Ninjadeadbeard
2014-07-13, 07:42 PM
Thank you to everyone who lent a hand (http://www.giantitp.com/forums/showthread.php?361453-Pathfinder-Race-Builder-Gaests)!
There needs to be more cool races in RPGs. And for a setting I'm making for my players, this is one of them. Please Critique Honestly! Enjoy!
http://media-cache-cd0.pinimg.com/736x/09/16/1c/09161c12e6bf1bfb32961c319f8d7af5.jpg
http://i.imgur.com/37RJDl.jpg
Ghasts
The eerie phantasm-like people of Umbra are called Ghasts for a reason. With their ghostly visage it is no wonder so many at first thought that the underworld had begun disgorging its denizens. But the Ghasts are not grim, grinning ghouls, and indeed aren’t even dead to begin with.
Umbra is a world on the cusp of death itself. Some have even referred to it as the Undead World. And yet, it is a place of unexpected life. All living things native to Umbra are composed primarily of a type of energy called Ectoplasm. This being the primary component of mindless undead is not lost on many. Yet, the Ghasts are hardly like those abominations, and in fact some of the most virulently anti-undead paladins and clerics can be found among their numbers.
Ghasts, being composed of this ectoplasm, require only energy to survive. This may come in any form, from living near a thunderstorm to absorbing the negative emotions of people living in the heart of a metropolis, to the dangerous excess magic of a wizard college. Any destructive energy is fair game to a Ghast, and many wizards, city planners and farmers appreciate the various benefits of Ghast neighbors. The Moon(s) however, is the primary source of nutrients for Ghasts, with sunlight being too pure of an energy source to digest.
This odd metaphysical metabolism has two serious drawbacks. Ghasts feed off of negative energy in the world, and thus have issues with healing magic that draws from positive energy. In addition, Ghasts tend to pick up a great deal of metaphysical and emotional detritus from their environment. This corruption slowly leads to a breakdown in a Ghast’s systems, leading to death.
However, Ghasts are not considered Immortal for no reason. So long as they maintain the relative purity of their being, and continue to feed on energy, a Ghast will never die. In fact, the way Ghasts remove their emotional detritus is through mating, whereby they merge into a cloud of their fellow Ghast, shedding their former selves, and in addition to creating a host of new Ghast, return to their original state, albeit retaining most of their memories and experiences.
It is incredibly rare, but some members of mortal races have risen from death as Ghasts. The conditions for such a thing are not well understood.
Physical Description: Ghasts are often mistaken for ghosts. They appear as human, though some will develop traits of other races depending on their fancy, though their skin is always translucent. In addition, they come in a variety of cool colors, mostly green and blue. They possess hair, although this is only a cosmetic thing, and there are a number who do not even bother. Those who do tend to either leave their hair as a shade lighter or darker than their skin, or they shift it into a wild color, this color becoming permanent over time.
Due to their ectoplasmic makeup, Ghasts are technically considered a single-cell organism. Their simple biology allows them to live for centuries without a method of renewal, and effectively eternity otherwise. Their center of consciousness, therefore, is also diffused throughout their form, and only somewhat concentrated in their center of mass. These means that a Ghast could lose an arm, a leg, even their head without undue stress, and they can regrow any such part in a few minutes. This does not necessarily heal them, as damage inflicted on them still causes exhaustion and stress, which weakens their cohesion.
Clothing is something that Ghasts have gotten used to seeing. And wearing. Lacking any gender beyond personal preference (and for them cosmetic anyway), clothing is a thing they have adapted for the benefit of others originally. More traditionalists will favor drab and dull colors and/or white, while the youth amongst them favor as bright and as gaudy clothing as they can possibly obtain. Their clothing tends to be loose-fitting, often lacking any metal or wood at all and instead favoring complicated sashes and knots. Ghasts also tend to dress more revealing than most, considering they have very little need for clothes, neither necessarily for environmental protection, nor modesty.
Due to sunlight overloading Ghasts, they will cover up during the daylight hours of any world they find themselves on, only to reveal their wildly colorful clothing beneath at sunset. Colorful Turbans, hoods and/or masks are often employed.
Society: Ghasts are deeply social creatures, to the point where it is almost taboo for a Ghast to be alone too long. This is not insulated to other Ghasts either. It is almost a point of pride for Ghasts to know and/or befriend many people of various races. Their society is very open, and lends itself to public displays of emotion and friendship, something with other races find a little off-putting, especially the more secretive (or “repressed” according to Ghasts) races.
