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
Level | Bab | Fort | Ref | Will | Feature |
1 | + 0 | +0 | +0 | + 2 | Ghost body, Ethereal, Manifestation, Grave Bond, Lesser Ghost Power |
2 | + 1 | +0 | +0 | + 3 | Fly, 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* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
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.
Corrupting Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d6 points of damage. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only. She can perform iteratives and even two-weapon fighting with her Corrupting touch. This is useable at will and the damage die increases one size category for every 4 HD.
Frightful Moan (Su): A ghost with this ability can emit a frightful moan as a standard action. Each living creature within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This ability is a sonic, necromantic, mind-affecting, fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.
Telekinesis (Su): A ghost with this ability can use telekinesis as a standard action at will (caster level equal to the ghost's HD). Each time she uses this power, she must wait 1d4 rounds before doing so again.
Corporeal Manifestation(Su):A ghost with this ability at will as a standard action can become fully corporeal, losing the incorporeal trait, and then back. While manifesting as corporeal, she looks just as he did in his last moments of life, effectively gaining a bonus on Disguise checks to look as her previous self equal to 10+HD. Even magic divination effects need to suceed on a CL check with DC 11+HD to identify her as an undead. This doesn't protect the ghost from anti-undead attacks tough, like a nearby cleric atempting a Turn Atempt.
Elemental Requiem(Su):You're immune to one basic element of your choice, usually the one that caused your death. With a touch at will, you can grant resistance to that element equal to your HD to another creature for 1 hour.
Death of Magic(Su):You gain SR equal to 11+HD. You may raise it or drop it as a free action at any time even if it isn't your turn. At will with a touch, you can grant an equal amount of SR to another creature for 1 hour, or increase their already existing SR by 4 for 1 hour. If you already had SR, it increases by 4.
Ghost Jump(Su):You can use Dimensional Door as a SLA with a CL equal to HD, but you can only bring yourself with it and your ghostly gear. However you can take any remaining actions for the turn after jumping.
Ghostly Illusion(Su):You can use Major Image at will with CL=HD. Each time she uses this power, she must wait 1d4 rounds before doing so again. If the Ghost has 10 HD or more, True Seeing and similar effects can't pierce this illusion unless the viewer is whitin 10 feet of the illusion itself.
Lore of the Dead:This works as the Bard's Bardic Knowledge, except the bonus on the check is equal to HD+Cha.
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.
Corrupting Gaze (Su): A ghost with this power can blast living beings with a glance at a range of up to 30 feet. Any creature that meet the ghost's gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. If the Ghost has 10 HD or more, this can affect even creatures immune to it, but they gain a +5 bonus on their saves. This ability can be always kept active, but supressing and restarting it takes the same action as using a Greater Ghost Power.
Draining Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d8 points of ability drain to any one ability score she selects (only 1d4 if Con if selected). With each such successful attack, she heals 5 points of damage to herself. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only. She can perform iteratives with this incorporeal touch attack. If the Ghost has 10 HD or more, this can affect even creatures immune to it, but they're allowed a save to resist the drain.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost with this ability must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. If the Ghost has 10 HD or more, this can affect even creatures immune to it, but they gain a +5 bonus on their saves. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for 1 hour. This ability can be always kept active, but supressing and restarting it takes the same action as using a Greater Ghost Power.
Malevolence (Su): Once per round, an ethereal ghost who has this power can merge her body with that of a creature on the Material Plane. This effect is similar to that of a magic jar spell (caster level equal to the ghost's Hit Dice), except that no receptacle is required. To use this ability, the ghost must be manifested, and she must try to move into the target's space, but doing so does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 10+1/2HD + the ghost's Cha modifier). If failed, their soul is transfered to your original body for the duration. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.
Water/Fire Elemental Manifestation (Su): You must have the Corporeal Manifestation lesser power to pick this Greater Power. You can use Shapechange at will with a CL equal to your HD, but can only take the form of a Water or Fire Elemental, picked when this ability is gained, and the transformation action is the same as an usual Ghost Greater Power.
Laughter of Madness (Su): When you activate this Greater power, all creatures whitin 40 feet must make a Will save or take 1d6 points of Int and Wis damage. This is a sonic and mindaffecting ability. If the Ghost has 10 HD or more, this can affect even creatures immune to it, but they gain a +5 bonus on their saves. Once used, the Ghost must wait 1d4 rounds before being able to use it again.
