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Old 04-04-2010, 07:40 PM   Top  -  End  -  #1
Lix Lorn
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Join Date: Feb 2010
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Default (3.5 Base Class, PEACH) The Ghostblade

Ghostblade
’Well, the fight was going fine. We were well into the dungeon, and the sorceress we were after was bound to turn up any minute. Then this guy comes through the wall, drops the spellcasters with a bolt of force, hits me THROUGH my armour with an axe, and promptly collapsed on the floor from spiritual drain. By the time I came to again, the sorceress was feeding the guy a healing potion and our entire party was chained up in the corner. That was a bad day.’

Background-The Ghostblade is a warrior, but one with a unique talent. They siphon off their own spiritual energy, to produce often spectacular effects, at the cost of their own health.
Races-Though a member of any race can be a Ghostblade, it is most common among the more martial humanoid races.
Other Classes-Ghostblades get on well with most classes. Their martial skill gives them common ground with Fighters, their dedication kinship with druids, and their unique abilities tends to make them favoured subjects for Wizards. Sorcerers tend to find them aloof, and Barbarians commonly believe they overthink their plans.
Role-A Ghostblade is primarily a combatant, but their Spirit Share ability can have them serve as a healer in desperate situations. They can be used as spies or even assassins, their ability to assume an incorporeal form allowing them unparalleled infiltration abilities.
Ghostblades in the World-Ghostblades are a rare, but reasonably well known group of beings who seek power through awakening the abilities of the mind and spirit over the body.
Inspiration-Uh. No idea. I wanted an idea, and this was the first good one. XD

Alignment-Any.
Hit Die-d12
Starting Gold-As Fighter
Starting Age-As Fighter
Class Skills-Ghostblades class skills (and the key ability for each skill) are Hide (Dex), Move Silently (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Bluff (Cha), Disguise (Cha), Knowledge (The Planes), Knowledge (Arcana), Knowledge (Psionics), Spot (Wis), Listen (Wis)
Skill Points at 1st level-(4 + Int Modifier) x4
Skill Points per Level-4 + Int Modifier

NAME OF CLASS
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Spirit Bolt
2nd
+1
+0
+3
+3
Ghost Weapon
3rd
+2
+1
+3
+3
Spirit Share
4th
+3
+1
+4
+4
Ghostform (1/day)
5th
+3
+1
+4
+4
Incorporeal Nature
6th
+4
+2
+5
+5
Improved Spiritbolt
7th
+5
+2
+5
+5
Greater Ghost Weapon, Ghostform (2/day)
8th
+6/+1
+2
+6
+6
Versatile Spiritshare
9th
+6/+1
+3
+6
+6
Greater Spiritbolt
10th
+7/+2
+3
+7
+7
Ghostform (3/day)
11th
+8/+3
+3
+7
+7
Spiritmarch
12th
+9/+4
+4
+8
+8
Mighty Ghost Weapon
13th
+9/+4
+4
+8
+8
Ghostform (4/day)
14th
+10/+5
+4
+9
+9
Greater Ghostform
15th
+11/+6/+1
+5
+9
+9
Mighty Spiritbolt
16th
+12/+7/+2
+5
+10
+10
Ghostform (5/day),
17th
+12/+7/+2
+5
+10
+10
Grand Spiritmarch
18th
+13/+8/+3
+6
+11
+11
Mighty Spiritshare
19th
+14/+9/+4
+6
+11
+11
Ghostform (6/Day)
20th
+15/+10/+5
+6
+12
+12
True Incorporeal Nature, True Spiritbolt

Weapon and Armour Proficiencies: Ghostblades are proficient with all simple weapons and one martial weapon of their choice, and with light and medium armour and shields.

Spiritbolt (Su): A Ghostblade may project their spiritual energy as a bolt of almost invisible power. However, this ability drains their own vitality. As a standard action, a Ghostblade may sacrifice any amount of hit points to launch any number of Force rays, dealing total damage of (1d8 plus Cha Modifer) for every 3 hit points sacrificed. A Ghostblade may only sacrifice a total of 3 hit points for each class level they have.
Each ray is treated as a ranged touch attack, with range equal to 100ft plus 10ft/level.
(EG: A Ghostblade sacrifices 6Hp, and fires two rays for 1d8 damage each. Alternatively, they sacrifice 9 hp and fires one ray for 2d8 and another for 1d8.)

Ghost Weapon (Su): Starting at 2nd level, any weapon wielded by a Ghostblade is treated as a Ghost Touch weapon.

Spiritshare (Su): Starting at 3rd level, a Ghostblade may gift some of their own vitality to others, though this is a dangerous technique and the transfer is regularly uneven. They may sacrifice 4 hit points to heal one being of 1d8 + the Ghostblade’s Charisma Modifier hit points. This effect has a range of touch and cannot be used on the Ghostblade themselves, and takes a full round action. A Ghostblade may not heal more hitpoints in one day than a quarter of their total HP times their Charisma modifier.

Ghostform (Su): At 4th level, a Ghostblade gains the ability to transform themself into an incorporeal state once per day. They gain all bonuses and deficits from this subtype. They remain in this form for up to one round/class level, but may end it at any time. All equipment, weapons, clothing and armour they wear at the time the ability is activated become incorporeal with them. This ability drains their vitality slowly-for each minute they remain in this form, they lose one hitpoint. They always lose at least one hit point when using this ability.
At 7th, 10th, 13th, 16th and 19th level, they gain the ability to use this form an additional time per day. (Twice at 7th level, three times at 10th level...)

Incorporeal Nature: Starting at 5th level, the Ghostblade’s spiritual abilities begin to affect their physical body. They gain DR/Magic equal to their class level, and add their class level to the DC of any listen check to hear them. They also gain a Deflection Bonus to AC equal to their Charisma modifier, and they take ¾ damage from falling. At 12th level, this is decreased to ½ damage. Finally, they gain the ability to float one foot above the ground. When doing so, they are treated as if they were walking normally, and may still run, charge, or perform any other action, although they will not trigger pressure plates. These abilities may be removed as a standard action, and reinstated as a free action.

Improved Spiritbolt (Su): Starting at 6th level, a Ghostblade can deal more damage with his spiritual bolts. He may now deal a total of (3d8 plus Cha modifier) force damage for each sacrifice of 5 hit points. It is otherwise identical to the Spiritbolt class feature.
Note that you can combine this ability with the Spiritbolt ability. (Pay 3 points for 1d8 + Cha Modifier and 5 for 3d8 + Cha Modifier for 4d8 + 2(Cha Modifier) total damage)

In addition, these attacks can now damage the targets mental abilities. Any target dealt damage by a spiritbolt must make a will save, with DC equal to 10 + half your class level + your charisma modifier. If this is failed, they suffer 1d2 points of ability damage to Intelligence, Wisdom and Charisma per five dice of damage dealt. (Minimum one per bolt)
(EG: A Ghostblade sacrifices 5Hp and fires three rays for 1d8 damage each. Alternatively, they sacrifice 10Hp and fire one ray for 6d8 damage.)

Greater Ghost Weapon(Su):Starting at 7th level, a Ghostblade gains the ability to enhance the abilities of their weapon. As a standard action, they may count their weapon as having any magical or psionic quality that they could wield without penalty. These abilities last for a number of rounds equal to the Ghostblade’s class level plus their charisma modifier. This ability is highly draining: For each point of enhancement bonus an ability is worth, it costs two hit points to apply to their weapon. This ability may not raise a weapon to a total bonus higher than half their class level.

Versatile Spiritshare(Su): Starting at 8th level, a Ghostblade can better control the fluctuations of their energy when transferring it. Their spiritshare ability now heals the target of 2d6 plus the Ghostblade’s Charisma modifier damage.
In addition, they are capable of draining health from others. This may be used in two ways. If the other character is willing, it works as the above ability, in reverse. (The other character loses 4 HP, and the Ghostblade gains 2d6 plus the other character's Charisma modifier) On a nonwilling character, this is considered a touch attack dealing 2d6 plus the Ghostblade's Charisma modifier damage in negative energy. The Ghostblade regains hit points equal to the damage dealt this way.
The total hit points that can be healed using any form of Spiritshare is now increased to one half of their maximum HP times their Charisma modifier.

Greater Spiritbolt(Su):Starting at 9th level, the Ghostblade’s Spiritbolt is capable of dealing a total damage of (5d8 + Cha Modifier) for each sacrifice of 7 hit points. Note that you can combine this with the Spiritbolt and Improved Spiritbolt abilities.