Promises are the main currency among Ghasts, and to some this almost appears to create a Feudal society, where “Nobles” accumulate many favors and promises from “workers” and “peasants”, and in turn owe promises to higher “lords” and lesser “knights”. None of this is legally enforced, and it is rare for one person to accumulate so many favors and promises. What use are they if they are not used? And since none of their transactions are through impersonal coin, there is a greater degree of friendliness and comradery between such Favor-Holders and those they contract with. There are however orders of Knights among the Ghasts, whose purpose seems to be a combination of Scholars, Guardsmen, and Favor-Holders’ Guild, whereby skilled members of society may pool their resources to aid others.
There is no real government amongst their kind, although the edicts of the Pale Court are given serious weight in all walks of life. The Pale Court is a mysterious council made up of ancient and/or respected members of the Ghasts. Their judgments on everything from laws to security issues have the weight of law, although they are treated more as observances. It is considered the highest honor to serve the court, and to be allowed to view the court proceedings is also an exceptional privilege. Membership shifts often due to some members rejuvenating.
Death among the Ghasts is rare. Adventurers and travelers tend to go missing or fall prey to monsters oftentimes, but it is rare for anyone in another profession to pass on. Such a thing is a tragedy, and such a death is mourned by the whole community, often with a ritual bonfire, as the bodies of Ghast rapidly disintegrate into ectoplasmic vapor. Sometimes close friends and family (Holmes-Watson level friendship) will try to collect these vapors. Resurrection magic is rarely used on a Ghast as its positive energy will usually conflict with their negative energy bodies.
Finally, some Ghasts choose not to tie themselves down to a single location or to a group. These Ghasts follow the Ghostway, a nearly invisible trail of leylines which cross entire planes of existence. These Ghasts feed from the Ghostway, and often appear as traveling gypsy and circus-folk or merchants. This is considered a dangerous life for many reasons, but the greatest gives the trail its name. It is like a drug. Those who walk the Ghostway too long lose the taste for moonlight, grow to hate company, and eventually they simply vanish, becoming a Haunt, a mad ghost who hunts a particular stretch of the Ghostway. These Ghost-Ghosts are the only spirits feared by Ghasts.
Relations: Ghasts, unlike some immortal races, are not particularly haughty or arrogant. Their mating-rejuvenation is often equated to other races concept of death, and so it is rare to find one who thinks they are special for this reason. Ghasts are more likely to be quite depressed between rejuvenations, as it sometimes takes them centuries to get around to it, and in that time a lot of their mortal friends would pass on. Ghasts always try to get along with other races and peoples, and will often try to put their best foot forward. A friendship with a Ghast is easily gained, and they are surprisingly durable for so simple a thing.
Ghasts believe they can befriend anyone. Ghasts may not appreciate their more bloodthirsty aspects, but Half-Elves are one of the only races with a lifespan somewhat comparable to their own. Humans are fascinating to Ghasts, being so diverse and universally relatable at the same time. While their intensive curiosity can sometimes lead straight into madness, Gremlins are the only race whose communal nature is as strong as the Ghasts. The Warforged of Astorius are an odd race, and in their oddness and alien appearance Ghasts can find a sort of lonely kinship. Tieflings are often to a Ghast’s friendship, as their alien appearance and chaotic nature seems to draw them in, and to be fair this is often reciprocated.
Alignment and Religion: Ghasts are sociable creatures, and dislike being alone nor working against the greater good of others. They are compassionate, reasonable, and often exuberant in their expression of freedom. They don’t often worship specific gods, instead preferring to worship a single Godhead, the expression of Good in the universe. While they do not subscribe to reincarnation, the concept of Karma as a universal constant is often expressed in their beliefs. The tenets of their belief are Truth, Equality and Freedom.
Most Ghasts are Good, with more Chaotic than Lawful adherents.
Using the MTG Color Wheel Alignments: Ghasts are Primary White (Compassion and Community), with Red (Passion) as their Secondary, and either Blue (Knowledge, Reason) or Green (Nature, Balance) as a Tertiary. Black (Power, Self-interest) is rare, either non-existent in an individual’s makeup, or it is dominant, particularly in those who forsake their cultural values.
Adventurers: Some Ghasts are given to wanderlust, seeking out adventure, stories, or their own more personal goals. Usually, these adventurers do so in order to accomplish some good. Some may travel in order to meet other people and make fast friendships. Some seek adventure to fight monsters and keep others safe. Some travel for new experiences. And some seek more esoteric goals.