Chill ray(su): You fire a ray that deals 1d4 Con damage with a range of 90 feet. Targets struck by it must also make a Will save or be Slowed for 5 rounds. Once used the Ghost must wait 1d4 rounds before being able to use it again. If the Ghost has 10 HD or more, this can affect even creatures immune to it, but the targets get a Fort save to resist the Con damage, and those that would be immune to the Slow gain a +5 bonus on their Will saves.
Coldfire Radiance(su):Creatures within a 10 foot radius of you take 1d6 damage, plus another 1d6 for every 4 you have. In addition creatures suffering this damage need to make a Fort save or suffer from
Shakes. If the Ghost has 10 HD or more, this can affect even creatures immune to it, but they gain a +5 bonus on their saves. This ability can be always kept active, but supressing and restarting it takes the same action as using a Greater Ghost Power.
Ghost House(Su):You need the Ghostly Illusion lesser power to learn this greater power. You can use Hallucinatory Terrain at will with CL=HD. Each time she uses this power, she must wait 1d4 rounds before doing so again. If the Ghost has 10 HD or more, True Seeing and similar effects can't pierce this illusion unless the viewer is whitin 10 feet of the illusion itself.
Death Song(Su):You can start to sing and maintain the performace up to four rounds, affecting all whitin 90 feet of you.
-In the 1st round, creatures in range must make a Will save or be left Shaken for 1 round.
-In the 2nd round, creatures in range must make a Will save or be left Cowering for 1 round.
-In the 3rd round, creatures in range must make a Will save or be left Frightened for 1 round.
-In the 4th round, creatures in range must make a Will save or be left Panicked for 1 round.
Once you stop singing, every creature that heard it can't be affected again by your Death Song for 1 hour.
You must spend the same action you used to start the song every round to sustain it.
This is a sonic, mindaffecting effect. If the Ghost has 10 HD or more, this can affect even creatures immune to it, but they gain a +5 bonus on their saves.
Ancient Power:Choose a caster/manifester/initiator class you had levels in before becoming a Ghost. You gain spells/powers/maneuvers known, plus spell slots/power points/maneuvers readied and CL/ML/IL as if you had taken a level on that class. This doesn't count towards any other abilities of that class. Regardless of the class chosen, you can only take Ancient Power once.
New Feats:Mystic Ghost [Monstrous]
Prerequisites: 2 levels of ghost.
Benefit: You gain one extra Lesser or Greater Ghost Power you didn't have already.
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different extra Lesser or Greater Ghost power.
New Wondrous Items:Coffin of Unrest
Price: 100 GP
Effect: This item was first developed as a way of carrying the dead bodies of massive creatures out of dungeons into wizard labs and city markets, but quickly found use as a way of adventuring Ghosts protecting their own corpses. It has the size of a regular human coffin, but can hold the corpse of any dead creature and protects it from enviromental harm, regardless of size. The coffin also always weights only 10 pounds, regardless of carrying an halfling body or a dragon carcass. It has Hardness 5 and 20 HP, blocks ethereal travel, and comes with a Lock that is immune to Knock and can be opened with a DC 20 Lockpick check. It can also be fited with regular chains to the back of a carrier as a backpack, not taking a magic item slot (a magic backpack may be fited on top or side of the coffin). The Coffin of Unrest cannot be closed if there's any living creatures inside, or items not equiped on the corpse, and its contents will spill out as soon as it is moved in any way.
Crafting Prerequisites: CL 1, Disrupt Undead
Seal of the Dead
Price: 1000 GP.
Effect: This set of plates and runes strenghtens a coffin based on the body of who's inside. Its hardness increases by 1, its HP increases by 5 and its open DC increases by 1 for every HD of the one resting inside.
Crafting Prerequisites: CL 5, Gentle Repose
Comments:Undead traits, etherealness, flying and the ghost powers all combine to make the ghost quite powerfull for 2 levels, even with crappy skills and saves.
My solution for trying to balance it out was to make the ghost dependant of it's original body, but said depedency grows weaker as the ghost levels up. Even if the ghost itself is a tough nut to crack, the body is vulnerable and demands constant vigilance, and it can't just be put into a pocket.
It doesn't get a bonus to AC because etherealness already make it quite hard to hit.