Spiritmarch (Su): Starting at 11th level, the Ghostblade can warp themselves and their allies through space at an almost instantaneous pace. This functions as the Spell Dimension Door, except where noted here. The maximum range is equal to 50 feet times the Ghostblade’s class level. This ability is highly draining; it deals 2 hit points of damage per creature transported per 100 feet transported. (With a minimum of 2 damage per creature) This ability may be used once per day/every three class levels the Ghostblade has.

Mighty Ghost Weapon: Starting at 12th level, all attacks made by a Ghostblade are treated as touch attacks.

Improved Spiritmarch (Su): Starting at 13th level, a Ghostblade is capable of transporting himself and his allies far further. All ranges specified in Spiritmarch are now in miles rather than feet.

Greater Ghostform: Starting at 14th level, a Ghostblade is so attuned with their spiritual abilities, they may use their Ghostform ability without suffering damage. In addition, their limit to remain in this form is now minutes/level, as opposed to rounds/level.

Mighty Spiritbolt (Su): Starting at 15th level, a Ghostblade has consummate power over their spiritual assaults. For each sacrifice of 11 hit points, they can now deal a total of (7d8 + Cha Modifier) damage. Note that you can combine this with the Spiritbolt, Improved Spiritbolt and Greater Spiritbolt abilities.

Grand Spiritmarch (Su): Starting at 17th level, a Ghostblade may use their Spiritmarch ability to transport themselves and their allies to another plane. Once per day for each 8 class levels they have, they may sacrifice 3HP for each creature they wish to transport, and imitate the effects of Plane Shift.

Mighty Spiritshare (Su) Starting at 18th level, a Ghostblade can aid multiple allies at once. By sacrificing 6 hit points, they may heal a number of creatures equal to their level/4 of (3d8 + Cha modifier) hit points. In addition, when healing a single creature, they now heal (4d8 + Cha modifier) hit points.
When using Spiritshare offensively, they can drain every creature within 5 feet per class level of (2d8 + Cha modifier) hit points, and gain hit points equal to the total daamge dealt. Any hit points over their total starting hit points are gained as temporary hit points. When using Spiritshare to drain a single creature, it now deals (4d8 + Cha Modifier) damage.
The total hit points that can be healed by any form of spiritshare in one day is now increased to the Ghostblade's total hit points times their Charisma modifier.

True Incorporeal Nature: At 20th level, a Ghostblade truly becomes their spiritual self. They gain the incorporeal suctype permanently. Their Ghostform ability now works in reverse; it removes the incorporeal subtype. This ability superceds the Incorporeal Nature ability. (When using Ghostform to become corporeal, they may lose as many or as few of the benefits of Incorporeal nature as they desire.)

True Spiritbolt (Su): At 20th level, a Ghostblade can launch a devestatingly powerful assault at the cost of their own health. A Ghostblade may, as a Full Round Action, drop themselves to a stable state at -9 HP. If they do, they can fire Spiritbolts dealing total damage of (1d8 + Cha modifier) for each hit point lost. This may only be done once per day.

Feats
Spoiler


Comments, please. (Bows, braces self)
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Last edited by Lix Lorn : 06-07-2011 at 05:28 PM.
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Old 04-04-2010, 09:03 PM   Top  -  End  -  #2
PairO'Dice Lost
Firbolg in the Playground
 
 
Join Date: Dec 2008
Location: 
Malsheem, Nessus
Gender: Male
Default Re: (3.5 Base Class, PEACH) The Ghostblade

Interesting concept; it's like the Psion Uncarnate, but for fighters. I like it. Mechanically, a few issues:

Quote:
Class Skills-Ghostblades class skills (and the key ability for each skill) are (Dex), Move Silently (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str)
Skill Points at 1st level-(2 + Int Modifier) x4
Skill Points per Level-2 + Int Modifier
No. No no no no no. Even assuming the first (Dex) has a skill attached, a list of only 6 class skills is far too small. Even the fighter gets 7, and he should have several more than that. On top of that, no class should really have fewer than 2+Int skill points; yes, quite a few classes do, but you're homebrewing already, so you might as well correct that oversight.

