Lix Lorn
2010-04-04, 07:40 PM
Ghostblade
’Well, the fight was going fine. We were well into the dungeon, and the sorceress we were after was bound to turn up any minute. Then this guy comes through the wall, drops the spellcasters with a bolt of force, hits me THROUGH my armour with an axe, and promptly collapsed on the floor from spiritual drain. By the time I came to again, the sorceress was feeding the guy a healing potion and our entire party was chained up in the corner. That was a bad day.’
Background-The Ghostblade is a warrior, but one with a unique talent. They siphon off their own spiritual energy, to produce often spectacular effects, at the cost of their own health.
Races-Though a member of any race can be a Ghostblade, it is most common among the more martial humanoid races.
Other Classes-Ghostblades get on well with most classes. Their martial skill gives them common ground with Fighters, their dedication kinship with druids, and their unique abilities tends to make them favoured subjects for Wizards. Sorcerers tend to find them aloof, and Barbarians commonly believe they overthink their plans.
Role-A Ghostblade is primarily a combatant, but their Spirit Share ability can have them serve as a healer in desperate situations. They can be used as spies or even assassins, their ability to assume an incorporeal form allowing them unparalleled infiltration abilities.
Ghostblades in the World-Ghostblades are a rare, but reasonably well known group of beings who seek power through awakening the abilities of the mind and spirit over the body.
Inspiration-Uh. No idea. I wanted an idea, and this was the first good one. XD
Alignment-Any.
Hit Die-d12
Starting Gold-As Fighter
Starting Age-As Fighter
Class Skills-Ghostblades class skills (and the key ability for each skill) are Hide (Dex), Move Silently (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Bluff (Cha), Disguise (Cha), Knowledge (The Planes), Knowledge (Arcana), Knowledge (Psionics), Spot (Wis), Listen (Wis)
Skill Points at 1st level-(4 + Int Modifier) x4
Skill Points per Level-4 + Int Modifier
NAME OF CLASS
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Spirit Bolt
2nd
+1
+0
+3
+3
Ghost Weapon
3rd
+2
+1
+3
+3
Spirit Share
4th
+3
+1
+4
+4
Ghostform (1/day)
5th
+3
+1
+4
+4
Incorporeal Nature
6th
+4
+2
+5
+5
Improved Spiritbolt
7th
+5
+2
+5
+5
Greater Ghost Weapon, Ghostform (2/day)
8th
+6/+1
+2
+6
+6
Versatile Spiritshare
9th
+6/+1
+3
+6
+6
Greater Spiritbolt
10th
+7/+2
+3
+7
+7
Ghostform (3/day)
11th
+8/+3
+3
+7
+7
Spiritmarch
12th
+9/+4
+4
+8
+8
Mighty Ghost Weapon
13th
+9/+4
+4
+8
+8
Ghostform (4/day)
14th
+10/+5
+4
+9
+9
Greater Ghostform
15th
+11/+6/+1
+5
+9
+9
Mighty Spiritbolt
16th
+12/+7/+2
+5
+10
+10
Ghostform (5/day),
17th
+12/+7/+2
+5
+10
+10
Grand Spiritmarch
18th
+13/+8/+3
+6
+11
+11
Mighty Spiritshare
19th
+14/+9/+4
+6
+11
+11
Ghostform (6/Day)
20th
+15/+10/+5
+6
+12
+12
True Incorporeal Nature, True Spiritbolt
Weapon and Armour Proficiencies: Ghostblades are proficient with all simple weapons and one martial weapon of their choice, and with light and medium armour and shields.
Spiritbolt (Su): A Ghostblade may project their spiritual energy as a bolt of almost invisible power. However, this ability drains their own vitality. As a standard action, a Ghostblade may sacrifice any amount of hit points to launch any number of Force rays, dealing total damage of (1d8 plus Cha Modifer) for every 3 hit points sacrificed. A Ghostblade may only sacrifice a total of 3 hit points for each class level they have.
Each ray is treated as a ranged touch attack, with range equal to 100ft plus 10ft/level.
(EG: A Ghostblade sacrifices 6Hp, and fires two rays for 1d8 damage each. Alternatively, they sacrifice 9 hp and fires one ray for 2d8 and another for 1d8.)
