PDA

View Full Version : [4E D&D] Ghost Race (PEACH)



Surrealistik
2014-02-01, 02:55 PM
Ghost
Ghosts are the spectral remnants of the creatures they were in life. They are incorporeal and unworldly.
- - - - - - - - - -
Average Height: As past-life race.
Average Weight: 0 lb.
- - - - - - - - - -
Ability Scores: +2 Charisma or +2 any non-Strength ability from your past life race.
Size: As past-life race.
Speed: 6 squares
Vision: Darkvision
- - - - - - - - - -
Languages: As past-life race.
Skill Bonuses: +2 Stealth, +2 Intimidate. You may substitute one or both of these bonuses with those from your past-life race.
Undead: You have the undead keyword, have undead properties, and are subject to effects and conditions that affect undead. You do not count as a living creature.
Shadow: You have the shadow origin and are subject to effects and conditions that affect shadow creatures.
Past Life: Select a non-undead race. You are considered as a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites. In addition, you cannot choose any class, feat or other game element that would also classify you as undead. Ghost cannot be selected as a Past Life option for other races with this racial trait.
Embraced in Darkness, Scorned by Light: You have resist Necrotic and Poison equal to 5 + half your character level and immunity to disease.
You have vulnerable 5 radiant. This increases to vulnerable 10 radiant at level 11 and vulnerable 15 radiant at level 21.

Spectral Being: You have half your normal maximum hit points and phasing and insubstantial. Radiant and Force damage ignore this insubstantial quality. You cannot move through the blocking terrain/occupied squares of effects that were created by a power with the Force or Radiant keywords with this phasing quality.
Whenever you would deal untyped damage with a weapon or melee attack (including your unarmed attacks), you instead deal necrotic damage. Whenever you would target AC with a weapon or melee attack (including your unarmed attacks), you instead target Reflex with a -2 penalty to the attack roll.
Hollow Soul: Once during a short rest, an ally within a close burst 5 of you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value.
You regain hit points equal to your bloodied value.You have 2 healing surges instead of your normal healing surge allotment from your class and Constitution modifier. Whenever you end a short or extended rest with more healing surges than the number granted by an extended rest, you lose all healing surges above that number and regain all of your hit points.
Fall Into Shadow: While you're dying, you're removed from play instead of falling unconscious and prone. When this effect ends, you return to play in a space of your choice nearest to the space you were removed from play in this way, and are dazed and weakened until the end of your next turn. These conditions cannot be ended prematurely by any means.
While removed from play in this way, when you make a death saving throw, you may lose a healing surge to count as though you had rolled a 20 (you must still pay a healing surge to regain hit points in this way as normal). You die when you fail two death saving throws instead of three.

Siphon Soul: You gain the Siphon Soul racial power.

Siphon Soul - Ghost Racial Power
You tear from a foe a piece of its immortal essence.
Encounter * Necrotic, Psychic, Shadow
No Action - Personal
Special: You may expend a non-background encounter attack power to use this power, even if it's expended.
Trigger: You hit a non-construct creature with an attack that deals damage who is within a close burst 5 of you.
Effect: The triggering attack gains the Shadow keyword. It deals psychic and necrotic damage in addition to its normal damage types. The target is slowed and can't regain hit points or gain temporary hit points until until the end of its next turn, and you gain temporary hit points equal to half your Primary Ability modifier. Temporary hit points gained in this way stack with existing temporary hit points and those gained from the triggering attack. If you expended a non-background encounter attack power to use this power, you gain a healing surge and the target is also weakened until the end of its next turn.
Level 11: If you expended a non-background encounter attack power to use this power, the target is also dazed or immobilized (your choice) until the end of its next turn.
Level 21: If you expended a non-background encounter attack power to use this power, the target is also dazed and immobilized until the end of its next turn.


Racial Feats (Ghost race is a prerequisite in all cases):
Heroic:
Spectral Bane
Prerequisite: Spectral Being racial feature
Benefit: You ignore the insubstantial quality while you have insubstantial.

Spectral Might
Prerequisite: Spectral Being racial feature
Benefit: You use your Charisma ability score and modifier in place of your Strength ability score and modifier.

Undead Immunity
Prerequisite: Undead Resistances racial feature
Benefit: You gain immunity to poison.

Spectral Flight
Prerequisite: Spectral Being racial feature
Benefit: You have a fly 6 (hover) speed with an altitude limit of 1 while you have phasing.
Special: You can take this feat a second time as a Paragon feat starting at level 11. If you do, this fly speed loses its altitude limit.

Death Scorned
Prerequisite: Fall Into Shadow racial feature
Benefit: The number of death saving throws you need to fail before dying increases by +1.
Special: You can take this feat an additional time per tier beyond the first.

Lethal Siphon
Prerequisite: Soul Siphon racial feature
Benefit: Attacks enhanced by Soul Siphon deal +1d8 extra damage. This extra damage increases to +2d8 at level 11 and +4d8 at level 21.

