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Genth
2014-03-20, 03:39 AM
A player of mine wants, very much, to play a ghost. So I knocked together this template, looking for comments and ideas, and anything that is way too abuseable?
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Ability scores – No STR or CON, fixed DEX of 12. Roll for INT, WIS, and CHA, and gain a +4 to CHA

Hit Points (While Ghosty) – As per class, use CHA modifier.

Defensive (While Ghosty)–
1) Undead Immunities – Mind-altering effects, bleed, death, disease, poison, sleep and stunning, and any effect that requires a Fort save
2) Healed by Negative Energy, harmed by positive energy
3)Incorporeal - EXCEPT For Channel Energy effects, It is immune to non-magical damage and takes ˝ damage from magical sources. Non-damaging spells have a 50% chance of working
4) Deflection bonus to AC equal to CHA modifier.

Non-stabby abilities (While Ghosty)
1) No ground speed, Fly Speed of 40(perfect)
2) have a +8 racial bonus on Perception and Stealth skill checks. A ghost always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, and Stealth as class skills.
3) Are silent – Can only be perceived by sight.

Hurty Abilities (While Ghosty)

The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted.

1) Touch - By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to it’s class level in damage. This damage is negative energy. The damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
2) Frightful Moan - It 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 mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.

Ghosts cannot take two-weapon fighting feats. Just Because.


POSSESSION!

As a full-round action, a Ghost can attempt to possess any living creature. The creature makes to get a Will save – DC = 10 + 1/2Ghost’s level +CHA modifier. If the victim succeeds, the Ghost is cast out, takes 1d6 for every 2 by which the victim beat the DC, and cannot attempt to possess again for 1d4 hours.


If the victim fails the will save, it is possessed by the Ghost. The ghost loses its defensive abilities, all immunities, its flight speed, its special attacks, and any other abilities it has as a result of being a ghost, the racial bonus on perception and stealth checks, and the ‘class skills’ it gained as a result of being a ghost.

It gains the victim’s Hit Points, STR, CON, and DEX scores, any natural attacks or abilities the victim had purely by nature of its species (But NOT spells learnt such as Dragon Spells). It can use its CHA modifier as a Morale bonus to any one of STR, CON, or DEX.

When the Ghost leaves the host, it deals damage to the host equal to the host’s CON score +1. It can then attempt another possession immediately.

When the host is reduced to 0hp or less, the ghost is forcibly evicted, and the host dies. In this case, the ghost cannot possess another creature for 1d4 hours, and has to make a Fortitude save using its CHA as a modifier to avoid having its Hit Points halved.

While the host is asleep, the ghost can travel up to 400 feet away without ‘leaving’ the host. It regains its bonus to stealth, perception and quietness, along with its fly speed, but if it takes any damage whatsoever, the host gets to make a new will save to break the bond.

Segev
2014-03-20, 07:31 AM
Two thoughts:

1) Why not just use the Ghost template from 3.5e D&D? Specifically pick "Malevolence" as the ghost's special attack.

2) You don't want it to be a flat "host dies if falls below 0 hp." That means the ghost is now causing hosts to die when they should be bleeding. Say he's possessing a Fighter and is driven out when an attack makes the fighter drop to -5 hp. The Fighter shouldn't be dead yet, but by the way the ability is currently written, he would be.

Aergoth
2014-03-20, 11:34 AM
There was a template posted for this type of situation but it's probably a bit much for a player character. BEHOLD, the Haunted One (http://www.d20pfsrd.com/bestiary/monster-listings/templates/haunted-ones-cr-1). The biggest issue is that both parties aren't meant to be controlled by the same player, and some of the benefits are well off the charts for a first level character.

Try adapting some of the rules for ghost characters in Ghostwalk?

Genth
2014-03-20, 02:11 PM
Two thoughts:
2) You don't want it to be a flat "host dies if falls below 0 hp." That means the ghost is now causing hosts to die when they should be bleeding. Say he's possessing a Fighter and is driven out when an attack makes the fighter drop to -5 hp. The Fighter shouldn't be dead yet, but by the way the ability is currently written, he would be.

He's dead because he takes damage equal to his CON+1 when the ghost leaves him