Given that a martial character capable of becoming incorporeal is probably pretty sneaky by default, I'd suggest using the rogue or ranger skill list with a few modifications and upping skills to 4 or 6 plus Int.

Quote:
Spiritbolt (Su): Starting at 2nd level, a Ghostblade may project their spiritual energy as a bolt of almost invisible power. However, this ability drains their own vitality. As a standard action, a Ghostblade may launch any number of Force rays, dealing total damage of 1d8 plus their Charisma Modifer for every 4 hit points sacrificed. In addition, these attacks can damage the targets mental abilities. It deals one point of ability damage to Intelligence, Wisdom and Charisma per dice of damage dealt.
Each ray is treated as a ranged touch attack.
(EG: A Ghostblade sacrifices 8Hp, and fires two rays for 1d8 damage each. Alternatively, they sacrifice 12 hp and fires one ray for 2d8 and another for 1d8.)
Is it (1d8+Cha) per 4 points, or 1d8 per 4 points, plus Cha? I'm guessing the former, but the example and phrasing make it less clear.

Other than those two points, I don't see any mechanical problems with the class; the ability progression is smooth, everything seems balanced, and the flavor and mechanics support each other nicely. The only thing I'd suggest would be to find some abilities for the two dead levels, and it would be complete.
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Old 04-05-2010, 11:04 AM   Top  -  End  -  #3
Lix Lorn
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Join Date: Feb 2010
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Originally Posted by PairO'Dice Lost View Post
Interesting concept
Thank you.

Quote:
No. No no no no no. Even assuming the first (Dex) has a skill attached, a list of only 6 class skills is far too small. Even the fighter gets 7, and he should have several more than that. On top of that, no class should really have fewer than 2+Int skill points; yes, quite a few classes do, but you're homebrewing already, so you might as well correct that oversight.

Given that a martial character capable of becoming incorporeal is probably pretty sneaky by default, I'd suggest using the rogue or ranger skill list with a few modifications and upping skills to 4 or 6 plus Int.
(nods) Okay; I'll go trawl the skill lists for some more that fit.

Quote:
Is it (1d8+Cha) per 4 points, or 1d8 per 4 points, plus Cha? I'm guessing the former, but the example and phrasing make it less clear.
It was meant to be the second... but on reflection, the first makes far more sense. I'll clarify that.

Quote:
Other than those two points, I don't see any mechanical problems with the class; the ability progression is smooth, everything seems balanced, and the flavor and mechanics support each other nicely. The only thing I'd suggest would be to find some abilities for the two dead levels, and it would be complete.
Wow. Only three things.
More abilities... I toyed with something where you could sacrifice 4 HP to gain d8 back, but it seemed a little chaotic. Maybe something that gives you a bonus on saving throws? Sacrifice any amount of HP to count yourself as half that many levels higher for the purposes of saving throws?

And thanks again.

EDIT: Done. And I also added a bit to Incorporeal Nature about floating, because... well, it's cool. XD
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Last edited by Lix Lorn : 04-05-2010 at 11:34 AM.
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Old 04-05-2010, 12:09 PM   Top  -  End  -  #4
PairO'Dice Lost
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Originally Posted by Lix Lorn View Post
More abilities... I toyed with something where you could sacrifice 4 HP to gain d8 back, but it seemed a little chaotic. Maybe something that gives you a bonus on saving throws? Sacrifice any amount of HP to count yourself as half that many levels higher for the purposes of saving throws?
Counting as a higher level would make getting a Fort bonus more expensive than a Ref or Will bonus, which may not be what you intended. I'd suggest something that works like an Elan's resistance ability using HP instead of PP, i.e. sacrifice X HP as an immediate action to gain a save bonus equal to X/3 (or some other fraction of X) for 1 round. Call it Spirit Barrier or something like that.

For a second ability you could provide an improved version of Spiritmarch, since that's the only existing ability that doesn't get an upgrade at the moment. Perhaps an ability that transfers you and allies to the Ethereal Plane?
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Old 04-05-2010, 01:11 PM   Top  -  End  -  #5
Lix Lorn
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Good point.

