CinuzIta
2013-01-20, 01:14 PM
Hello!
So, I've recently seen the trailer of the movie Ghost Rider. While I don't like the movie itself, I have to say that I love the character idea.
I started to think at a Ghost Rider class. Here's the problem: what I know about the character is merely based on wikipedia and the first movie, so I'm not an expert.
I've tried to make it so that the character is some sort of Diabolical Cavalrymen bonded to Mephistopheles and I'd like to hear your opinions and to have suggestions about it!
I'm not writing any fluff at the moment, because I first want to see how the final result will be! Anyhow, the idea is that of a cavalryman who obeys to Mephistopheles because of some sort of malediction or something like that.
Ghost Rider
d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2| Aura of Despair, Diabolical Aspect, Disciple of Darkness
2nd|+2|+3|+0|+3| Resistance to Fire
3rd|+3|+3|+1|+3| Mettle
4th|+4|+4|+1|+4| Diabolical Steed
5th|+5|+4|+1|+4| Hellfire Blast 1d8, Pyrokinesis
6th|+6/+1|+5|+2|+5| Hellfire Weapon
7th|+7/+2|+5|+2|+5| Flaming Body
8th|+8/+3|+6|+2|+6| Path of Flames
9th|+9/+4|+6|+3|+6| Dark Blessing
10th|+10/+5|+7|+3|+7| Hellfire Blast 2d8, Improved Diabolical Aspect
11th|+11/+6/+1|+7|+3|+7| Hellfire Burst Weapon, Improved Pyrokinesis
12th|+12/+7/+2|+8|+4|+8| Improved Path of Flames
13th|+13/+8/+3|+8|+4|+8| Ghost Sight
14th|+14/+9/+4|+9|+4|+9| Malign Fury
15th|+15/+10/+5|+9|+5|+9| Hellfire Blast 3d8
16th|+16/+11/+6/+1|+10|+5|+10| Superior Path of Flames
17th|+17/+12/+7/+2|+10|+5|+10| Superior Pyrokinesis
18th|+18/+13/+8/+3|+11|+6|+11| Improved Mettle
19th|+19/+14/+9/+4|+11|+6|+11| Superior Diabolical Aspect
20th|+20/+15/+10/+5|+12|+6|+12| Hell Creature, Hellfire Blast 4d8[/table]
Skill Points: 2+Int (x4 at first level). Skills: Climb, Handle Animals, Intimidate, Jump, Knowledge (The Planes), Ride, Swim.
Weapon and Armor Proficiencies: a Ghost Rider is proficient with all simple and martial weapons and is also proficient with all whips, with spiked chain and with kusari-gama. Is proficient with light and medium armours but not with shields.
Aura of Despair (Su): a Ghost Rider radiates a malign aura that causes enemies within 20 feet of her to take a –2 penalty on all saving throws.
Diabolical Aspect (Su): 1/day, a Ghost Rider can turn himself into a flaming horror. The skin on his head begins to melt without causing him any pain, leaving exposed the Ghost Rider's flaming skull. These capacity doubles all the effects of Aura of Despair (Range 40 feet, -4 penalty) and grants to the Ghost Rider a bonus of +2 Str, +2 Cha, DR 1/Cold Iron, +1 Natural Armor but he also suffer a malus of -2 to Con because of the skin melting and of the flames. The Diabolical Aspect lasts for 3+ newly improved Cha modifier; at the end of these time period, the Ghost Rider is fatigued for 4+1d6 rounds.
At 10th level, the Ghost Rider can use the Diabolical Aspect 2/day; moreover, the bonuses from the Diabolical Aspect rise to +4 Str, +4 Cha, DR 5/Cold Iron, +2 Natural Armor. Diabolical Aspects now lasts 5+ newly improved Cha modifier.
At 19th level, the Ghost Rider can use the Diabolical Aspect 3/day; moreover, the bonuses from the Improved Diabolical Aspect rise to +6 Str, +6 Cha, DR 10/Cold Iron, +2 Natural Armor. Aura of Despair now is more powerful (Range 60 feet, -6 penalty).
Activating Diabolical Aspect takes no time itself, but a Ghost Rider can do it only during his action, not in response to someone else’s action.
Disciple of Darkness (Ex): at 1st level, a Ghost Rider swear allegiance to Mephistopheles and gain Disciple of Darkness as a bonus feat.
Resistance to Fire (Su): starting at 2nd level, the Ghost Rider is particulary resistant to fire. He gain fire resistance equal to his class level.
Mettle (Ex): At 3rd level and higher, a Ghost Rider can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Ghost Rider does not gain the benefit of mettle.
