View Single Post

Thread: PrC XVI: Live and Die by the Sword

  1. - Top - End - #24
    Ogre in the Playground
    Owrtho's Avatar

    Join Date
    Jul 2008

    Default Re: PrC XVI: Live and Die by the Sword

    Ghost Blade

    If you won't let me past you I'll just have to go through you.
    Saladin - a ghost blade

    Among those who fight, there are those that admire the abilities of ghosts. They see the way they can pass through objects and seek to be able to do so in their fighting. Among such people, there are some that succeed, and they are known as ghost blades.


    Skills: Tumble 8 ranks, 4 ranks in one of the following: Knowledge (the Planes), Knowledge (Religion), Knowledge (Dungeoneering), or Knowledge (Ghost lore)*
    Feats: Weapon Focus (any slashing or piercing melee weapon)
    Special: Must have been reduced to -9 or fewer hit points some time in the past.

    *If using the Ghostwalk setting

    Class Skills
    The Class Name's class skills are Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Hide (Dex), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Ghost lore) (Int)*, Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Tumble (Dex)
    Skills Points at Each Level: 4 + int

    Hit Dice: d6

    *If using the Ghostwalk setting

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    |Ghost Skills (Pass), Ghost Points

    |Ghost Skills (Cut) Bonus Feat

    |Ghost Skills (Walk), Ghost Skills (Defend)

    |Ghost Skills (Counter) Bonus Feat

    |Ghost Life, Bonus Feat

    Weapon Proficiencies: A ghost blade gains no new armor or weapon proficiencies.

    Ghost Points (Ex): Each day a ghost blade gains a number of points equal to twice their class level. These points may be used to reduce a Will, Reflex, or Fortitude save on one of their ghost skills by 20.

    Ghost Skills (Su): Ghost skills are the ability of a Ghost blade to take the form of a ghost. All Ghost skills require a Will save and a fortitude save. The Will save is made at the start of the skill to become incorporeal (DC 14 + class level at which skill is gained), and the Fortitude save is made at the end of the skill to stop being incorporeal (DC 15 + class level at which skill is gained). If the Will save is failed, the skill fails. If the Fortitude save is failed, the skill succeeds, but the ghost blade takes 1 Con burn. This cannot be healed by any means and recovers in 24 hours.
    All ghost skills require a move action or a standard action to use (depending on the skill). If a ghost blade so chooses, they may decide not to use an action of the appropriate type and instead wait (they need not choose the ghost skill at this time). If they do so, they may at any time before their next turn they may use the ghost skill. If they would do so in response to an attack, they must make a Reflex save (DC the attack -10). A natural 20 alway succeeds on these saves.

    Pass: Requires a move action or a standard action. You become incorporeal and may move up to 10 feet in a strait line.

    Cut: Requires a standard action. You make an attack against a target in range using their touch AC.

    Walk: Requires a move action or a standard action. You become incorporeal. You may remain so as long as you desire, but each round after the first causes the DC of the Fortitude save to become corporeal again to increase by 1. In addition, if you fail a Fortitude save to become corporeal, you may choose to take 10 damage and remain incorporeal rather than become corporeal and take 1 con burn. A move action or standard action is required to become corporeal again. If incorporeal, you may use other ghost skills without making the will save, but the fortitude save DC is increased by the number of rounds you have been incorporeal. While incorporeal you can use ghost feats as if you are were a ghost.

    Defend: Requires a standard action. This may only be used in response to a creature within your move range being attacked. You become incorporeal and move to between the creature and its attacker, attempting to block the attack. To block make an attack roll. If higher than the attack roll of attack you are blocking, you succeed, if lower you are hit (If you AC is lower). If you fail fortitude save and choose to remain incorporeal, this skill fails and you do not block the attack (It hits the original target).

    Counter: Requires a standard action. This may only be used in response to being attacked yourself. You become incorporeal and move through the creature to the opposite side before making an attack on them. You are counted as flanking for this attack. You may choose to use the Cut ghost skill for this attack. If you do, increase the Will save DC by 2. If you made no actions since the start of your last turn prior to this skill, you may choose to make a full attack.

    Ghost Life (Su): If you would be killed while corporeal by a method other than old age, you instead become incorporeal at 1 hp. You may not become corporeal until you are at full hp. While in this state, it is as if you were using the ghost skill walk with the exception the the fortitude save to become corporeal only increases by +1 per hour, you can't use ghost skills, and you can't choose to take 1 con burn if you fail the fortitude save, but must loose 10 hp and remain incorporeal. You also count as Undead until you become corporeal again.

    Combat: A ghost blade usually reacts to combat. Often times they wait to use their ghost skills till it is most advantageous.
    Advancement: A ghost blade can advance as a fighter or a rouge. They may also find benefits in advancing as a ghost.
    Resources: There are no particular organizations that a ghost blade can draw on.

    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

    Init +0, Senses: Listen +, Spot +,
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    Speed ft. ( squares)
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    Abilities Str , Dex , Con , Int , Wis , Cha

    Last edited by Owrtho; 2010-01-14 at 03:30 PM.
    Want them to look nice? Have a guide

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew