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Bullet06320
2015-09-28, 02:19 AM
as originally post on the WOTC boards by deathtrap on Jan 25, 2008
http://community.wizards.com/forum/previous-editions-character-optimization/threads/1158786

The Ghost Guide

A. Forward

So your dead, now what? Revenge! The Ghost template is an incredibly powerful and unusual option for mid to high level campaigns. Even at a cost of 5 levels, the template opens up a host of powerful and versatile options. Was there a need (or even a demand) for this guide? Nope, it was just fun to write and I was bored. Please note that this is a work in progress (well, really more of an outline at this point) and if there is enough interest it will be expanded.

1. The Ghost Template

a. MM 3.5 and SRD – The Ghost template can be found in the Monster Manual 3.5 and the SRD. I have included it here for ease of reference.



GHOST
Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.

CREATING A GHOST
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.
A ghost uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Full Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + ghost’s Cha modifier unless otherwise noted.
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Special Qualities: A ghost has all the special qualities of the base creature as well as those described below.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Environment: Any, often as base creature.
Organization: Solitary, gang (2–4), or mob (7–12).
Challenge Rating: Same as the base creature +2.
Treasure: None.
Alignment: Any.
Level Adjustment: Same as the base creature +5.

Ghostly Equipment
When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost).
The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

b. Savage Progressions – If your DM allows such, a level progression for the Ghost template class can be found in an archived retired article located here.


As stated above, the ghost template grants the manifestation ability plus one to three other special attacks. These special attacks are likely to be the meat and potatoes of your build. If your DM allows, pick the three you like most. If the DM wishes a bit of guidance on how to define “one to three”, refer to the template class linked above. It divides the attacks into lesser and greater powers, allowing the player to pick one lesser and one greater, or three lesser powers.

Corrupting Gaze - A gaze attack that requires a Fortitude save or the victim takes 2d10 points of damage and 1d4 points of Charisma damage. Not a bad ability as it’s a Gaze (i.e. a free action that always hits unless the victims takes special precautions). See the MM 3.5, pg. 309-310 for details. One of three powers used by the Drainer (see below).

Corrupting Touch – At 1d6 damage, it’s weak even for a touch attack. I wouldn’t take this ability. It is worth noting that if your DM rules that this damage is negative energy then this ability becomes a must have as you can then use it to heal yourself.

Draining Touch - A touch attack that drains 1d4 points from any one ability score of your choice. Also heals 5 points of damage. A solid ability for a touch attack based build. One of three powers used by the Drainer (see below).

Frightful Moan - A decent crowd de-buff type fear power. It is also the staple ability of the Banshee build (see below).

Horrific Appearance – A victim must make a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution when looking at the Ghost. This brutal power will rack up the ability damage until target makes a save or look away. One of three powers used by a Drainer (see below).

Malevolence – Fiend of Possession? Wimp! This power is like Magic Jar without the restrictions. Another potentially overwhelming ability and staple of the Hitchhiker build (see below). Perfect for use against big powerful monsters with low Will saves.

Manifestation – The standard ability ghosts use to interact with the physical world. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. The ghost’s incorporeal nature makes him a natural Mole (see below).

Telekinesis – Unlimited Telekinesis every 1d4 rounds. Simply awesome and the core of the Telekinetic Warrior build (see below).


a. Base Class and Templates – As ghosts lose 5 levels to Level Adjustment penalties, caster classes are not the best choice for this template. However, the ghost’s special abilities still allow it access to strong and useful magics. For most builds I recommend a high BAB class or a class that grants the skills you need to meet the requirements of a specific PrC. Classes that utilize Charisma synergize well with the ghost as all of its special attacks are Charisma based.

Though I would not recommend further increasing the ghost’s level penalty, one other template is worthy of note. The Evolved Undead template (Libris Mortis) grants +1 AC, +2 Cha, a once per day Special Ability, and Fast Healing 3 all for 1 ECL. It’s worth a second thought.

b. Master of the Unseen hand (Complete Warrior) – A cross between a melee attacker and an alternate form of Archer, this PrC is both powerful and relatively unique. Fueled by the ghost’s unlimited uses of Telekinesis, this class is tons of fun.

c. Ephemeral Exemplar (Libris Mortis) – Provides boosts to Reflection AC, Turn Resistance, and the Ghostly Grasp feat for free. It’s not a bad choice for gravy at the end of a melee type build, but the low BAB makes it a choice for the later levels.

d. Lurking Terror (Libris Mortis) – Provides a boost to Save DCs for Undead Special Attacks. A good PrC for stealthy builds (Can you get any more stealthy than a ghost?).

e. The Siren (Savage Species, 3.0) – This unusual and brutal class appears in Savage Species. If your DM allows, as it has not been updated to 3.5, it could be considered legal. The class boasts numerous area effect crowd control abilities (assuming you consider dead as controlled). A Ghost can qualify for this PrC via the Frightful Moan Special Attack (an innate sonic, mind-affecting ability). If the class had a weakness, it would be d4 hit die, which is not an issue for ghost (as all hit die are converted to d12s).



Ability Focus (MM 3.5) – Can be taken to increase the Save DC of one of your Special Attacks.

Flyby Attack (MM 3.5) – Like Spring Attack for fliers, but without the prerequisites!