Alternatively, the Ghostblade may add a spiritbolt to another attack he makes as a standard action. If he does so, it deals both Spiritbolt and weapon damage, and uses the weapon's range, but is not a touch attack. This ability can also be used with higher level variants.
Ghost Weapon (Su): Starting at 2nd level, any weapon wielded by a Ghostblade is treated as a Ghost Touch weapon.
Spiritshare (Su): Starting at 3rd level, a Ghostblade may gift some of their own vitality to others, though this is a dangerous technique and the transfer is regularly uneven. They may sacrifice 4 hit points to heal one being of 1d8 + the Ghostblade’s Charisma Modifier hit points. This effect has a range of touch and cannot be used on the Ghostblade themselves, and takes a full round action. A Ghostblade may not heal more hitpoints in one day than a quarter of their total HP times their Charisma modifier.
Ghostform (Su): At 4th level, a Ghostblade gains the ability to transform themself into an incorporeal state once per day. They gain all bonuses and deficits from this subtype. They remain in this form for up to one round/class level, but may end it at any time. All equipment, weapons, clothing and armour they wear at the time the ability is activated become incorporeal with them. This ability drains their vitality slowly-for each minute they remain in this form, they lose one hitpoint. They always lose at least one hit point when using this ability.
At 7th, 10th, 13th, 16th and 19th level, they gain the ability to use this form an additional time per day. (Twice at 7th level, three times at 10th level...)
Incorporeal Nature: Starting at 5th level, the Ghostblade’s spiritual abilities begin to affect their physical body. They gain DR/Magic equal to their class level, and add their class level to the DC of any listen check to hear them. They also gain a Deflection Bonus to AC equal to their Charisma modifier, and they take ¾ damage from falling. At 12th level, this is decreased to ½ damage. Finally, they gain the ability to float one foot above the ground. When doing so, they are treated as if they were walking normally, and may still run, charge, or perform any other action, although they will not trigger pressure plates. These abilities may be removed as a standard action, and reinstated as a free action.
Improved Spiritbolt (Su): Starting at 6th level, a Ghostblade can deal more damage with his spiritual bolts. He may now deal a total of (3d8 plus Cha modifier) force damage for each sacrifice of 5 hit points. It is otherwise identical to the Spiritbolt class feature.
Note that you can combine this ability with the Spiritbolt ability. (Pay 3 points for 1d8 + Cha Modifier and 5 for 3d8 + Cha Modifier for 4d8 + 2(Cha Modifier) total damage)
In addition, these attacks can now damage the targets mental abilities. Any target dealt damage by a spiritbolt must make a will save, with DC equal to 10 + half your class level + your charisma modifier. If this is failed, they suffer 1d2 points of ability damage to Intelligence, Wisdom and Charisma per five dice of damage dealt. (Minimum one per bolt)
(EG: A Ghostblade sacrifices 5Hp and fires three rays for 1d8 damage each. Alternatively, they sacrifice 10Hp and fire one ray for 6d8 damage.)
Greater Ghost Weapon(Su):Starting at 7th level, a Ghostblade gains the ability to enhance the abilities of their weapon. As a standard action, they may count their weapon as having any magical or psionic quality that they could wield without penalty. These abilities last for a number of rounds equal to the Ghostblade’s class level plus their charisma modifier. This ability is highly draining: For each point of enhancement bonus an ability is worth, it costs two hit points to apply to their weapon. This ability may not raise a weapon to a total bonus higher than half their class level.
Versatile Spiritshare(Su): Starting at 8th level, a Ghostblade can better control the fluctuations of their energy when transferring it. Their spiritshare ability now heals the target of 2d6 plus the Ghostblade’s Charisma modifier damage.
In addition, they are capable of draining health from others. This may be used in two ways. If the other character is willing, it works as the above ability, in reverse. (The other character loses 4 HP, and the Ghostblade gains 2d6 plus their character's Charisma modifier) On a nonwilling character, this is considered a touch attack dealing 2d6 plus the Ghostblade's Charisma modifier damage in negative energy. The Ghostblade regains hit points equal to the damage dealt this way.
The total hit points that can be healed using any form of Spiritshare is now increased to one half of their maximum HP times their Charisma modifier.
Greater Spiritbolt(Su):Starting at 9th level, the Ghostblade’s Spiritbolt is capable of dealing a total damage of (5d8 + Cha Modifier) for each sacrifice of 7 hit points. Note that you can combine this with the Spiritbolt and Improved Spiritbolt abilities.
In addition, you may now use your Spiritbolt with any number of other attacks in a round, without the limit of only adding Spiritbolt damage to attacks made as a standard action.
Spiritmarch (Su): Starting at 11th level, the Ghostblade can warp themselves and their allies through space at an almost instantaneous pace. This functions as the Spell Dimension Door, except where noted here. The maximum range is equal to 50 feet times the Ghostblade’s class level. This ability is highly draining; it deals 2 hit points of damage per creature transported per 100 feet transported. (With a minimum of 2 damage per creature) This ability may be used once per day/every three class levels the Ghostblade has.
Mighty Ghost Weapon: Starting at 12th level, all attacks made by a Ghostblade are treated as touch attacks.
Improved Spiritmarch (Su): Starting at 13th level, a Ghostblade is capable of transporting himself and his allies far further. All ranges specified in Spiritmarch are now in miles rather than feet.
Greater Ghostform: Starting at 14th level, a Ghostblade is so attuned with their spiritual abilities, they may use their Ghostform ability without suffering damage. In addition, their limit to remain in this form is now minutes/level, as opposed to rounds/level.
Mighty Spiritbolt (Su): Starting at 15th level, a Ghostblade has consummate power over their spiritual assaults. For each sacrifice of 11 hit points, they can now deal a total of (7d8 + Cha Modifier) damage. Note that you can combine this with the Spiritbolt, Improved Spiritbolt and Greater Spiritbolt abilities.
Grand Spiritmarch (Su): Starting at 17th level, a Ghostblade may use their Spiritmarch ability to transport themselves and their allies to another plane. Once per day for each 8 class levels they have, they may sacrifice 3HP for each creature they wish to transport, and imitate the effects of Plane Shift.
Mighty Spiritshare (Su) Starting at 18th level, a Ghostblade can aid multiple allies at once. By sacrificing 6 hit points, they may heal a number of creatures equal to their level/4 of (3d8 + Cha modifier) hit points. In addition, when healing a single creature, they now heal (4d8 + Cha modifier) hit points.
When using Spiritshare offensively, they can drain every creature within 5 feet per class level of (2d8 + Cha modifier) hit points, and gain hit points equal to the total daamge dealt. Any hit points over their total starting hit points are gained as temporary hit points. When using Spiritshare to drain a single creature, it now deals (4d8 + Cha Modifier) damage.
The total hit points that can be healed by any form of spiritshare in one day is now increased to the Ghostblade's total hit points times their Charisma modifier.
True Incorporeal Nature: At 20th level, a Ghostblade truly becomes their spiritual self. They gain the incorporeal suctype permanently. Their Ghostform ability now works in reverse; it removes the incorporeal subtype. This ability superceds the Incorporeal Nature ability. (When using Ghostform to become corporeal, they may lose as many or as few of the benefits of Incorporeal nature as they desire.)
As a final benefit, their Ghostform ability's duration is now measured in hours/level.
True Spiritbolt (Su): At 20th level, a Ghostblade can launch a devestatingly powerful assault at the cost of their own health. A Ghostblade may, as a Full Round Action, drop themselves to a stable state at -9 HP. If they do, they can fire Spiritbolts dealing total damage of (1d8 + Cha modifier) for each hit point lost. This may only be done once per day.
Feats
Spectral Study
Prerequisites: Spiritbolt ability
Benefit: Your Ghostblade class abilities are based on Intelligence.
Normal: Your Ghostblade class abilities are based on Charisma.
Vital Spirit
Prerequisites: Spiritbolt ability
Benefit: Your Ghostblade class abilities are based on Wisdom.
Normal: Your Ghostblade class abilities are based on Charisma.
Spirit of Nature
Prerequisites: Spiritbolt and Wild Shape ability
Benefit: Your levels from Ghostblade and the class that grant you wild shape stack for the purposes of enhancing your spiritbolt, wild shape, and any animal companions you gain, to a maximum effective level of your ECl.
Vigorous Transformation
Prerequisites: Spirit of Nature
Benefit: Whenever you regain hitpoints from using Wild Shape, you may retain any extra hitpoints over your maximum as temporary hp that last for (con modifier) rounds, and may only be used for fuelling Ghostblade class abilities.
Normal: Excess hitpoints are lost.
Comments, please. (Bows, braces self)
’Well, the fight was going fine. We were well into the dungeon, and the sorceress we were after was bound to turn up any minute. Then this guy comes through the wall, drops the spellcasters with a bolt of force, hits me THROUGH my armour with an axe, and promptly collapsed on the floor from spiritual drain. By the time I came to again, the sorceress was feeding the guy a healing potion and our entire party was chained up in the corner. That was a bad day.’
Background-The Ghostblade is a warrior, but one with a unique talent. They siphon off their own spiritual energy, to produce often spectacular effects, at the cost of their own health.
Races-Though a member of any race can be a Ghostblade, it is most common among the more martial humanoid races.
Other Classes-Ghostblades get on well with most classes. Their martial skill gives them common ground with Fighters, their dedication kinship with druids, and their unique abilities tends to make them favoured subjects for Wizards. Sorcerers tend to find them aloof, and Barbarians commonly believe they overthink their plans.
Role-A Ghostblade is primarily a combatant, but their Spirit Share ability can have them serve as a healer in desperate situations. They can be used as spies or even assassins, their ability to assume an incorporeal form allowing them unparalleled infiltration abilities.
Ghostblades in the World-Ghostblades are a rare, but reasonably well known group of beings who seek power through awakening the abilities of the mind and spirit over the body.
Inspiration-Uh. No idea. I wanted an idea, and this was the first good one. XD
Alignment-Any.
Hit Die-d12
Starting Gold-As Fighter
Starting Age-As Fighter
Class Skills-Ghostblades class skills (and the key ability for each skill) are Hide (Dex), Move Silently (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Bluff (Cha), Disguise (Cha), Knowledge (The Planes), Knowledge (Arcana), Knowledge (Psionics), Spot (Wis), Listen (Wis)
Skill Points at 1st level-(4 + Int Modifier) x4
Skill Points per Level-4 + Int Modifier
NAME OF CLASS
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Spirit Bolt
2nd
+1
+0
+3
+3
Ghost Weapon
3rd
+2
+1
+3
+3
Spirit Share
4th
+3
+1
+4
+4
Ghostform (1/day)
5th
+3
+1
+4
+4
Incorporeal Nature
6th
+4
+2
+5
+5
Improved Spiritbolt
7th
+5
+2
+5
+5
Greater Ghost Weapon, Ghostform (2/day)
8th
+6/+1
+2
+6
+6
Versatile Spiritshare
9th
+6/+1
+3
+6
+6
Greater Spiritbolt
10th
+7/+2
+3
+7
+7
Ghostform (3/day)
11th
+8/+3
+3
+7
+7
Spiritmarch
12th
+9/+4
+4
+8
+8
Mighty Ghost Weapon
13th
+9/+4
+4
+8
+8
Ghostform (4/day)
14th
+10/+5
+4
+9
+9
Greater Ghostform
15th
+11/+6/+1
+5
+9
+9
Mighty Spiritbolt
16th
+12/+7/+2
+5
+10
+10
Ghostform (5/day),
17th
+12/+7/+2
+5
+10
+10
Grand Spiritmarch
18th
+13/+8/+3
+6
+11
+11
Mighty Spiritshare
19th
+14/+9/+4
+6
+11
+11
Ghostform (6/Day)
20th
+15/+10/+5
+6
+12
+12
True Incorporeal Nature, True Spiritbolt
Weapon and Armour Proficiencies: Ghostblades are proficient with all simple weapons and one martial weapon of their choice, and with light and medium armour and shields.
Spiritbolt (Su): A Ghostblade may project their spiritual energy as a bolt of almost invisible power. However, this ability drains their own vitality. As a standard action, a Ghostblade may sacrifice any amount of hit points to launch any number of Force rays, dealing total damage of (1d8 plus Cha Modifer) for every 3 hit points sacrificed. A Ghostblade may only sacrifice a total of 3 hit points for each class level they have.
Each ray is treated as a ranged touch attack, with range equal to 100ft plus 10ft/level.
(EG: A Ghostblade sacrifices 6Hp, and fires two rays for 1d8 damage each. Alternatively, they sacrifice 9 hp and fires one ray for 2d8 and another for 1d8.)
Alternatively, the Ghostblade may add a spiritbolt to another attack he makes as a standard action. If he does so, it deals both Spiritbolt and weapon damage, and uses the weapon's range, but is not a touch attack. This ability can also be used with higher level variants.
