeal. Not even with the ghostly grasp feat can a ghost turn its own body incorporeal.

At 10HD the ghost can distance itself as much as it wants from it's own body, as long as he spends at least 8 hours per day whitin the necessary reach of it. Failing to do so makes the ghost suffer one negative level (even if it's an undead) per day it stays away from it's body. If it has as many negative levels as HD it is destroyed. Spending 24 hours in range of it's body dissipates one such negative level.

At 20HD the the ghost can distance itself from it's body for as long as it wants, but it's still tied to it for equipment.


Lesser Ghost Power (Su):
A ghost gains one of the following ghost powers. Unless otherwise stated, the DC is 10 + 1/2 ghost's HD + ghost's Cha modifier. They can be used 2/day for each HD of the ghost unless otherwise noticed as well. They need a fullround action to use. At the 2nd level ghost level, they gain another one.

At 4HD the ghost can use them as a standard action. At 8 HD as a move action. At 12 HD as a swift action. At 16HD as an immediate action.

(click to show/hide)


Fly(Ex):
the ghost realizes it isn't tied by gravity anymore. It can now fly as high as it wants.


Greater Ghost Power (Su):
The ghost can choose one ghost power from the following list or two from the Lesser Ghost Powers list. They can be used 1/day for each HD of the ghost. Saves DCs are 10+1/2HD +Cha modifier and they need a fullround action to use.

At 4HD the ghost can use them as a standard action. At 8 HD as a move action. At 12 HD as a swift action. At 16HD as an immediate action.

(click to show/hide)


New Feats:
(click to show/hide)

New Wondrous Items:
(click to show/hide)


Comments:
(click to show/hide)
« Last Edit: March 28, 2019, 04:22:32 AM by oslecamo »

Offline Anomander

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Re: Ghost
« Reply #1 on: November 14, 2011, 10:19:29 PM »
A few thoughts:

Ethereal (Ex): It says that "If somehow bodily transported to the Material Plane (with a plane shift or gate spell, for example) she can physically interact with other material creatures because she is solid, but she cannot manifest or return to the Ethereal Plane without magic." ...but if the Ghost just move out of Grave Bond's maximum range, doesn't it just reappear in the Ethereal state?

Grave Bond:
-This ability has a big "item duplication" smell. There are probably other ways to abuse it, but if a ghost puts a magic item on his corpse (thus getting an ghostly copy of it), then planeshifts to the material plane, isn't there now two material copies of the item on the material plane? Now. If the ghost puts that material copy on his corpse, the ghost gets a second ghostly copy of that magic item. Rince, repeat.

-If the ghost doesn't have a party member to help him put items on its body, is it supposed to be able to do that on its own at the first level? Incorporeality will make it really hard to move the equipment around so that he can equip his body on his own.

-Lets say someone puts a magic items with charges on his corpse, say, a wand. Since the ghost gets a ghostly copy, doesn't the ghost technically get infinite charges? If he is about to run out, he can just have the wand removed from his body then put back on it.

-You wrote: "A manifested ghost can carry it's own body, assuming it has enough strenght." But this is not possible considering incorporeal creatures do not have a strength score and cannot interact with corporeal objects.

-BUT: If the ghost gets the Ghostly Grasp feat, or wields ghost touched gauntlets so that it may carry his body around, doesn't the corpse, being an inanimate object, falls under the incorporeality clause that states that anything worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession? Does that mean that as long as the ghost carries its body, the drawback of being able to bypass its incorporeal miss chance by attacking its corpse (there is a miss chance to hit it too now) is now obsolete?

Comment: "It doesn't get a bonus to AC because etherealness already make it quite hard to hit."
Being incorporeal already grants Cha modifier to AC. So that covers the time it chooses not to be ethereal to become untargetable.   ;)
« Last Edit: November 14, 2011, 10:32:25 PM by Anomander »

Offline oslecamo

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Re: Ghost
« Reply #2 on: November 15, 2011, 10:48:51 AM »
Ethereal: Hmm, I actualy can't remember quite well why I had left that clause in there. Removed it to avoid confusion, didn't seem to be doing much.

Grave Bond: put clause to stop a body from equiping item copies.

The ghost is suposed to get some help from mortals equiping items (never heard of warriors being buried with their weapons and armor?) or to have died with them in hand.