Diabolical Steed (Su): at 4th level a Ghost Rider is blessed from Mephistopheles with the aid of a Diabolical Steed. These seems to be a normal heavy warhorse, but when the Ghost Rider uses his Diabolical Aspect, his horse change into a flaming skeleton, gaining the Undead type and Fire subtype for the duration of Diabolical Aspect.
The Diabolical Steed can be summoned or dismissed with a standard action. The character can summon the steed wherever he wants, even in the same square where he is to be immediatly in saddle.
This ability is the equivalent of a spell of a level equal to one-third the Ghost Rider’s level. The mount remains for 2 hours per Ghost Rider level.
For each minute where it remains unsummoned, the Mount recovers 1 HP/ Hit Dice. If it remains unsummoned for at least 10 minutes, it is cured of all other negative effects as well (e.g. disease, energy drain, curses etc).
The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the Ghost Rider’s mount die, it immediately disappears, leaving behind any equipment it was carrying.
If the steed die, it cannot be summoned again for 24 hours
{table=head]Ghost Rider Level|Bonus HD|Natural Armor Adj|Str Adj|Int|Special
4th|
+0|
+2|
+0|
5|Empathic Link, Improved Speed (+10ft), Share Saving Throws
5th-7th|
+2|
+4|
+1|
6|Improved Evasion
8th-10th|
+4|
+6|
+2|
7|Improved Speed (+20ft)
11th-13th|
+6|
+8|
+3|
8| Flaming Wings
14th-16th|
+8|
+10|
+4|
9|Improved Speed (+30ft), Spell resistance
17th-19th|
+10|
+12|
+5|
10|Improved Flaming Wings
20th+|
+12|
+14|
+6|
11|Improved Speed (+40ft)[/table]
The Diabolical Steed get more powerful abilities as the Ghost Rider gains levels. He gets the same abilities of a Paladin's special mount, but I've bolded two new abilities
Flaming Wings: as a swift action, the steed can make two flaming wings grow on himself, gaining flying speed equal to his land speed (average maneuverability)
Improved Flaming Wings: Flaming Wings get stronger. The steed gains fly speed equal to twice his land speed (good maneuverability)
Hellfire Blast (Sp): at 5th level, the Ghost Rider can use Hellfire to deal a ranged attack to his enemies. He shapes an Hellfireball and then launch it to a foe. The Hellfire Blast has 30 feet reach, is a ranged touch attacks and being composed of Hellfire (instead of normal fire) cannot be reduced by normal fire resistance. The Hellfire Blast get +1d8 every five levels thereafter.
Pyrokinesis (Su): the Ghost Rider is able to manipulate fire. Starting from the 5th level he can set an enemy on fire with just a single touch.
A Ghost Rider can create enough fire energy each day to deal an amount of damage equal to their Ghost Rider level times their Charisma bonus. An unwilling subject may make a will saving throw (DC 10 + Ghost Rider's level + Cha modifier) to take only half damage. The Ghost Rider can spend any number of damage points on any individual attack and may use Pyrokinesis as long as he still has unused Fire Energy remaining.
Pyrokinesis will heal, instead of harm, any creature with the Fire type targeted by it.
Actually, these is Arcturus' Ember's Embrace from the Elemental Paladin, but it seemed fitting
Hellfire Weapon (Su): at 6th any weapon the Ghost Rider wields is treated as if having the Flaming enchantment, but dealing Hellfire damage instead of normal fire damage. These means that normal fire resistance doesn't reduces these damages.
Flaming Body (Su): from 7th level on, any creature who hit the Ghost Rider when he's using his Diabolical Aspect, must succeed on a Reflexes saving throw (DC 15 + 1/2 Ghost Rider's levels + Cha) or be set on flame.
Path of Flames (Su): starting at 8th level, wherever the Ghost Rider goes, hellfire follow him. You initiate this maneuver as part of a charge attack. As with a charge, you can move up to double your speed and make a single attack, gaining a +2 bonus on the attack roll and a –2 penalty to your Armor Class while you move and until your next turn. Unlike a normal charge, however, your Path of Flames charge is not impeded by difficult terrain, or even other creatures. You can override other creatures without any problem.
When you initiate a Path of Flames, a wall of shimmering, spectral Hellfire appears in each of the squares along the path you take. A creature standing in the wall takes 3d6 points of Hellfire damage at the beginning of that creature’s turn. A creature occupying a square adjacent to the wall takes 1d6 points of Hellfire damage at the start of its turn. Creatures that move into or through the wall also take 1d6 points of Hellfire damage. The wall lasts up to 5 rounds. You can automatically dispel the wall with a wave of your hand (a swift action), and the wall is automatically dispelled if you initiate another Path of Flames. The wall does not block line of sight or line of effect.