Soul Feast
Prerequisite: Soul Siphon racial feature
Benefit: Whenever you deal damage to a creature with an attack enhanced by Soul Siphon, you gain temporary hit points equal to your Primary Ability modifier instead of half your Primary Ability modifier. You may also choose to gain temporary hit points with Soul Siphon equal to your healing surge value instead of gaining a healing surge.

Fell Rejuvenation
Prerequisite: Soul Siphon racial feature
Benefit: Whenever you deal damage to a creature with an attack enhanced by Soul Siphon, you can make a saving throw to end an effect with a conditional duration, even if that effect doesn't normally end on a save.

Grave Determination
Prerequisite: Fall Into Shadow racial feature
Benefit: Whenever you would be dazed and weakened from returning to play when you stop dying, you can choose to be dazed or weakened instead.

Taint of the Tomb
Prerequisite: Spectral Being racial feature
Benefit: Whenever you deal damage to a creature with an attack, you may have it deal necrotic damage in addition to its normal damage types.

Adaptive Soul
Prerequisite: Embraced in Darkness, Scorned by Light racial feature
Benefit: Whenever you take extra damage from your radiant vulnerability, you lose your radiant vulnerability until the end of your next turn.

Refuge in Shadow
Prerequisite: Embraced in Darkness, Scorned by Light racial feature
Benefit: Your radiant vulnerability is reduced by up to 5 while you're in dim light and by up to 10 while you're in darkness.

Enduring Spirit
Prerequisite: Spectral Being racial feature
Benefit: While bloodied, you have regeneration equal to half your Primary Ability modifier, or your Primary Ability modifier while you're in darkness. Whenever you take radiant damage greater than 5 + half your level, you lose this regeneration until the end of your next turn.

Darkstalker
Prerequisite: Spectral Being racial feature, Stealth training
Benefit: You have a +2 racial bonus to Stealth checks while in dim light. This bonus increases to +5 while you're in darkness. You do not incur penalties to your Stealth checks for movement.

Chill of the Grave
Prerequisite: Spectral Being racial feature
Benefit: Whenever you deal necrotic damage with an attack due to your Spectral Being racial feature, you may also deal cold damage in addition to all other damage types dealt with that attack.

Paragon:
Soul Reaver
Prerequisite: Soul Siphon racial feature
Benefit: Whenever you deal damage to a creature with an attack enhanced by Soul Siphon, that creature loses all temporary hit points before that enhanced attack deals damage, and you gain half of all temporary hit points lost in this way. Whenever a creature subject to the effects of your Soul Siphon would regain hit points or would gain temporary hit points you regain that many hit points, or gain that many temporary hit points instead.

Enervating Siphon
Prerequisite: Soul Siphon racial feature
Benefit: Creatures subject to the effects of your Soul Siphon can't spend action points, recharge powers, or use non-at will powers.




Racial Utility Powers (Ghost race is a prerequisite in all cases):

Level 2:
Ghostly Dissipation - Ghost Racial Power
As an enemy's blow tears through your ghostly form, you cleave apart, dissipating into nothingness shortly before reforming elsewhere.
Encounter * Shadow
Immediate Reaction - Personal
Special: You may use this power without a trigger as a Standard Action
Trigger: You take damage that is reduced by your Spectral Being insubstantial quality
Effect: You are removed from play. At the start of your next turn, you return to play in a square within a close burst 5 of you, and you are invisible until you resolve an attack, or until the end of that turn.


Level 6:
Bleak Nexus - Ghost Racial Power
You call out, and the shadows answer, swirling about you in a penumbral maelstrom.
Daily * Shadow
Minor - Personal
Effect: You gain an aura 5 until the end of the encounter which has the following properties:

All bright light is dim light in the aura, and all dim light in the aura is darkness.
You have blindsight and combat advantage against enemies within the aura.
Squares in the aura are lightly obscured to enemies.
You and allies in the aura have Darkvision, lose vulnerability to radiant and gain resist necrotic and radiant equal to 5 + half your level and a +2 bonus to all defenses and saving throws against necrotic and radiant attacks.


Level 6:
Shadow Stalk - Ghost Racial Power
You become one with the darkness, partly discorporating into it.
At-Will * Shadow
Move - Personal
Effect: You move your speed. If you end your movement in dim light or darkness, you can make a Stealth check to hide even if you lack cover or concealment. You do not take any penalties to this Stealth check from movement. While hidden in this way, dim light and darkness can satisfy the requirements for remaining hidden in place of cover and concealment. If you were hidden before making this movement, and end this movement in dim light or darkness, you remain hidden for its duration.


Level 10:
Fade Out - Ghost Racial Power
At a whim, you fade from sight.
At-Will * Shadow
Standard - Personal
Effect: You are invisible until you resolve an attack, or you end this effect as a Free Action.



Racial Attack Powers (Ghost race is a prerequisite in all cases):

Level 1:
Soul Gorge - Ghost Racial Power
Your hunger for souls momentarily overwhelms, causing you to viciously tear at your foe's spiritual essence until satiated.
Daily * Necrotic, Shadow
No Action - Close burst 5
Target: One creature in the burst subject to an attack enhanced by your Soul Siphon power
Attack: Primary ability modifier + 3/6/9 vs Fortitude. This attack ignores all cover and concealment and has combat advantage against bloodied creatures.
Hit: The target loses a healing surge, or two healing surges if bloodied. For each healing surge it would lose in this way but that it does not have, it instead takes irreducible necrotic damage equal to its healing surge value. You gain a healing surge, or two healing surges if the target was bloodied.
Miss: You regain the use of this power.


Level 5:
Spawn Wraith - Ghost Racial Power
As you fell a creature, you corrupt what remains, transforming its animus into a fellow wraith under your command.
Daily * Shadow
Free Action - Close burst 5
Trigger: You resolve an action that kills a non-construct creature with necrotic damage
Target: The creature you killed
Effect: A copy of the target appears in its space, or the nearest unoccupied square of your choice with current and maximum hit points equal to half the target's healing surge value. That copy then becomes the target of this attack. The target is dominated by you until the end of the encounter. This dominated condition does not cause it to grant combat advantage, grants it a full set of actions, and has it treat your enemies as its enemies and your allies as its allies. The target gains the following properties until it dies:

The undead keyword and shadow origin.
Resist necrotic and vulnerable radiant equal to 5 + half your level.
Immunity to poison and disease.
Darkvision, insubstantial and phasing. Force and radiant damage ignores this insubstantial quality. The target cannot use this phasing quality to move through blocking terrain/occupied squares of effects that were created by a power with the Force or Radiant keywords.
Fly speed 6 (hover).

Aftereffect: The target dies.


Level 10:
Fell Possession - Ghost Racial Power
You disappear into your foe and see the world from his eyes, his mind no longer his own.
Daily * Charm, Shadow
Standard - Close burst 1
Target: One creature in the burst.
Attack: Primary ability modifier + 3/6/9 vs Will. This attack ignores all cover and concealment.
Hit: You are removed from play and the target is dominated (save ends).

Each Failed Save: The target takes a cumulative -2 penalty to saving throws against this power. This cannot increase the target's net penalty to saving throws (including bonuses) against this power beyond -10.
First Failed Save: This power's dominated status grants the target a full set of actions. Until this effect ends, the target treats your allies as its allies and your enemies as its enemies and can flank with your allies.
Second Failed Save: You can force the target to use its encounter and recharge attack powers until this effect ends.
Aftereffect: The target is dazed until the end of your next turn. You return to play in an unoccupied space of your choice nearest to the target.
Miss: The target is dazed until the end of your next turn.

Surrealistik
2014-02-01, 02:56 PM
Reserved for Paragon Path.

Surrealistik
2014-02-01, 02:59 PM
Reserved for Epic Destiny.

Surrealistik
2014-02-02, 12:54 PM
Added a bunch of racial powers and some additional racial feats.

vasharanpaladin
2014-02-02, 05:10 PM
...That is a lot of baggage for a race.

Now, keeping in mind a preference for KISS, my gut instinct is to drop everything past that first portion of Spectral Being and fold your vulnerability tag into it (though I'd have it as a special vulnerability nullifying the insubstantial quality, as most of the newer ghost monsters do). The second half of Spectral Being would be more appropriate as a feat.

Helpfully, none of your feats seem to require any of the other features. :smalltongue:

I'm not a fan of racial powers outside of the initial block, so I don't feel I should be going over those. :smalleek:

Surrealistik
2014-02-02, 11:41 PM
I toyed with the idea of spinning off the second section of Spectral Being into a feat, but the breach of verisimilitude seemed too much to me, just as doing the same for full on phasing seemed a bridge too far.

Radiant negating insubstantial seems a little too much. A monster can get away with this as its HP isn't halved while a Ghost PC's is.

I will probably merge Undead Vulnerabilities and Resistances into one entry, but they'll remain the same.


Hollow Soul is basically a port/rip of Blood is Life from the Vampire class, and the UA version of the Ghost. Personally I like this take on PC undead, and it also underwrites/justifies the drain/leech based healing surge economy of the Ghost.

Fall Into Shadow is largely me finding a ghost falling prone and unconscious when they hit dying too ridiculous to even contemplate; when ghosts are defeated they don't drop so much as they discorporate.


As for the racial powers, the way they work is they are selectable in place of class and skill powers of that level slot.

Are you saying you dislike everything after Soul Siphon, or everything after the Utility powers?

Attack racial powers are kind of unprecedented, I will admit, but I don't see the harm so long as they're balanced against other strong options for their respective levels.

NotScaryBats
2014-02-03, 12:03 AM
Why are melee and weapon attacks Cold AND Necrotic? That's instant Frostcheese built into every untyped attack, and really hard to resist (does any monster have Resist to both?)

It seems like too much.

Surrealistik
2014-02-03, 12:17 AM
It's a thematic choice tbh, haha.

That is definitely feat fodder for sure:

Chill of the Grave
Prerequisite: Spectral Being racial feature
Benefit: Whenever you deal necrotic damage with an attack due to your Spectral Being racial feature, you may also deal cold damage in addition to all other damage types dealt with that attack.

Removed cold damage typing from Spectral Being.