True Ghosts

Created by KlikChak Klik'chak

True ghosts are the souls of the dead manifested outside of the lands of the dead. They are not undead, rather they are the truly dead who have yet to move on to their final rest.

Ghost Classes
Rules for ghost classes (Eidolon and Eidoloncer) can be found in the Ghostwalk supplement. They are not OGL and can not be reproduced here.
A ghost can not gain levels in any class other than Eidolon or Eidoloncer.

Becoming a True Ghost
When a character dies, they can attempt to make a Will Save (DC equal to 5 + Hit Dice). Should they succeed on this save, they can resist the pull of the VeilOfSouls Veil of Souls and become a ghost. On becoming a ghost, the character automatically gains the True Ghost template, and can only gain levels in Eidolon or Eidoloncer.

Characters who can not become True Ghosts
Worshipers of Eul or the Destroyer can never become ghosts, nor can worshipers of other deities who are slain by a cleric or other divine caster who worships Eul.
Characters who have made deals with demons or devils, such as blackguards, can never become ghosts.
Half Elves must roll a higher than 50 on a d% to become a ghost. A roll of less than 50 indicates that the character's soul has been snatched up by a devil as per the deal with Dalam.

True Ghost Template

"True Ghost" is a template that can be applied to any living humanoid creature (referred to hereafter as the character).
Size and Type: The creature's type changes to outsider (incorporeal). Its size remains unchanged.
Hit Dice: Hit Dice remain unchanged.
Speed: When incorporeal, a ghost can fly at a speed of 30 ft. (good).
Armor Class: A ghost gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attacks: A ghost retains all the attacks of the character; however, they can not affect physical beings unless the ghost is fully manifested or using a ghost touch weapon. Certain feats can allow a ghost to manifest fully (and therefore use material weapons at the attack bonus it had as a character) or harm a material creature in various ways.
Special Attacks: A ghost retains all the special attacks of the character.
Special Qualities: A ghost retains all the special qualities of the character and gains those described below.

Disembodied Soul (Ex): As a disembodied soul of a living creature, a ghost can be raised or resurrected if its physical body is present (this causes the ghost to merge with its physical body). A true resurrection, miracle, or wish spell can restore a ghost to life, even if its body is missing. A ghost counts as a living creature for the purpose of effects that affect living creatures. As an outsider, a ghost is subject to spells that affect outsiders and extraplanar creatures, such as banishment. A ghost's native plane is Amensi, and a ghost banished from the Material Plane is sent there.
As well, when a ghost is reduced to -10HP or less or otherwise killed, the soul is instantly transferred to Amensi without passing through the Veil of Souls. Effects such as dimensional anchor can thwart this instantaneous transport.

No Discernible Anatomy (Ex): A ghost has no discernible anatomy and is therefore immune to critical hits, sneak attacks, or bonuses such as a ranger's favored enemy bonus that do not work on creatures without a discernible anatomy. It can be polymorphed, but a polymorphed ghost is still an ectoplasmic creature with no discernible anatomy. A ghost is unharmed by diseases or poison that would affect a physical body. Other diseases and poisons that affect only ghosts do exist. Ghosts do not need to eat, breathe, or sleep (although spellcaster ghosts still need to rest in order to prepare spells). Ghosts are subject to stunning effects that would affect living creatures.

Incorporeal: A ghost has all the benefits and drawbacks of incorporeality as described in the Dungeon Master's Guide. Some ghosts learn feats that allow them to manifest fully and interact with the material world in a normal manner.

Sense Physical Body (Su): A ghost can attempt a Wisdom check (DC 15) once per round to determine the general direction of its physical body.

Ghost Weakness (Ex): If a ghost is hit by a sneak attack or a critical hit from a silver or disruption weapon, it must make a Fortitude save (DC 15) or be stunned for 1 round. Other than this possible stunning effect, a critical hit or sneak attack does not deal any more damage than a normal hit from that weapon.
As a true ghost is not undead, disruption and undead bane weapons do not affect them as they would undead.

Abilities: Same as the character. When the ghost is incorporeal, it has no Strength score.
Skills: A ghost receives a +4 racial bonus on Hide checks. Otherwise same as the character.
Environment: Same as the character.
Organization: Same as the character.
Challenge Rating: Same as the character +1.
Level Adjustment: N/A
Treasure: Same as the character.
Alignment: Same as the character.
Advancement: By character class.
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