Dark Blessing (Su): at 9th level, the Ghost Rider applies his Charisma modifier (if positive) as a bonus on all saving throws.
Hellfire Burst Weapon (Su): at 11th level, any weapon the Ghost Rider wields is treated as if having the Flaming Burst enchantment, but dealing Hellfire damage instead of normal fire damage. These means that normal fire resistance doesn't reduces these damages.
Improved Pyrokinesis (Su): at 11th level the Ghost Rider may direct fire along the path he indicate to it, redirecting flames or burning buildings without physically completing the task. These ability works just like Control Flame (http://www.d20srd.org/srd/psionic/powers/controlFlames.htm) but works only with non magical flames. The Ghost Rider manifester level is equal to his class level.
Improved Path of Flames (Su): at 12th level as Path of Flames, but your charge doesn't need to be on a straight line no more. You can change direction at will during a charge.
Ghost Sight (Su): at 13th level, the Ghost Rider can see ethereal and invisible creatures and objects as easily as he sees material creatures and objects.
Malign Fury (Ex): at 14th level, the Ghost Rider can do a full attack action followed, or anticipated, by a move action or move-equivalent action 3/encounter.
Superior Path of Flames (Su): at 16th level, as Improved Path of Flames but the damages are increased. Now a creature standing in the wall takes 6d6 points of Hellfire damage at the beginning of that creature’s turn. A creature occupying a square adjacent to the wall takes 3d6 points of Hellfire damage at the start of its turn. Creatures that move into or through the wall also take 6d6 points of Hellfire damage.
Superior Pyrokinesis (Su): at 17th level, a Ghost Rider can now manipulate magical flames (included those created by enemies' spells). To manipulate such flames, he must succeed on a Will saving throw (DC equal to enemy's spellcaster level check). These ability functions like Improved Pyrokinesis, but the Ghost Rider can now manipulate also magical flames.
Improved Mettle (Ex): At 18th level, the Ghost Rider still suffers no effect on a successful saving throw. Additionally on a failed saving throw, he now only suffers the reduced effect (if any), as if he had succeeded on the saving throw without having Mettle.
Hell Creature (Su): at 20th level the character change his type to Undead and his subtype to Fire.
What do you say? Do you got any suggestions or opinions?
So, I've recently seen the trailer of the movie Ghost Rider. While I don't like the movie itself, I have to say that I love the character idea.
I started to think at a Ghost Rider class. Here's the problem: what I know about the character is merely based on wikipedia and the first movie, so I'm not an expert.
I've tried to make it so that the character is some sort of Diabolical Cavalrymen bonded to Mephistopheles and I'd like to hear your opinions and to have suggestions about it!
I'm not writing any fluff at the moment, because I first want to see how the final result will be! Anyhow, the idea is that of a cavalryman who obeys to Mephistopheles because of some sort of malediction or something like that.
Ghost Rider
d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2| Aura of Despair, Diabolical Aspect, Disciple of Darkness
2nd|+2|+3|+0|+3| Resistance to Fire
3rd|+3|+3|+1|+3| Mettle
4th|+4|+4|+1|+4| Diabolical Steed
5th|+5|+4|+1|+4| Hellfire Blast 1d8, Pyrokinesis
6th|+6/+1|+5|+2|+5| Hellfire Weapon
7th|+7/+2|+5|+2|+5| Flaming Body
8th|+8/+3|+6|+2|+6| Path of Flames
9th|+9/+4|+6|+3|+6| Dark Blessing
10th|+10/+5|+7|+3|+7| Hellfire Blast 2d8, Improved Diabolical Aspect
11th|+11/+6/+1|+7|+3|+7| Hellfire Burst Weapon, Improved Pyrokinesis
12th|+12/+7/+2|+8|+4|+8| Improved Path of Flames
13th|+13/+8/+3|+8|+4|+8| Ghost Sight
14th|+14/+9/+4|+9|+4|+9| Malign Fury
15th|+15/+10/+5|+9|+5|+9| Hellfire Blast 3d8
16th|+16/+11/+6/+1|+10|+5|+10| Superior Path of Flames
17th|+17/+12/+7/+2|+10|+5|+10| Superior Pyrokinesis
18th|+18/+13/+8/+3|+11|+6|+11| Improved Mettle
19th|+19/+14/+9/+4|+11|+6|+11| Superior Diabolical Aspect
20th|+20/+15/+10/+5|+12|+6|+12| Hell Creature, Hellfire Blast 4d8[/table]
Skill Points: 2+Int (x4 at first level). Skills: Climb, Handle Animals, Intimidate, Jump, Knowledge (The Planes), Ride, Swim.