Put clause about item copies draining charges from the original.

Put in clause that the ghost retains its old strenght.

Put in clause to stop a ghost from turning his body ethereal just by picking it up.

Put in clause that you don't gain the AC bonus for being uncorporeal until later HD.

Hmm, that was a lot of "bugs", thanks for pointing them out!

Offline Retrokinesis

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Re: Ghost
« Reply #3 on: April 23, 2012, 08:35:23 PM »
This class actually seems weaker than the default ghost, at least the savage progression one. Sure, it's two levels instead of five, but you don't HAVE to take all 5 levels, you get most of the best features with only 1 level of the savage progression, and the powers are all usable at-will.

Being fettered to your body is a HUGE disadvantage. It's crippling unless you either have 20 HD and ignore it completely, or have 10 HD and can teleport to wherever your body is. Simply put, your party is NOT going to drag your corpse around in a wagon. Maybe a bag of holding, but doesn't that technically count as an alternate plane and therefore too far away from you?

It would be more complicated, but maybe having a dual fetter system where you're tied to your body for equipment, but one SPECIFIC object for movement? That way, you could stay with the party, but still have to return to your "mausoleum" to equip and would still be vulnerable to people attacking your body.

Offline oslecamo

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Re: Ghost
« Reply #4 on: April 25, 2012, 02:15:57 AM »
I consider the partial progression savage ghost broken. Permanent ethereality, flight, item duplication tricks, undead immunities, and then it doesn't even counts as a dip when you can just do some LA buyoff to get rid of +1 LA easy. I've yet to see any DM allow it in actual play.

So no, I won't do an even more broken version of that. All the ghost traits need some kind of heavy drawback to balance them out in just so few levels. If you think the savage ghost progression is fine, by all means play it.

Also, if the party is dragging those piles of coins, jewels and enemy armor at low levels, they sure can carry your body at the back of the party's tank.

« Last Edit: April 25, 2012, 02:18:39 AM by oslecamo »

Offline Retrokinesis

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Re: Ghost
« Reply #5 on: April 25, 2012, 05:46:49 AM »
Fair enough, but that doesn't address the issue that being a ghost is essentially a huge burden to your party. Let's assume you're a level 5 ghost. You have to remain within 150 ft. of your body at all times. Going by random generation, the average human male weighs 160 lbs. The coffins from http://www.wizards.com/dnd/article.asp?x=dnd/dx20021031x are either 75 or 150 lbs.

Even if your fighter can carry something that heavy (which doesn't include equipment, either the fighter's or your body's) a coffin is way too unwieldy to drag around most dungeons. At 10 HD, you can leave the coffin outside (guarded by magic, hopefully) but up until then it basically makes you a worthless addition to the party.

Also, this gives me a few questions. What if your body has been reduced to a pile of ash? I guess that would make it much easier to carry but impossible to equip? And *can* you keep your body in a bag of holding, provided someone in the party carries it for you? Again, I'm not sure if it being on another plane would stop this or if you would just have to remain close to the bag.

Offline oslecamo

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Re: Ghost
« Reply #6 on: April 25, 2012, 02:48:02 PM »
No, bags of holding don't work as they take you out of the plane.

If you've reduced to a pile of ash, then you get to play as a ghostly pile of ash that indeed has no item slots.

But still you're right, a regular coffin is too unwieldly. So I called a wizard to solve it. Two new wondrous items added so you can easily carry bodies around, which honestly is something the game should allow you to do.

Offline Anomander

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Re: Ghost
« Reply #7 on: April 25, 2012, 10:26:12 PM »
Turn your dead body into a fleshgolem. :P
Problem solved and you have a 'companion' just as well equipped as you are.

The coffin of unrest is a real bundle. You can take the lock off it to get a neat simple lock immune to Knock. The lock itself is probably worth more than the coffin.

Offline PolkaBear

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Re: Ghost
« Reply #8 on: April 26, 2012, 01:48:03 PM »
Turn your dead body into a fleshgolem. :P
Problem solved.
Lol.  I'll actually have to try out that solution.

Offline veekie

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Re: Ghost
« Reply #9 on: May 02, 2012, 12:45:56 PM »
Well you could always host the ghost in a voodoo doll and dress the doll up :P
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

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Offline Prime32

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Re: Ghost
« Reply #10 on: May 11, 2012, 01:36:57 PM »
Considered adding any splatbook ghost powers? (some details here)
Corporeal Manifestation would be better if it could also fool divinations. Hallucinatory terrain/mirage arcana could be an interesting original option.

