The Ghost Boy
Hit Die: d8
Class Skills (4 + Int)
Level BAB Saves Special 1 +0 +0/+2/+2 Going Ghost, Ghost Ray 1d6, Ghost Sense 2 +1 +0/+3/+3 Ghost Light, Flight, Power Augmentation (+2, +0) 3 +2 +1/+3/+3 Ghost Ray 2d6, Invisibility 4 +3 +1/+4/+4 Ectoplasmic Energy Shield, Uncanny Dodge 5 +3 +1/+4/+4 Ghost Ray 3d6, Intangibility 6 +4 +2/+5/+5 Power Augmentation (+4, +2), Evasion 7 +5 +2/+5/+5 Ghost Ray 4d6, Searing Ray 8 +6 +2/+6/+6 Ghostly Grasp, Energy Kinesis 9 +6 +3/+6/+6 Ghost Ray 5d6, Greater Invisibility 10 +7 +3/+7/+7 Improved Flight, Power Augmentation (+6, +2) 11 +8 +3/+7/+7 Ghost Ray 6d6, Telekinesis 12 +9 +4/+8/+8 Overshadow, Improved Evasion 13 +9 +4/+8/+8 Ghost Ray 7d6, Improved Energy Kinesis 14 +10 +4/+9/+9 Improved Intangibility, Power Augmentation (+8, +4) 15 +11 +5/+9/+9 Ghost Ray 8d6, Explosive Ray 16 +12 +5/+10/+10 Duplication 17 +12 +5/+10/+10 Ghost Ray 9d6, Superior Energy Kinesis 18 +13 +6/+11/+11 Superior Flight, Power Augmentation (+10, +4) 19 +14 +6/+11/+11 Ghost Ray 10d6, Ghostly Wail 20 +15 +6/+12/+12 Greater Duplication
Balance, Bluff, Craft, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Knowledge (All), Listen, Move Silently, Profession, Sense Motive, Sleight of Hand, Tumble, Use Magic Device
Weapon and Armor Proficiency: All simple and martial weapons and light armor and shields (except tower shields).
Going Ghost (Su): Through some bizarre accident or circumstance of birth, a Ghost Boy possesses the strange ability to become a ghost at will. As a standard action, he can transform into a ghost. Upon transforming, his type changes to Undead, and he keeps all subtypes. He acquires all associated undead traits except that he does not lose his Constitution score and is subject to effects that require Fortitude saves. He has Turn Resistance equal to his Charisma modifier plus 1/2 his level. With the exceptions of Ghost Sense, Uncanny Dodge, and Evasion, none of his class features can be used outside of his ghost form. Even his normal form, a Ghost Boy is vulnerable to anything that specifically affects undead except for Turning/Rebuking. However, he receives a +4 bonus on any such effect that offers a save.
Ghost Ray (Su): A Ghost Boy's basic ranged attack is shooting a blast of ectoplasmic energy. This is a ranged touch attacks that deals 1d6 untyped damage to a single target with a range increment of 30 feet. At every odd level, the damage dealt is increased by 1d6.
At level seven, the Ghost Ray burns with an incredible heat. When using this ability, he can choose for it to deal fire damage. In addition, the Searing Ray can cause targets or flammable objects to catch fire if they fail a Reflex save versus a DC of 10 + 1/2 his level + his Charisma modifier.
At level fifteen, the Ghost Ray can explode on contact, dealing its damage to all other creatures within a 20 foot radius burst of the target with a Reflex save for half. The Ghost Boy can choose to either use a normal Ghost Ray, a Searing Ray, an Explosive Ray, or an Explosive Searing Ray.
Ghost Sense (Su): A Ghost Boy can sense the presence of other formerly living things. Whenever he comes within 60 feet of an undead or 90 feet of an incoporeal undead, his Ghost Sense activates, alerting him to the presence of, but not location or direction of, the creature. The Ghost Sense manifests in one of seven possible ways depending on element and chosen at first level. This choice will affect what type of Energy Kinesis he later develops. Acid: He feels sudden heartburn. Cold: He shivers and releases a frosty breath. Earth: He momentarily feels sudden loss of balance. Electricity: His hair stands on edge, and he feels a small shock in his finger tips. Fire: He suffers a small hot flash and gets sweaty. Water: He drools uncontrollably for a moment. Wind: He hears faint and indecipherable whispers in his ear.