Weapon and Armor Proficiencies: a Ghost Rider is proficient with all simple and martial weapons and is also proficient with all whips, with spiked chain and with kusari-gama. Is proficient with light and medium armours but not with shields.
Aura of Despair (Su): a Ghost Rider radiates a malign aura that causes enemies within 20 feet of her to take a –2 penalty on all saving throws.
Diabolical Aspect (Su): 1/day, a Ghost Rider can turn himself into a flaming horror. The skin on his head begins to melt without causing him any pain, leaving exposed the Ghost Rider's flaming skull. These capacity doubles all the effects of Aura of Despair (Range 40 feet, -4 penalty) and grants to the Ghost Rider a bonus of +2 Str, +2 Cha, DR 1/Cold Iron, +1 Natural Armor but he also suffer a malus of -2 to Con because of the skin melting and of the flames. The Diabolical Aspect lasts for 3+ newly improved Cha modifier; at the end of these time period, the Ghost Rider is fatigued for 4+1d6 rounds.
At 10th level, the Ghost Rider can use the Diabolical Aspect 2/day; moreover, the bonuses from the Diabolical Aspect rise to +4 Str, +4 Cha, DR 5/Cold Iron, +2 Natural Armor. Diabolical Aspects now lasts 5+ newly improved Cha modifier.
At 19th level, the Ghost Rider can use the Diabolical Aspect 3/day; moreover, the bonuses from the Improved Diabolical Aspect rise to +6 Str, +6 Cha, DR 10/Cold Iron, +2 Natural Armor. Aura of Despair now is more powerful (Range 60 feet, -6 penalty).
Activating Diabolical Aspect takes no time itself, but a Ghost Rider can do it only during his action, not in response to someone else’s action.
Disciple of Darkness (Ex): at 1st level, a Ghost Rider swear allegiance to Mephistopheles and gain Disciple of Darkness as a bonus feat.
Resistance to Fire (Su): starting at 2nd level, the Ghost Rider is particulary resistant to fire. He gain fire resistance equal to his class level.
Mettle (Ex): At 3rd level and higher, a Ghost Rider can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Ghost Rider does not gain the benefit of mettle.
Diabolical Steed (Su): at 4th level a Ghost Rider is blessed from Mephistopheles with the aid of a Diabolical Steed. These seems to be a normal heavy warhorse, but when the Ghost Rider uses his Diabolical Aspect, his horse change into a flaming skeleton, gaining the Undead type and Fire subtype for the duration of Diabolical Aspect.
The Diabolical Steed can be summoned or dismissed with a standard action. The character can summon the steed wherever he wants, even in the same square where he is to be immediatly in saddle.
This ability is the equivalent of a spell of a level equal to one-third the Ghost Rider’s level. The mount remains for 2 hours per Ghost Rider level.
For each minute where it remains unsummoned, the Mount recovers 1 HP/ Hit Dice. If it remains unsummoned for at least 10 minutes, it is cured of all other negative effects as well (e.g. disease, energy drain, curses etc).
The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the Ghost Rider’s mount die, it immediately disappears, leaving behind any equipment it was carrying.
If the steed die, it cannot be summoned again for 24 hours
{table=head]Ghost Rider Level|Bonus HD|Natural Armor Adj|Str Adj|Int|Special
4th|
+0|
+2|
+0|
5|Empathic Link, Improved Speed (+10ft), Share Saving Throws
5th-7th|
+2|
+4|
+1|
6|Improved Evasion
8th-10th|
+4|
+6|
+2|
7|Improved Speed (+20ft)
11th-13th|
+6|
+8|
+3|
8| Flaming Wings
14th-16th|
+8|
+10|
+4|
9|Improved Speed (+30ft), Spell resistance
17th-19th|
+10|
+12|
+5|
10|Improved Flaming Wings
20th+|
+12|
+14|
+6|
11|Improved Speed (+40ft)[/table]
The Diabolical Steed get more powerful abilities as the Ghost Rider gains levels. He gets the same abilities of a Paladin's special mount, but I've bolded two new abilities
Flaming Wings: as a swift action, the steed can make two flaming wings grow on himself, gaining flying speed equal to his land speed (average maneuverability)
Improved Flaming Wings: Flaming Wings get stronger. The steed gains fly speed equal to twice his land speed (good maneuverability)
Hellfire Blast (Sp): at 5th level, the Ghost Rider can use Hellfire to deal a ranged attack to his enemies. He shapes an Hellfireball and then launch it to a foe. The Hellfire Blast has 30 feet reach, is a ranged touch attacks and being composed of Hellfire (instead of normal fire) cannot be reduced by normal fire resistance. The Hellfire Blast get +1d8 every five levels thereafter.