How about one functioning as Plane Shift, and another for some form of Teleport?
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Old 04-05-2010, 02:53 PM   Top  -  End  -  #6
Gandariel
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

wow, i like it. really. it would cost you a fortune in potions (or half the spell slots of your cleric) but it would be cool.

anyway, a couple of questions.

first, since this guy spends life for all his skills, it would be better to make him fight in the BACK row...'cause i mean, after i spend half my life points on a spirit bolt i really don't want to be in the middle of the enemy fighters...
what i'm saying is, noone would risk much life points when there's good chance the enemy is gonna land a big hit on you...
what if instead, the Ghostblade fights with a bow and the spiritbolt ADDS damage to his arrows?

Quote:
Originally Posted by Lix Lorn View Post
Spiritmarch (Su) Starting at 11th level, the Ghostblade can warp themselves and their allies through space at an almost instantaneous pace. This functions as the Spell Dimension Door, except where noted here. The maximum range is equal to 50 feet times the Ghostblade’s class level. This ability is highly draining; it deals 5 hit points of damage per creature transported per 100 feet transported. (With a minimum of 5 damage per creature)(Bows, braces self)
it works only in the short distances, and anyway even assuming you're just transporting the party for a short distance in a dungeon, you get at least 20-25 damage, which is considerable.
Transporting people for longer distances is almost impossible.
and another thing, you spend the same energy to transport a dragon and a cat?


Edit: uuh, last thing.
i don't see why anyone would ever take any more levels after level 15.
but you could fix that adding cool skills (as someone suggested) for the other levels
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Last edited by Gandariel : 04-05-2010 at 02:55 PM.
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Old 04-05-2010, 03:37 PM   Top  -  End  -  #7
ForzaFiori
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Two Ghostblades in the same party could really mess stuff up. They both blow almost all their HP to kill the encounter, then just heal each other back up (provided they both have a CHA of at least 18, which guarantees at least 5 HP gain with spiritshare). They could just go nova every fight, heal up to Max hp, and max-5 hp, then do it again.
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Old 04-05-2010, 04:28 PM   Top  -  End  -  #8
Gandariel
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Originally Posted by ForzaFiori View Post
Two Ghostblades in the same party could really mess stuff up. They both blow almost all their HP to kill the encounter, then just heal each other back up (provided they both have a CHA of at least 18, which guarantees at least 5 HP gain with spiritshare). They could just go nova every fight, heal up to Max hp, and max-5 hp, then do it again.
i didn't figure that out...
you can fix it saying "you can use this skill max x times/day" or making the skill only give temporary hp...
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Old 04-05-2010, 04:55 PM   Top  -  End  -  #9
jiriku
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Interesting. Definitely a unique concept, and realized effectively too.

If I were to offer feedback, you could improve it by addressing the following concerns:

1) All of the hp costs are a little bit high for the benefits provided. In a sort of weird corollary to that, even though the hp costs are high, I don't think the class is well-balanced. The powers are limited by hit point total, rather than caster level or base attack or something similar, and with heavy optimization the class's power increases exponentially. I'll explain (long, spoilered)

Spoiler


2) Looking at the powers line-by line:
Spoiler


3) Big issue: You really don't gain ANY significant abilities at all from 13th-20th level. Needs more dakka. A lot more dakka.
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Last edited by jiriku : 04-05-2010 at 07:15 PM.
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Old 04-05-2010, 05:55 PM   Top  -  End  -  #10
Lix Lorn
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Right. So, in conclusion: Lower the HP costs, put some other limit on them, weaken Ghostform slightly, heighten Spiritshare a little, improve Spiritmarch a lot.

Maybe change Spiritmarch to a distance of miles, more like Teleport, and make it five HP per 50 miles per two medium characters transported? (Two small = one medium, two medium = one large etc?)

Make True Incorporeal Nature allow you to switch between Corporeal and incorporeal at will?

(Oops, I meant to specify standard action for Greater Ghost Weapon)

A Touch Attack ignores Armour. Irrelevant while in Ghostform.

Alright, I'll change the Ghostform to rounds rather than hours, but for the rest I could really use some help. To be completely honest, I don't really know what I'm doing. Help would be appreciated on exact numbers for HP costs and other balancing points, such as the things above.

Also, are there any ideas for nice abilities to fill the empty levels/capstone slots?
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Old 04-05-2010, 06:48 PM   Top  -  End  -  #11
jiriku
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Originally Posted by Lix Lorn View Post
Right. So, in conclusion: Lower the HP costs, put some other limit on them, weaken Ghostform slightly, heighten Spiritshare a little, improve Spiritmarch a lot.
You summed it up rather nicely, yes.