Names: Ghasts lack genders, leading to a lack of male and female names. Most names are gender-neutral, and as often as they are traditional Ghast names, there are now as many foreign names borrowed from other races.
Names: Akar, Beshed, Brudh, Dayal, Genjish, Keshar, Malik, Naava, Ode, Raavam, Singh, Luush, Ubika
Standard Racial Traits
Ability Scores: Ghasts’ lack of a bone structure lends itself to swift and flexible forms, and their willingness to impress and compromise (along with their spectacular appearance) give Ghasts an almost magnetic attraction. Likewise, they are often headstrong and naïve, often leading to trouble. Ghasts have a +2 in Dexterity and +2 in Charisma, with a -2 in Wisdom.
Size: Ghasts are Medium sized creatures, and receive no bonuses nor penalties.
Type: Ghasts are Aberrations, with the Augmented Humanoid Subtype
Speed: Ghasts have a base speed of 30ft
Languages: Ghasts begin play with Common and Sylvan. Ghasts with a high intelligence score may learn any non-secret language.
Defense Racial Traits
Duergar Immunities (Ex): Ghasts are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Ghast Regeneration (Ex): If a limb, head, or other appendage would be removed, crippled, or otherwise made useless to the point of requiring the spell Restoration or Long Term Care, the offending appendage is instead removed, disintegrated, and restored to full functionality within 2d6 minutes of rest. This recovers no Hit Points lost.
Undead Likeness (Ex): Having a different biology than most, Ghasts do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. They can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the Ghast to survive or stay in good health.
Amorphous Form (Su): Ghasts gain the following supernatural ability: A member of this race can assume the appearance of a single form of a humanoid race of its size. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Magical Racial Traits
Grim Grinning Ghosts (Sp): Ghasts have an odd sense of humor. Part of that seems to play off the common misunderstanding that Ghasts are not Ghosts. Part of that is in making things move about and make haunting noises in dark or lonely areas. Ghasts have Mage Hand and Ghost Sound as At-Will Spell Like Abilities. Their caster level is always 1 unless they have levels in a casting class, in which case their caster level is the same as their levels in a casting class.
Enduring Shade (Su): Ghasts are rarely effected by the elements. They always have the benefit of an Endure Elements Spell.
Undead Magic Trick (Sp): Ghasts have sometimes found their unique biology and similarity to undead a boon rather than a curse. Ghasts can use Invisibility, Fog Cloud, or Command Undead once per day as a spell-like ability (caster level equal to the Ghast’s class level). They must select this spell at character creation, and cannot change this decision.
Senses Racial Traits
Darkvision (Ex): Ghasts can see up to 60ft of total non-magical darkness.
Weaknesses
Not a VampAAAARGH! (Ex): Ghasts cannot draw power from the sun, or rather, the sun is too pure positive energy for them to use without burning to death, or having their negative energy structure disrupted. Some let themselves sunbath for short periods in order to get a high. Ghasts suffer 1 point of Constitution Damage for every hour they are exposed to sunlight (magical and mundane light sources other than the daylight spell do not sount). In addition, they become staggered, and may only take 1 action per round. Full-body clothing negates these weaknesses.
Negative Energy Affinity (Ex): Ghasts are beings of pure energy. While Ectoplasm is neutral in alignment, it is still powered by Negative Energy. Ghasts are thus healed by negative energy, and harmed by positive energy.
Resurrection Vulnerability (Su): A raise dead spell cast on a Ghast can destroy it (Will negates). Using the spell in this way does not require a material component.
Favored Class Bonuses:
Same as Human.
Ghast: 14rp
Aberration: 3rp
Standard: +2 Dex, Cha, -2 Wis: 0rp
Duergar Immunities: Immune (poison, phantasms, paralysis), +2 against spell(s)/like-effects: 4rp
Immune (food, sleep, breathing): 2rp
Lesser Change Shape: 3rp
At-Will Spells: Mage Hand, Ghost Sound: 2rp?
At-Will Spells: Endure Elements: 2rp
1/day Spells: Pick One: Invisibility, Command Undead, Fog Cloud: 2rp
Ghast Regeneration: Limbs (and head) grow back in 2d6 minutes, no healing: 2rp
Vulnerable to Sunlight: 1 con dmg/hour in sunlight: -2
Sunlight Powerlessness: Staggered in sunlight (1 action/turn): -2
Negative Energy Affinity: pos <-> Neg: -1
Resurrection Vulnerability: -1
There needs to be more cool races in RPGs. And for a setting I'm making for my players, this is one of them. Please Critique Honestly! Enjoy!
http://media-cache-cd0.pinimg.com/736x/09/16/1c/09161c12e6bf1bfb32961c319f8d7af5.jpg
http://i.imgur.com/37RJDl.jpg
Ghasts
The eerie phantasm-like people of Umbra are called Ghasts for a reason. With their ghostly visage it is no wonder so many at first thought that the underworld had begun disgorging its denizens. But the Ghasts are not grim, grinning ghouls, and indeed aren’t even dead to begin with.
Umbra is a world on the cusp of death itself. Some have even referred to it as the Undead World. And yet, it is a place of unexpected life. All living things native to Umbra are composed primarily of a type of energy called Ectoplasm. This being the primary component of mindless undead is not lost on many. Yet, the Ghasts are hardly like those abominations, and in fact some of the most virulently anti-undead paladins and clerics can be found among their numbers.
Ghasts, being composed of this ectoplasm, require only energy to survive. This may come in any form, from living near a thunderstorm to absorbing the negative emotions of people living in the heart of a metropolis, to the dangerous excess magic of a wizard college. Any destructive energy is fair game to a Ghast, and many wizards, city planners and farmers appreciate the various benefits of Ghast neighbors. The Moon(s) however, is the primary source of nutrients for Ghasts, with sunlight being too pure of an energy source to digest.
This odd metaphysical metabolism has two serious drawbacks. Ghasts feed off of negative energy in the world, and thus have issues with healing magic that draws from positive energy. In addition, Ghasts tend to pick up a great deal of metaphysical and emotional detritus from their environment. This corruption slowly leads to a breakdown in a Ghast’s systems, leading to death.
However, Ghasts are not considered Immortal for no reason. So long as they maintain the relative purity of their being, and continue to feed on energy, a Ghast will never die. In fact, the way Ghasts remove their emotional detritus is through mating, whereby they merge into a cloud of their fellow Ghast, shedding their former selves, and in addition to creating a host of new Ghast, return to their original state, albeit retaining most of their memories and experiences.
It is incredibly rare, but some members of mortal races have risen from death as Ghasts. The conditions for such a thing are not well understood.
Physical Description: Ghasts are often mistaken for ghosts. They appear as human, though some will develop traits of other races depending on their fancy, though their skin is always translucent. In addition, they come in a variety of cool colors, mostly green and blue. They possess hair, although this is only a cosmetic thing, and there are a number who do not even bother. Those who do tend to either leave their hair as a shade lighter or darker than their skin, or they shift it into a wild color, this color becoming permanent over time.
Due to their ectoplasmic makeup, Ghasts are technically considered a single-cell organism. Their simple biology allows them to live for centuries without a method of renewal, and effectively eternity otherwise. Their center of consciousness, therefore, is also diffused throughout their form, and only somewhat concentrated in their center of mass. These means that a Ghast could lose an arm, a leg, even their head without undue stress, and they can regrow any such part in a few minutes. This does not necessarily heal them, as damage inflicted on them still causes exhaustion and stress, which weakens their cohesion.
Clothing is something that Ghasts have gotten used to seeing. And wearing. Lacking any gender beyond personal preference (and for them cosmetic anyway), clothing is a thing they have adapted for the benefit of others originally. More traditionalists will favor drab and dull colors and/or white, while the youth amongst them favor as bright and as gaudy clothing as they can possibly obtain. Their clothing tends to be loose-fitting, often lacking any metal or wood at all and instead favoring complicated sashes and knots. Ghasts also tend to dress more revealing than most, considering they have very little need for clothes, neither necessarily for environmental protection, nor modesty.
Due to sunlight overloading Ghasts, they will cover up during the daylight hours of any world they find themselves on, only to reveal their wildly colorful clothing beneath at sunset. Colorful Turbans, hoods and/or masks are often employed.
Society: Ghasts are deeply social creatures, to the point where it is almost taboo for a Ghast to be alone too long. This is not insulated to other Ghasts either. It is almost a point of pride for Ghasts to know and/or befriend many people of various races. Their society is very open, and lends itself to public displays of emotion and friendship, something with other races find a little off-putting, especially the more secretive (or “repressed” according to Ghasts) races.
Promises are the main currency among Ghasts, and to some this almost appears to create a Feudal society, where “Nobles” accumulate many favors and promises from “workers” and “peasants”, and in turn owe promises to higher “lords” and lesser “knights”. None of this is legally enforced, and it is rare for one person to accumulate so many favors and promises. What use are they if they are not used? And since none of their transactions are through impersonal coin, there is a greater degree of friendliness and comradery between such Favor-Holders and those they contract with. There are however orders of Knights among the Ghasts, whose purpose seems to be a combination of Scholars, Guardsmen, and Favor-Holders’ Guild, whereby skilled members of society may pool their resources to aid others.
There is no real government amongst their kind, although the edicts of the Pale Court are given serious weight in all walks of life. The Pale Court is a mysterious council made up of ancient and/or respected members of the Ghasts. Their judgments on everything from laws to security issues have the weight of law, although they are treated more as observances. It is considered the highest honor to serve the court, and to be allowed to view the court proceedings is also an exceptional privilege. Membership shifts often due to some members rejuvenating.
Death among the Ghasts is rare. Adventurers and travelers tend to go missing or fall prey to monsters oftentimes, but it is rare for anyone in another profession to pass on. Such a thing is a tragedy, and such a death is mourned by the whole community, often with a ritual bonfire, as the bodies of Ghast rapidly disintegrate into ectoplasmic vapor. Sometimes close friends and family (Holmes-Watson level friendship) will try to collect these vapors. Resurrection magic is rarely used on a Ghast as its positive energy will usually conflict with their negative energy bodies.
Finally, some Ghasts choose not to tie themselves down to a single location or to a group. These Ghasts follow the Ghostway, a nearly invisible trail of leylines which cross entire planes of existence. These Ghasts feed from the Ghostway, and often appear as traveling gypsy and circus-folk or merchants. This is considered a dangerous life for many reasons, but the greatest gives the trail its name. It is like a drug. Those who walk the Ghostway too long lose the taste for moonlight, grow to hate company, and eventually they simply vanish, becoming a Haunt, a mad ghost who hunts a particular stretch of the Ghostway. These Ghost-Ghosts are the only spirits feared by Ghasts.
Relations: Ghasts, unlike some immortal races, are not particularly haughty or arrogant. Their mating-rejuvenation is often equated to other races concept of death, and so it is rare to find one who thinks they are special for this reason. Ghasts are more likely to be quite depressed between rejuvenations, as it sometimes takes them centuries to get around to it, and in that time a lot of their mortal friends would pass on. Ghasts always try to get along with other races and peoples, and will often try to put their best foot forward. A friendship with a Ghast is easily gained, and they are surprisingly durable for so simple a thing.
Ghasts believe they can befriend anyone. Ghasts may not appreciate their more bloodthirsty aspects, but Half-Elves are one of the only races with a lifespan somewhat comparable to their own. Humans are fascinating to Ghasts, being so diverse and universally relatable at the same time. While their intensive curiosity can sometimes lead straight into madness, Gremlins are the only race whose communal nature is as strong as the Ghasts. The Warforged of Astorius are an odd race, and in their oddness and alien appearance Ghasts can find a sort of lonely kinship. Tieflings are often to a Ghast’s friendship, as their alien appearance and chaotic nature seems to draw them in, and to be fair this is often reciprocated.
Alignment and Religion: Ghasts are sociable creatures, and dislike being alone nor working against the greater good of others. They are compassionate, reasonable, and often exuberant in their expression of freedom. They don’t often worship specific gods, instead preferring to worship a single Godhead, the expression of Good in the universe. While they do not subscribe to reincarnation, the concept of Karma as a universal constant is often expressed in their beliefs. The tenets of their belief are Truth, Equality and Freedom.
Most Ghasts are Good, with more Chaotic than Lawful adherents.
Using the MTG Color Wheel Alignments: Ghasts are Primary White (Compassion and Community), with Red (Passion) as their Secondary, and either Blue (Knowledge, Reason) or Green (Nature, Balance) as a Tertiary. Black (Power, Self-interest) is rare, either non-existent in an individual’s makeup, or it is dominant, particularly in those who forsake their cultural values.
Adventurers: Some Ghasts are given to wanderlust, seeking out adventure, stories, or their own more personal goals. Usually, these adventurers do so in order to accomplish some good. Some may travel in order to meet other people and make fast friendships. Some seek adventure to fight monsters and keep others safe. Some travel for new experiences. And some seek more esoteric goals.
