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gr8artist
2014-04-04, 01:40 PM
Ghostblade

"I lost everything once. For a few brief moments, I had nothing...
... I was nothing...

You would think that after something like that, the first thing you'd feel is pain...
or fear...
But as I came back, I felt the cold steel in my palm...
That was the day I vowed I'd never lose it again"

The ghostblade is an unnatural warrior, whose near-death experiences have loosened the grip his body holds upon his soul. He learns to relinquish this hold for a short time, allowing his soul to pass from his body in an ethereal form. This strange duality allows him to perform uncanny new techniques, and employ devious new strategies.

Role: Most ghostblades function quite well as scrappers or strikers, though more strategic builds could make them into excellent defenders as well. It takes a certain strength of soul and force of will to become a ghostblade; as such, paladins and bards perform well in this role.

Alignment: A ghostblade may be of any alignment.

Hit Die: d10

Requirements
To qualify to become ghostblade, a character must fulfill all of the following criteria.
BAB: +5
Feats: Diehard
Special: Must have been through a near-death experience, or have died and been restored to life.
(A near-death experience is defined as having health of -10 or less, or having your Con score reduced to less than 3.)
Special: You must belong to a race or creature type which possesses both a physical body as well as a soul or spirit.
(No non-native outsiders. Many plants, undead, oozes, etc. are also disqualified.)

Class Skills
The ghostblade's class skills (and the key ability for each skill) are Fly (dex), Heal (wis), Intimidate (cha), Knowledge (Planes) (int), Knowledge (Religion) (int), Perception (wis), and Stealth (dex).

Skill Ranks per Level: (4 + Int modifier)


Ghostblade


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1


+1


+0


+1

Severed Soul, Diehard


2nd

+2


+1


+1


+1




3rd

+3


+2


+1


+2




4th

+4


+2


+1


+2




5th

+5


+3


+2


+3




6th

+6/+1


+3


+2


+3




7th

+7/+2


+4


+2


+4




8th

+8/+3


+4


+3


+4




9th

+9/+4


+5


+3


+5




10th

+10/+5


+5


+3


+5




Class Features
All of the following are class features of the ghostblade.

Weapon and Armor Proficiencies: The ghostblade gains no new proficiencies in weapons or armor.

Severed Soul (Su): The primary ability of the ghostblade allows him to separate his physical body from his ethereal soul, allowing him to exist simultaneously in two places at once. He does so at great sacrifice, however, and must be careful not to waste his power needlessly.
TAB On his turn, the ghostblade can create a ghostly duplicate of himself in an adjacent square. This duplicate, known as the Soul, is identical to the ghostblade in all ways, except as specifically noted here. The Soul possesses no strength or constitution score, using the ghostblade's charisma score in place of its strength whenever needed, and using the better of its charisma or dexterity scores for melee attack rolls. The Soul possesses the incorporeal (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex-) ability, though it can create force effects with its limbs for the purpose of making physical, tangible actions (like combat maneuvers). The Soul does not benefit from any of the ghostblade's equipment, except that it possesses an incorporeal version of the ghostblade's weapon(s), which it can attack with normally. These incorporeal weapons retain any physical properties (size, masterwork quality) the originals possessed, but not any magical enhancements. Attacks from these weapons are considered force effects, and do not bypass armor, shields, or natural armor. The Soul possesses a deflection bonus to AC equal to its charisma modifier, and adds its charisma modifier to its fortitude saves in place of its constitution.
TAB The Soul does not benefit from magical effects on the ghostblade, and must be affected as though it were a separate creature. Any abilities the ghostblade possesses that rely on a physical form do not work for the Soul. The Soul performs its actions simultaneously with the ghostblade, and must always perform the same type of action as the ghostblade (move, attack, full-attack, etc.), though it may affect different targets. When performing an action with limited uses, the Soul mimics the ghostblade's action, but only one instance of the effect occurs. Any auras or effects the ghostblade creates emanate from the ghostblade, not from the Soul.
TAB Separating himself from his Soul is a full-round action that costs the ghostblade half of his current health (rounded down). The Soul comes into play with that much health, and cannot be healed by normal means. The ghostblade may manually recall his soul as a free action, though not in response to another creature's action. When he does so, the Soul rejoins with his body and cannot be separated again for 2d4 rounds. Should the Soul or ghostblade be reduced to 0 HP or less, the Soul immediately returns to the ghostblade's body and cannot be separated again for 1 hour. When the Soul and body become reunited, either manually or through extensive harm, the ghostblade gains health equal to the HP remaining in the Soul at that moment, if any.
TAB Separating himself from his Soul is draining on the ghostblade. They may remain separated for a number of rounds per day equal to 4 + his charisma or constitution modifier, whichever is higher. At every level after first, they may remain separated for 2 additional rounds. Additionally, the ghostblade loses his weakest iterative attack in every full-round action while separated from his soul, meaning at +6 BAB he and his Soul would each make only one attack (at +6) in a full-round action. Any effect which grants an extra attack, such as a haste spell or a speed weapon, grant one attack each round, which may be used by either the ghostblade or his Soul. Additionally, the ghostblade suffers a -2 penalty to his saves while separated from his Soul, and he is fatigued for 1 minute after rejoining with his soul.