For the coffin of unrest, what's to stop you from cramming a Colossal corpse full of loot/allies then putting it into the coffin? (shaping the coffin like a horse = optional)
« Last Edit: May 11, 2012, 01:40:39 PM by Prime32 »

Offline oslecamo

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Re: Ghost
« Reply #11 on: May 12, 2012, 02:46:24 PM »
Added 6 new Lesser Ghost powers and 6 new Greater Ghost powers based on the splat material:
-Corporeal Manifestation
-Elemental Requiem
-Death of Magic
-Ghost Jump
-Ghostly Illusion
-Lore of the Dead

-Water Elemental Manifestation
-Laughter of Madness
-Chill ray
-Coldfire Radiance
-Ghost House
-Death Song

May add more in the near future if I feel inspired. Of course, people can always post up their own sugestions

Also tweaked some of the older powers to make them more PC-friendly.

For the coffin of unrest, what's to stop you from cramming a Colossal corpse full of loot/allies then putting it into the coffin? (shaping the coffin like a horse = optional)
For starters, Colossal corpses aren't exactly common, being highly prized by necromancers. :p

But anyway, added clause to prevent the coffin from being used as a transport of cheaper bag of holding for random loot.

Offline Prime32

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Re: Ghost
« Reply #12 on: May 13, 2012, 08:33:35 AM »
Water Elemental Manifestation could easily be generalised to let the ghost choose one element.

Offline oslecamo

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Re: Ghost
« Reply #13 on: May 13, 2012, 04:03:36 PM »
Problem being that earth elementals have the uber Earth Glide and Air elementals have obscene flying speed, both of which I don't really feel confortable making available with a 2 level dip. Fire looks ok tough, added.

Offline DavidWL

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Re: Ghost
« Reply #14 on: June 24, 2012, 01:11:46 PM »
Silly question, but what happens if a ghosts' ethereal body is killed ?  (I can guess, but it should probably be specified).

Best,
David

P.S.  Could a ghosts body, etc., be put in a bag of holding?

Offline oslecamo

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Re: Ghost
« Reply #15 on: June 24, 2012, 03:54:48 PM »
The ghost doesn't have an ethereal body. The ghost is the ethereal body. That lump of rotting meat is an old shell.

And no, the ghost and body need to remain in the same plane.


Offline littha

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Re: Ghost
« Reply #16 on: June 24, 2012, 08:00:47 PM »
Ah, the ghost fairly iconic creature.
Personally I would expand the powers section to have a +1 to spellcasting class power. Possibly restricted to Dread Necromancer or something but the point is it makes the class more valuable for casters (and still has a lost caster level) and powerful necromantic ghosts are awesome.

The second thing I wondered was about a Ringwraith type PRC but that might be kind of redundant.

Offline oslecamo

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Re: Ghost
« Reply #17 on: June 25, 2012, 07:52:34 AM »
It was only a matter of time before someone asked that. Made it into a Greater Ghost power, and went ahead and added the option of  working for psionics or maneuvers instead of casting before people barge in also asking for that, but you need to pick what to progress, and can only pick it once.

Ringhwraith? I guess that's an idea for the future. Or simply ghost 2/other stuff 18. Hmm, ghost paragon? :P

Offline littha

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Re: Ghost
« Reply #18 on: June 25, 2012, 09:37:25 AM »
I had though Ghost/Death Knight would work as a Ringwraith but Death Knight requires Con 10 so that sorta screws that up.

Offline Concerned Ninja Citizen

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Re: Ghost
« Reply #19 on: February 17, 2013, 08:35:40 PM »
This class is a template/PrC but it's listed in the regular monster class section in the index.

It was hinted at earlier in the comments but can a ghost have its body turned into a flesh golem so it can walk around on its own?

What about animating its body as an undead? Could the Ghost potentially take Undead Leadership and then get itself as a cohort with the Awakened Skeleton template or similar?

That would certainly help with the "how to carry the body around" question.

Also, is a ghost's body a legal target for Shrink Item (I see no reason it wouldn't be) and does the spell also effect the magic items the body is equiped with (probably not)?