Ghost Light (Su): At second level, a Ghost Boy can harness his ectoplasmic energy into a nonlethal light that glows in his hand. At will, he can produce light like a lantern. He can also direct it in one direction like a bullseye lantern.
Flight (Su): A level two Ghost Boy no longer feels the effects of gravity and can fly at will with a speed of 60 feet with good maneuverability. At level ten, his speed increases to 90 feet, and his maneuverability increases to perfect. At level eighteen, his speed increases to 120 feet. While flying, his legs disappear into a ghostly tail that trails behind him. He can, however, still benefit from equipment worn on his legs or feet.
Power Augmentation (Su): At level two, a Ghost Boy can channel his ectoplasmic energy into himself to increase his abilities. When used, he choose either his Strength or Dexterity to receive the primary bonus and the other to receive the secondary bonus. The primary bonus is +2 and increases by +2 every four levels. The secondary bonus becomes +2 at level six and increases by +2 every eight levels. This ability lasts a number of rounds equal to his Constitution modifier plus one half his level and can be used a number of times per day equal to his Constitution modifier.
Invisibility (Su): At third level, a Ghost Boy can become invisible at will. At level nine, this improves to Greater Invisibility.
Ectoplasmic Energy Shield (Su): By level four, a Ghost Boy has learned how to manifest his ectoplasmic energy as a defensive barrier. He conjures a floating disc of force that confers a shield bonus to AC equal to 2 plus one half his level and makes him immune to Magic Missile. The shield lasts a number of rounds equal to his level, and aftewards, he must wait a minute before he can use this ability again.
Intangibility (Su): A fifth level Ghost Boy can finally become intangible like a real ghost. As a swift action, he and all his gear can become incoporeal and receive all associated traits for a number of rounds equal to his level. This ability is usable a number of times per day equal to his Charisma modifier. At level fourteen, this ability can be used at will.
Ghostly Grasp (Su): At level eight, a Ghost Boy's control over his ghostly form has reached the point where he can extend his arms beyond their normal length. His reach increases by 5 feet.
Energy Kinesis (Su): By level eight, a Ghost Boy has finally learned how to use his unique elemental power. The power manifested depends upon the element of his Ghost Sense. At level thirteen, he gains the second power, and at level seventeen, he gains the third power.
Acid: You can choose your Ghost Ray to deal acid damage which lingers and deals 1d4 additional acid damage per round for 1d8 rounds. Improved Kinesis: your body constantly drips acid, and any creature or object that touches or is touched by you takes 2d4 acid damage. This can be suppressed or resumed as a free action. Superior Kinesis: You can control the acid within your opponents' bodies to attack them from the inside. You target one living creature within 60 feet who must make a Fortitude save (DC10 + 1/2 level + Charisma modifier). If the creature fails, it dies and explodes in a burst of acidic gore that deals 5d6 acid damage and 3d6 bludgeoning damage in a 10 foot radius. If the creature succeeds on the save, it takes 5d6 acid damage. Any creature immune to acid is immune to this ability.
Cold: You can choose your Ghost Ray to deal cold damage which slows enemies if they fail a Fortitude save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You emit an icy aura. Any creature that comes within 5 feet of you takes 2d6 cold damage immediately and at the beginning of each round if it remains within your aura. Superior Kinesis: You can conjure up a storm of ice and snow. You choose a point within 200 feet to create the storm. Any creature within a 30 foot radius spread from the center of the storm is takes 5d6 cold damage automatically every round they remain within the area. Creatures and objects also take 5d6 bludgeoning damage from falling hail, Reflex half (DC10 + 1/2 level + Charisma modifier). Lastly, the swirling vortex of snow reduces movement to 10 feet and reduces visibility to 5 feet. Creatures within the area have total concealment to creatures outside and vice-versa. Creatures within the area also have total concealment between each other when more than five feet apart and have partial concealment when five or less feet apart. The storm lasts for a number of rounds equal to your level, though it can be dismissed at any time. You can only create one storm at a time.