Names: Ghasts lack genders, leading to a lack of male and female names. Most names are gender-neutral, and as often as they are traditional Ghast names, there are now as many foreign names borrowed from other races.
Names: Akar, Beshed, Brudh, Dayal, Genjish, Keshar, Malik, Naava, Ode, Raavam, Singh, Luush, Ubika
Standard Racial Traits
Ability Scores: Ghasts’ lack of a bone structure lends itself to swift and flexible forms, and their willingness to impress and compromise (along with their spectacular appearance) give Ghasts an almost magnetic attraction. Likewise, they are often headstrong and naïve, often leading to trouble. Ghasts have a +2 in Dexterity and +2 in Charisma, with a -2 in Wisdom.
Size: Ghasts are Medium sized creatures, and receive no bonuses nor penalties.
Type: Ghasts are Aberrations, with the Augmented Humanoid Subtype
Speed: Ghasts have a base speed of 30ft
Languages: Ghasts begin play with Common and Sylvan. Ghasts with a high intelligence score may learn any non-secret language.
Defense Racial Traits
Duergar Immunities (Ex): Ghasts are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Ghast Regeneration (Ex): If a limb, head, or other appendage would be removed, crippled, or otherwise made useless to the point of requiring the spell Restoration or Long Term Care, the offending appendage is instead removed, disintegrated, and restored to full functionality within 2d6 minutes of rest. This recovers no Hit Points lost.
Undead Likeness (Ex): Having a different biology than most, Ghasts do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. They can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the Ghast to survive or stay in good health.
Amorphous Form (Su): Ghasts gain the following supernatural ability: A member of this race can assume the appearance of a single form of a humanoid race of its size. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Magical Racial Traits
Grim Grinning Ghosts (Sp): Ghasts have an odd sense of humor. Part of that seems to play off the common misunderstanding that Ghasts are not Ghosts. Part of that is in making things move about and make haunting noises in dark or lonely areas. Ghasts have Mage Hand and Ghost Sound as At-Will Spell Like Abilities. Their caster level is always 1 unless they have levels in a casting class, in which case their caster level is the same as their levels in a casting class.
Enduring Shade (Su): Ghasts are rarely effected by the elements. They always have the benefit of an Endure Elements Spell.
Undead Magic Trick (Sp): Ghasts have sometimes found their unique biology and similarity to undead a boon rather than a curse. Ghasts can use Invisibility, Fog Cloud, or Command Undead once per day as a spell-like ability (caster level equal to the Ghast’s class level). They must select this spell at character creation, and cannot change this decision.
Senses Racial Traits
Darkvision (Ex): Ghasts can see up to 60ft of total non-magical darkness.
Weaknesses
Not a VampAAAARGH! (Ex): Ghasts cannot draw power from the sun, or rather, the sun is too pure positive energy for them to use without burning to death, or having their negative energy structure disrupted. Some let themselves sunbath for short periods in order to get a high. Ghasts suffer 1 point of Constitution Damage for every hour they are exposed to sunlight (magical and mundane light sources other than the daylight spell do not sount). In addition, they become staggered, and may only take 1 action per round. Full-body clothing negates these weaknesses.
Negative Energy Affinity (Ex): Ghasts are beings of pure energy. While Ectoplasm is neutral in alignment, it is still powered by Negative Energy. Ghasts are thus healed by negative energy, and harmed by positive energy.
Resurrection Vulnerability (Su): A raise dead spell cast on a Ghast can destroy it (Will negates). Using the spell in this way does not require a material component.
Favored Class Bonuses:
Same as Human.
Ghast: 14rp
Aberration: 3rp
Standard: +2 Dex, Cha, -2 Wis: 0rp
Duergar Immunities: Immune (poison, phantasms, paralysis), +2 against spell(s)/like-effects: 4rp
Immune (food, sleep, breathing): 2rp
Lesser Change Shape: 3rp
At-Will Spells: Mage Hand, Ghost Sound: 2rp?
At-Will Spells: Endure Elements: 2rp
1/day Spells: Pick One: Invisibility, Command Undead, Fog Cloud: 2rp
Ghast Regeneration: Limbs (and head) grow back in 2d6 minutes, no healing: 2rp
Vulnerable to Sunlight: 1 con dmg/hour in sunlight: -2
Sunlight Powerlessness: Staggered in sunlight (1 action/turn): -2
Negative Energy Affinity: pos <-> Neg: -1
Resurrection Vulnerability: -1