Quote:
Maybe change Spiritmarch to a distance of miles, more like Teleport, and make it five HP per 50 miles per two medium characters transported? (Two small = one medium, two medium = one large etc?)
Perhaps you could break it out into a tiered power. Spiritmarch 1 works more like dimension door, while Spiritmarch 2 resembles teleport, and Spiritmarch 3 (high level) is like etherealness.

Quote:
Make True Incorporeal Nature allow you to switch between Corporeal and incorporeal at will?
That can work...but if you have a ghost touch weapon and ghostform 6/day, how often would you even need to switch? Note that if you're cutting the duration on ghostform down to rounds, howeve, the ability to become permanently incorporeal is quite good, as it becomes the only avenue remaining for all-day ghostliness.

Quote:
A Touch Attack ignores Armour. Irrelevant while in Ghostform.
Ok. An infrequently used ability then, but hugely good when it's used. It's gained at a level where hugely good abilities are appropriate.

Quote:
Alright, I'll change the Ghostform to rounds rather than hours, but for the rest I could really use some help. To be completely honest, I don't really know what I'm doing. Help would be appreciated on exact numbers for HP costs and other balancing points, such as the things above.
If I were to throw out some numbers, I'd say reduce the cost of spiritbolt and spiritshare by 1. Set ghostform to a flat cost of 5 per use. Reduce the cost of greater ghost weapon and spiritmarch by 3. Others might disagree.

Other tweaks to suggest:
  • If ghostform is limited to rounds/level, increase the cap to minutes/level with greater ghostform.
  • You need to specify a range limit for the spiritbolt.
And don't be so hard on yourself! This is excellent work, and uses some clever mechanics. It's one of the few non-spellcasting base classes I've seen homebrewed here that have the potential to be useful in a variety of roles.

Quote:
Also, are there any ideas for nice abilities to fill the empty levels/capstone slots?
Let's see....
  • There's a feat in Libris Mortis that lets incorporeal creatures handle physical objects. You could provide it as a bonus feat.
  • Etherealness, ethereal jaunt, and swift etherealness as supernatural abilities with a hp cost would be good.
  • Ghosts get some interesting abilities that might make useful features like draining touch, malevolence, and telekinesis.
  • An improvement to the Spiritshare ability allowing mass curing would be nice. Even with the extra dice I've suggested, the ghostblade's healing is greatly inferior to a cleric's cure wounds spells, and they're ...rather lacking. You could also reduce the healing to a standard action to use, or even make it usable at close range instead of touch.
  • Grant worn armor and shields the ghost touch enhancement, and perhaps even pay hp to enchant armor with a variety of enhancements (you'd need to place careful restrictions on this, however).
  • FYI, I'd recommend swapping the levels at which Spirit Bolt and Ghost Touch Weapon are gained, since GTW is probably useless at 1st level and SB is definitely not.
  • The ability to drag foes into the ethereal plane would be kind of cool, especially if you could leave them there.
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Old 04-05-2010, 06:51 PM   Top  -  End  -  #12
Lix Lorn
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

(nods slowly)
Right... It's too late for me to do this now, So I'll hope you or someone posts before tomorrow to remind me. Thanks muchly.
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Old 04-05-2010, 07:33 PM   Top  -  End  -  #13
Melayl
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

I really like it! And for a first attempt at homebrewing, this is incredibly good. Sweet flavor, good mechanics, great idea.

As for suggestions, I think jiriku covered everything pretty dang well. Although, if you could get your hands on Ghostwalk, it would likely give you a few ghostly ideas, too.

Keep up the great work!
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Old 04-06-2010, 06:52 AM   Top  -  End  -  #14
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

(nod, blush)
Thanks. Ghostwalk? Is that a sourcebook?
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Old 04-06-2010, 08:06 AM   Top  -  End  -  #15
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Originally Posted by Lix Lorn View Post
(nod, blush)
Thanks. Ghostwalk? Is that a sourcebook?
Yep.
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Old 04-06-2010, 12:50 PM   Top  -  End  -  #16
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

I have...nothing constructive to add (I'm no good at Homebrewing) but I feel obliged to say:

This? This is cool.