Earth: You can choose your Ghost Ray to deal bludgeoning damage which can daze enemies if they fail a Fortitude save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You can shape the earth around you allowing you to duplicate the spells Passwall, Move Earth, and Wall of Stone with a caster level equal to your class level. Passwall can only be used in dirt or rock. Superior Kinesis: Your control of the earth has improved, allowing you to duplicate the spell Earthquake with a caster level equal to your class level.
Electricity: You can choose your Ghost Ray to deal electricity damage which stuns enemies if they fail a Fortitude save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You emit a crackling aura of electricity. Any creature that comes with 5 feet of you takes 2d6 electricity damage immediately and at the beginning of each round if it remains within the aura. Superior Kinesis: You can shock your opponent with high enough dose of electricity that it may cause permanent paralysis. You choose a target within 60 feet. It takes 5d6 electricity damage and must make a Fortitude save (DC10 + 1/2 level + Charisma modifier). If it fails, it takes ability drain that reduces it to 0 dexterity. Any creature that is immune to electricity is immune to this ability.
Fire: You can duplicate the spell Wall of Fire with a caster level equal to your class level. Improved Kinesis: You emit a fiery aura. Any creature that comes within 5 feet of you takes 2d6 fire damage immediately and at the beginning of each round if it remains within your aura. Superior Kinesis: You can heat up your enemies to lethal temperatures. You target one creature within 60 feet who must make a Fortitude save (DC10 + 1/2 level + Charisma modifier). If the creature fails, it dies and disintegrates in a burst of flame that deals 5d6 fire damage within a 5 foot radius, Reflex half. If the creature succeeds on the save, it takes 5d6 fire damage. Any creature immune to fire is immune to this ability.
Water: You can choose your Ghost Ray to deal bludgeoning damage which extinguishes non-magical fire and deals an extra 50% damage to fire subtype creatures. Improved Kinesis: You can exert your influence over water allowing you to duplicate the spells Create Water and Control Water with a caster level equal to your class level. Superior Kinesis: Your control of water improves allowing you to animate it. You can summon an Elder Water Elemental for a number of rounds equal to your level. You can only summon one elemental at a time.
Wind: You can choose your Ghost Ray to deal bludgeoning damage which can knock enemies prone if they fail a Reflex save (DC10 + 1/2 level + Charisma modifier). Improved Kinesis: You are surrounded by an aura of swirling wind that deflects all physical projectiles and applies a 20% miss chance to other attacks. Superior Kinesis: You can duplicate the spell Whirlwind with a caster level equal to your class level.
Telekinesis (Su): At eleventh level, a Ghost Boy can exert mental control to move things. This ability functions like the spell Telekinesis with a caster level equal to his class level.
Overshadow (Su): A twelfth level Ghost Boy can possess other creatures. While Intangible, he can enter another creature's body and attempt to take control. The creature makes a Will save (DC10 + 1/2 level + Charisma modifier). If it fails, its mind is subsumed under the influence of the Ghost Boy who can fully control the body of his target including all extraordinary and supernatural abilities but not spell-like or psi-like abilities or any spellcasting or manifesting. Every round, the host creature can attempt a new Will save to regain control. If successful, the Ghost Boy is kicked out to an adjacent square, becomes coporeal, and is stunned for one round. The Ghost Boy can control a creature for a number of rounds up to his Charisma modifier. After using this ability, he cannot use it again for one minute.
Duplication (Su): By level sixteen, a Ghost Boy has reached a great enough level of power that he can split his body and clone himself. This ability works like the Fission power with a manifester level equal to his class level. When used, you and your clones are treated as if they were four levels lower for the purposes of level-dependant Ghost Boy class features, including class feature availablility. At level twenty, he can create additional duplicates. He can make a total number of clones up to his Constitution modifier. This ability is usable once per hour.
Ghostly Wail (Su): The ultimate expression of his power, at level ninteen, a Ghost Boy can create a Ghostly Wail. This ability deals 20d8 sonic damage in a 90 foot cone, and creatures caught in it must make a Fortitude save (DC10 + 1/2 level + Constitution modifier) or become permanently deafened. This ability is usable once per hour. After using this ability, the Ghost Boy must make a Fortitude save (DC10 + 1/2 level + Constitution modifier). If he fails, he transforms back into his normal form and becomes exhausted. He then cannot turn back into a ghost for 1d4 minutes.