Empower and Quicken Spell-like Ability (MM 3.5) – These are mostly only useful if you are focusing on a specific ability, such as the MotUH or a Siren.

Reverberation (SS, 3.0) – Like Ability Focus but only for Sonic Attacks. Stacks with Ability Focus.

Improved Toughness (CW) – Even though most Ghosts are pretty durable due to their d12 hit dice and 50% incorporeal miss chance, the loss of 5 hit die and no Con bonus means they can always use more hit points.

Baleful Moan (LM) – Adds +2 Save DC to Frightful Moan but requires Daunting Presence as a Prerequisite. Stacks with Ability Focus and Reverberation for a total of +6 Save DC!

Empowered Ability Damage (LM) – Increases the Ability Damage of the Corrupting Gaze, Draining Touch, Horrific Appearance Special Attacks.

Ghostly Grasp (LM) – A must have and a good candidate for your first feat. This feat allows you to use items as if you were corporeal.

Improved Turn Resistance (LM) – If you plan on facing many Clerics, you can’t have too much turn resistance.

Necrotic Reserve (LM) – Useful only if you have the Corrupting Gaze, Draining Touch, or Horrific Appearance Special Attack and you don’t trust your Rejuvenation ability.

Quicken Manifestation (LM) – You can manifest as a Free Action, enough said.


This is the part of the guide that is the reason you even write one. What do I do with all this information?

a. The Ultimate Mole – As defined in another guide, a Mole is a character that utilizes Burrowing (or Earth Glide) and Spring Attacks to attack and retreat to the safety of a difficult to reach position. Being incorporeal, the ghost is the master of this tactic and able to utilize walls and ceilings as well as the ground. Any ghost can utilize this tactic for the simple cost of the Flyby Attack feat. Quicken Manifestation will allow you to produce a similar effect by becoming Ethereal and then Manifesting to attack. Example build: Ghost 5/ Ninja 8 (Ghost Strike)

b. The Hitchhiker – We need a tank? No problem, I think I saw a Hill Giant back there. Be right back after I possess him. Though you can’t activate a monster’s special abilities, automatic ones remain active (such as Troll Regeneration). For a creative player, this can allow options you wouldn’t expect to see until Shapechange. Just remember to go easy on the GM. Take the Ability Focus feat and the Lurking Terror PrC to boost your Save DC. Example build: Ghost 5/ Ranger 5/ Lurking Terror 3

c. The Telekinetic Warrior – A great alternative for a ghost that wants to feel like a melee warrior. Ghosts are a base Caster Level 12 with Telekinesis (17 by level 5 in the class). The Full Attack Telekinesis ability at level 3 converts Caster Level into Base Attack Bonus. This will allow you to attack as well as any warrior. The Quicken Spell-like Ability feat will prevent your Telekinesis from expiring at an awkward moment. Example build: Ghost 5/ Hexblade 5/ MotUH 5

d. The Drainer – If your GM allows you to pick three abilities, strongly consider Corrupting Gaze, Draining Touch, and Horrific Appearance. All three are useable at the same time (the Corrupting Gaze and Horrific Appearance only require the victim to look at you)! Along with the Empowered Ability Damage feat, you cause massive ability damage each round against foes with low Fortitude saves. Example build: Ghost 5/ Dragonfire Adept 6 (Humanoid Shape)

e. The Banshee – Another PrC based build like the MotUS. The Siren PrC (if allowed) allows you to overlay your Fightful Moan ability with spell effects including: Despair, Phantasmal Killer (that’s right and area effect Phantasmal Killer!), Feeblemind, Enervation, Flesh to Stone, and Power Word Kill. Combine the Baleful Moan, Ability Focus, and Reverberation (if allowed) feats to get a +6 Save DC on your Frightful Moan ability. Example build: Ghost 5/ Rogue 5/ Siren 10


Monster Manual 3.5 (or SRD) (MM 3.5)
Complete Warrior (CW)
Libris Mortis (LM)
Savage Species (SS)
Savage Progressions http://archive.wizards.com/default.asp?x=dnd/sp/20040117a
Complete Adventurer (CAd)
Monster Manual III (MM3)
Dragon Magic (DrM)



a. A Drainer (see above) is capable of causing 30 pts. of Ability Damage (including Empowered Ability Damage) to a victim per Round.
- Corrupting Gaze 1d4 x 1.5 Cha plus
- Draining Touch 1d4 x 1.5 to ability of choice plus
- Horrific Appearance 1d4 x 1.5 Str, Dex, and Con

b. A clever ghost can conceal his ghostly nature from others.
- Change Shape type abilities (such as the Changeling racial ability or the Humanoid Shape Dragonfire Adept Invocation) allow a ghost to disguise himself as a humanoid while retaining the incorporeal subtype.
- A ghost with the Ghostly Grasp feat can wear armor.

c. A Ghost 5/ Ninja 8 can use the Ghost Strike ability to attack creatures on the Prime Material plane while Ethereal (which is free for a ghost). This is a sure sheet shredder for most DMs. A Ninja's Ki Pool can also be increased in size with feats.
- It is also worth noting that a Ghost Ninja gets Dex, Wis, and Cha bonuses to AC.

Bullet06320
2015-09-28, 02:20 AM
thought I needed more room, oops