Ghost Weapon (Su): Starting at 2nd level, any weapon wielded by a Ghostblade is treated as a Ghost Touch weapon.
Spiritshare (Su): Starting at 3rd level, a Ghostblade may gift some of their own vitality to others, though this is a dangerous technique and the transfer is regularly uneven. They may sacrifice 4 hit points to heal one being of 1d8 + the Ghostblade’s Charisma Modifier hit points. This effect has a range of touch and cannot be used on the Ghostblade themselves, and takes a full round action. A Ghostblade may not heal more hitpoints in one day than a quarter of their total HP times their Charisma modifier.
Ghostform (Su): At 4th level, a Ghostblade gains the ability to transform themself into an incorporeal state once per day. They gain all bonuses and deficits from this subtype. They remain in this form for up to one round/class level, but may end it at any time. All equipment, weapons, clothing and armour they wear at the time the ability is activated become incorporeal with them. This ability drains their vitality slowly-for each minute they remain in this form, they lose one hitpoint. They always lose at least one hit point when using this ability.
At 7th, 10th, 13th, 16th and 19th level, they gain the ability to use this form an additional time per day. (Twice at 7th level, three times at 10th level...)
Incorporeal Nature: Starting at 5th level, the Ghostblade’s spiritual abilities begin to affect their physical body. They gain DR/Magic equal to their class level, and add their class level to the DC of any listen check to hear them. They also gain a Deflection Bonus to AC equal to their Charisma modifier, and they take ¾ damage from falling. At 12th level, this is decreased to ½ damage. Finally, they gain the ability to float one foot above the ground. When doing so, they are treated as if they were walking normally, and may still run, charge, or perform any other action, although they will not trigger pressure plates. These abilities may be removed as a standard action, and reinstated as a free action.
Improved Spiritbolt (Su): Starting at 6th level, a Ghostblade can deal more damage with his spiritual bolts. He may now deal a total of (3d8 plus Cha modifier) force damage for each sacrifice of 5 hit points. It is otherwise identical to the Spiritbolt class feature.
Note that you can combine this ability with the Spiritbolt ability. (Pay 3 points for 1d8 + Cha Modifier and 5 for 3d8 + Cha Modifier for 4d8 + 2(Cha Modifier) total damage)
In addition, these attacks can now damage the targets mental abilities. Any target dealt damage by a spiritbolt must make a will save, with DC equal to 10 + half your class level + your charisma modifier. If this is failed, they suffer 1d2 points of ability damage to Intelligence, Wisdom and Charisma per five dice of damage dealt. (Minimum one per bolt)
(EG: A Ghostblade sacrifices 5Hp and fires three rays for 1d8 damage each. Alternatively, they sacrifice 10Hp and fire one ray for 6d8 damage.)
Greater Ghost Weapon(Su):Starting at 7th level, a Ghostblade gains the ability to enhance the abilities of their weapon. As a standard action, they may count their weapon as having any magical or psionic quality that they could wield without penalty. These abilities last for a number of rounds equal to the Ghostblade’s class level plus their charisma modifier. This ability is highly draining: For each point of enhancement bonus an ability is worth, it costs two hit points to apply to their weapon. This ability may not raise a weapon to a total bonus higher than half their class level.
Versatile Spiritshare(Su): Starting at 8th level, a Ghostblade can better control the fluctuations of their energy when transferring it. Their spiritshare ability now heals the target of 2d6 plus the Ghostblade’s Charisma modifier damage.
In addition, they are capable of draining health from others. This may be used in two ways. If the other character is willing, it works as the above ability, in reverse. (The other character loses 4 HP, and the Ghostblade gains 2d6 plus their character's Charisma modifier) On a nonwilling character, this is considered a touch attack dealing 2d6 plus the Ghostblade's Charisma modifier damage in negative energy. The Ghostblade regains hit points equal to the damage dealt this way.
The total hit points that can be healed using any form of Spiritshare is now increased to one half of their maximum HP times their Charisma modifier.
Greater Spiritbolt(Su):Starting at 9th level, the Ghostblade’s Spiritbolt is capable of dealing a total damage of (5d8 + Cha Modifier) for each sacrifice of 7 hit points. Note that you can combine this with the Spiritbolt and Improved Spiritbolt abilities.