Diehard: Ghostblades gain diehard (http://www.d20pfsrd.com/feats/general-feats/diehard---final) as a bonus feat.

Soul's Center: Monks and other warriors practice their whole lives to achieve a sense of unity within themselves; to "find their center" as they call it. A ghostblade finds himself in his duality; learning to live with his divergent selves gives him new perspectives and uncanny skill. Beginning at second level, a ghostblade selects one of the following paths to perfection. Over the course of his career, this path will develop into a powerful specialized combat style. Once made, this decision cannot be changed, though he may diversify through the use of Souls' Secrets (see below).

Path of Destruction: Ghostblades on this path seek physical perfection, and believe in the strength of mind-over-matter. They bring an overwhelming onslaught to the front of any battle.

When attacking a creature or object you've already struck in the previous or current round, your attack deals a cumulative +1 point of extra damage, to a maximum equal to your charisma modifier. This bonus damage expires after 1 round in which you do not strike the target.
A ghostblade on this path gains improved sunder (http://www.d20pfsrd.com/feats/combat-feats/improved-sunder-combat---final) as a bonus feat.
At 4th level the ghostblade gains greater sunder (http://www.d20pfsrd.com/feats/combat-feats/greater-sunder-combat---final) as a bonus feat. The bonus damage from path of destruction now increases by +2 on every successive hit, rather than +1.
At 6th level the ghostblade reduces all DR and hardness for the subjects of his attacks by 5. This benefit applies only to the ghostblade and his Soul, not his other allies.
At 8th level the ghostblade can attempt to sunder flesh and bone. With a successful sunder attempt against an unarmored opponent, or an opponent whose armor has already been broken, the ghostblade deals normal damage to his victim, as well as 2d4 points of strength and constitution damage.
At level 10, the ghostblade is a force to be reckoned with. His weapons deal damage as if they were one size larger than they actually are, and he gains crippling critical (http://www.d20pfsrd.com/feats/combat-feats/crippling-critical-combat) as a bonus feat. When a creature or object within 30 feet is reduced to less than 1 health, the ghostblade and his Soul gain a +6 morale bonus to strength and charisma for 2 rounds.


Path of Discord: Taking a more subtle approach to combat that those who follow the path of destruction, those in the path of discord seek to undermine their opponents' minds and strategies. With intimidation, mind-numbing strikes, and a focus on strategy, disciples of discord can turn nearly any fight in their favor.

When you affect an opponent with any condition that applies a penalty to a check or roll, increase that penalty by an amount equal to your charisma modifier for the first 2 rounds.

enderlord99
2014-04-04, 10:36 PM
It's good to know you gain one of the prerequisites as a bonus feat...

Adam1949
2014-04-04, 11:08 PM
I noticed that too. You need Diehard to gain... Diehard?

Composer99
2014-04-05, 12:42 AM
Minor nitpick: if memory serves (confirmed by checking prestige class (http://paizo.com/pathfinderRPG/prd/prestigeClasses.html) entries in the PRD), prestige class base attack bonus table entries don't include the additional attacks themselves (while still helping determine total additional attacks when added to base class attack bonuses).