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View Full Version : Looking to Optimize for Telekinesis/ghost minion



solooize
2018-11-04, 01:06 AM
So I'm playing a dread necromancer is an over powered campaign.

Using (mastery of the dead) to make a few Ghosts to stay within my body and help when needed.
I was looking at Optimizeing them Telekinesis ...first thought was master of unseen hand.

So ghost is a must but what else is there?
Feats?
Classes?
Race?
Gear?

Ruethgar
2018-11-04, 03:59 AM
Lesser Magic Blooded Aasimar Ghost 2/Dungeoncrasher Fighter 6 is pretty nice with Improved Bull Rush, Combat Expertise, Reckless Offense, Deadly Defense. -2 AC for +1d6 damage telekinetically bull rushing people into the ground for 8d6.

Zaq
2018-11-04, 10:19 AM
How much control do you have over these ghosts’ stats? Are you basically building them from the ground up? What parameters are we working within?

Also, are you using Ghostwalk ghosts or non-Ghostwalk ghosts? Obviously, Ghostwalk has a ton of material for ghosts, but the rules are sufficiently different from standard that I wouldn’t be surprised if your GM just says that the campaign doesn’t use those rules. Ghostwalk does not play especially well with others.

solooize
2018-11-04, 11:42 AM
Non ghost walk