In addition, you may now use your Spiritbolt with any number of other attacks in a round, without the limit of only adding Spiritbolt damage to attacks made as a standard action.
Spiritmarch (Su): Starting at 11th level, the Ghostblade can warp themselves and their allies through space at an almost instantaneous pace. This functions as the Spell Dimension Door, except where noted here. The maximum range is equal to 50 feet times the Ghostblade’s class level. This ability is highly draining; it deals 2 hit points of damage per creature transported per 100 feet transported. (With a minimum of 2 damage per creature) This ability may be used once per day/every three class levels the Ghostblade has.
Mighty Ghost Weapon: Starting at 12th level, all attacks made by a Ghostblade are treated as touch attacks.
Improved Spiritmarch (Su): Starting at 13th level, a Ghostblade is capable of transporting himself and his allies far further. All ranges specified in Spiritmarch are now in miles rather than feet.
Greater Ghostform: Starting at 14th level, a Ghostblade is so attuned with their spiritual abilities, they may use their Ghostform ability without suffering damage. In addition, their limit to remain in this form is now minutes/level, as opposed to rounds/level.
Mighty Spiritbolt (Su): Starting at 15th level, a Ghostblade has consummate power over their spiritual assaults. For each sacrifice of 11 hit points, they can now deal a total of (7d8 + Cha Modifier) damage. Note that you can combine this with the Spiritbolt, Improved Spiritbolt and Greater Spiritbolt abilities.
Grand Spiritmarch (Su): Starting at 17th level, a Ghostblade may use their Spiritmarch ability to transport themselves and their allies to another plane. Once per day for each 8 class levels they have, they may sacrifice 3HP for each creature they wish to transport, and imitate the effects of Plane Shift.
Mighty Spiritshare (Su) Starting at 18th level, a Ghostblade can aid multiple allies at once. By sacrificing 6 hit points, they may heal a number of creatures equal to their level/4 of (3d8 + Cha modifier) hit points. In addition, when healing a single creature, they now heal (4d8 + Cha modifier) hit points.
When using Spiritshare offensively, they can drain every creature within 5 feet per class level of (2d8 + Cha modifier) hit points, and gain hit points equal to the total daamge dealt. Any hit points over their total starting hit points are gained as temporary hit points. When using Spiritshare to drain a single creature, it now deals (4d8 + Cha Modifier) damage.
The total hit points that can be healed by any form of spiritshare in one day is now increased to the Ghostblade's total hit points times their Charisma modifier.
True Incorporeal Nature: At 20th level, a Ghostblade truly becomes their spiritual self. They gain the incorporeal suctype permanently. Their Ghostform ability now works in reverse; it removes the incorporeal subtype. This ability superceds the Incorporeal Nature ability. (When using Ghostform to become corporeal, they may lose as many or as few of the benefits of Incorporeal nature as they desire.)
As a final benefit, their Ghostform ability's duration is now measured in hours/level.
True Spiritbolt (Su): At 20th level, a Ghostblade can launch a devestatingly powerful assault at the cost of their own health. A Ghostblade may, as a Full Round Action, drop themselves to a stable state at -9 HP. If they do, they can fire Spiritbolts dealing total damage of (1d8 + Cha modifier) for each hit point lost. This may only be done once per day.
Feats
Spectral Study
Prerequisites: Spiritbolt ability
Benefit: Your Ghostblade class abilities are based on Intelligence.
Normal: Your Ghostblade class abilities are based on Charisma.
Vital Spirit
Prerequisites: Spiritbolt ability
Benefit: Your Ghostblade class abilities are based on Wisdom.
Normal: Your Ghostblade class abilities are based on Charisma.
Spirit of Nature
Prerequisites: Spiritbolt and Wild Shape ability
Benefit: Your levels from Ghostblade and the class that grant you wild shape stack for the purposes of enhancing your spiritbolt, wild shape, and any animal companions you gain, to a maximum effective level of your ECl.
Vigorous Transformation
Prerequisites: Spirit of Nature
Benefit: Whenever you regain hitpoints from using Wild Shape, you may retain any extra hitpoints over your maximum as temporary hp that last for (con modifier) rounds, and may only be used for fuelling Ghostblade class abilities.
Normal: Excess hitpoints are lost.
Comments, please. (Bows, braces self)