Pyrokinesis (Su): the Ghost Rider is able to manipulate fire. Starting from the 5th level he can set an enemy on fire with just a single touch.
A Ghost Rider can create enough fire energy each day to deal an amount of damage equal to their Ghost Rider level times their Charisma bonus. An unwilling subject may make a will saving throw (DC 10 + Ghost Rider's level + Cha modifier) to take only half damage. The Ghost Rider can spend any number of damage points on any individual attack and may use Pyrokinesis as long as he still has unused Fire Energy remaining.
Pyrokinesis will heal, instead of harm, any creature with the Fire type targeted by it.
Actually, these is Arcturus' Ember's Embrace from the Elemental Paladin, but it seemed fitting
Hellfire Weapon (Su): at 6th any weapon the Ghost Rider wields is treated as if having the Flaming enchantment, but dealing Hellfire damage instead of normal fire damage. These means that normal fire resistance doesn't reduces these damages.
Flaming Body (Su): from 7th level on, any creature who hit the Ghost Rider when he's using his Diabolical Aspect, must succeed on a Reflexes saving throw (DC 15 + 1/2 Ghost Rider's levels + Cha) or be set on flame.
Path of Flames (Su): starting at 8th level, wherever the Ghost Rider goes, hellfire follow him. You initiate this maneuver as part of a charge attack. As with a charge, you can move up to double your speed and make a single attack, gaining a +2 bonus on the attack roll and a –2 penalty to your Armor Class while you move and until your next turn. Unlike a normal charge, however, your Path of Flames charge is not impeded by difficult terrain, or even other creatures. You can override other creatures without any problem.
When you initiate a Path of Flames, a wall of shimmering, spectral Hellfire appears in each of the squares along the path you take. A creature standing in the wall takes 3d6 points of Hellfire damage at the beginning of that creature’s turn. A creature occupying a square adjacent to the wall takes 1d6 points of Hellfire damage at the start of its turn. Creatures that move into or through the wall also take 1d6 points of Hellfire damage. The wall lasts up to 5 rounds. You can automatically dispel the wall with a wave of your hand (a swift action), and the wall is automatically dispelled if you initiate another Path of Flames. The wall does not block line of sight or line of effect.
Dark Blessing (Su): at 9th level, the Ghost Rider applies his Charisma modifier (if positive) as a bonus on all saving throws.
Hellfire Burst Weapon (Su): at 11th level, any weapon the Ghost Rider wields is treated as if having the Flaming Burst enchantment, but dealing Hellfire damage instead of normal fire damage. These means that normal fire resistance doesn't reduces these damages.
Improved Pyrokinesis (Su): at 11th level the Ghost Rider may direct fire along the path he indicate to it, redirecting flames or burning buildings without physically completing the task. These ability works just like Control Flame (http://www.d20srd.org/srd/psionic/powers/controlFlames.htm) but works only with non magical flames. The Ghost Rider manifester level is equal to his class level.
Improved Path of Flames (Su): at 12th level as Path of Flames, but your charge doesn't need to be on a straight line no more. You can change direction at will during a charge.
Ghost Sight (Su): at 13th level, the Ghost Rider can see ethereal and invisible creatures and objects as easily as he sees material creatures and objects.
Malign Fury (Ex): at 14th level, the Ghost Rider can do a full attack action followed, or anticipated, by a move action or move-equivalent action 3/encounter.
Superior Path of Flames (Su): at 16th level, as Improved Path of Flames but the damages are increased. Now a creature standing in the wall takes 6d6 points of Hellfire damage at the beginning of that creature’s turn. A creature occupying a square adjacent to the wall takes 3d6 points of Hellfire damage at the start of its turn. Creatures that move into or through the wall also take 6d6 points of Hellfire damage.
Superior Pyrokinesis (Su): at 17th level, a Ghost Rider can now manipulate magical flames (included those created by enemies' spells). To manipulate such flames, he must succeed on a Will saving throw (DC equal to enemy's spellcaster level check). These ability functions like Improved Pyrokinesis, but the Ghost Rider can now manipulate also magical flames.
Improved Mettle (Ex): At 18th level, the Ghost Rider still suffers no effect on a successful saving throw. Additionally on a failed saving throw, he now only suffers the reduced effect (if any), as if he had succeeded on the saving throw without having Mettle.
Hell Creature (Su): at 20th level the character change his type to Undead and his subtype to Fire.
What do you say? Do you got any suggestions or opinions?