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Old 04-06-2010, 03:31 PM   Top  -  End  -  #17
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Default Re: (3.5 Base Class, PEACH) The Ghostblade


YOU realise I say that all the time?
I'm going to hide under my table now...
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Old 04-06-2010, 03:38 PM   Top  -  End  -  #18
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

I love vaguely psionic classes! There are a lot of new and cool abilities, but I'm not really sure where to place them power-wise. Part of me feels that you really should cap that Spiritbolt; might get a little crazy if you have a reckless (and very lucky) player using the Ghostblade.

What kind of weapon/armor proficiencies these guys getting?
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Old 04-06-2010, 04:35 PM   Top  -  End  -  #19
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Oops. Thought I forgot something. DXD
Simple, I think... maybe Martial? Simple and one martial, light and medium armour.
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Old 04-07-2010, 05:33 AM   Top  -  End  -  #20
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Changes done.
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Old 04-07-2010, 03:16 PM   Top  -  End  -  #21
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

True Spiritbolt.
at 20th level the Ghostblade (assuming a +3 con bonus) will have about 200 hp (but probably more, including buffs and ability improving items. but let's say 200).

now. cha bonus: with a +6 ability increasing item, assuming a base 20 cha we have about 26 ... so bonus +7? +8?

now
1 d8 => 4,5 damage +7= 11,5

11,5 x 200 = 2300.

mmh... isnt' it a bit... too much?
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Old 04-07-2010, 04:37 PM   Top  -  End  -  #22
Lix Lorn
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Well, the problem is, if I make it 1d8 for every two HP, it's marginally worse than Mighty Spiritbolt.
Would it be better if it dropped you to -1 not stable? Or how about it just does damage equal to the HP lost?
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Old 04-07-2010, 04:39 PM   Top  -  End  -  #23
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

You forget that they're also literally killing themselves to do that. At 20th level, that's not an unlrealistic amount of damage, especially for the sacrifice they make to do it. And it is once per day. And each of those spirit bolts needs to actually hit to do damage...
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Old 04-07-2010, 04:50 PM   Top  -  End  -  #24
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

They put themself to one hitpoint from death. It looked good on paper, but considering that would clear away pretty much anything, I don't know if it's balanced.
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Old 04-08-2010, 02:17 AM   Top  -  End  -  #25
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Originally Posted by Melayl View Post
You forget that they're also literally killing themselves to do that. At 20th level, that's not an unlrealistic amount of damage, especially for the sacrifice they make to do it. And it is once per day. And each of those spirit bolts needs to actually hit to do damage...
Actually you get one attack roll per target, regardless of how many dice you stack on it.
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Old 04-08-2010, 02:40 AM   Top  -  End  -  #26
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Spiritbolt (Su): A Ghostblade may project their spiritual energy as a bolt of almost invisible power. However, this ability drains their own vitality. As a standard action, a Ghostblade may sacrifice any amount of hit points to launch any number of Force rays, dealing total damage of (1d8 plus Cha Modifer) for every 3 hit points sacrificed. A Ghostblade may only sacrifice a total of 3 hit points for each class level they have. In addition, these attacks can damage the targets mental abilities. It deals one point of ability damage to Intelligence, Wisdom and Charisma per dice of damage dealt.
Each ray is treated as a ranged touch attack, with range equal to 100ft plus 10ft/level.
(EG: A Ghostblade sacrifices 6Hp, and fires two rays for 1d8 damage each. Alternatively, they sacrifice 9 hp and fires one ray for 2d8 and another for 1d8.)
According to this, it is a separate attack for each. Lix will have to tell us which is correct.
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Old 04-08-2010, 02:42 AM   Top  -  End  -  #27
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Spiritbolt (Su): A Ghostblade may project their spiritual energy as a bolt of almost invisible power. However, this ability drains their own vitality. As a standard action, a Ghostblade may sacrifice any amount of hit points to launch any number of Force rays, dealing total damage of (1d8 plus Cha Modifer) for every 3 hit points sacrificed. A Ghostblade may only sacrifice a total of 3 hit points for each class level they have. In addition, these attacks can damage the targets mental abilities. It deals one point of ability damage to Intelligence, Wisdom and Charisma per dice of damage dealt.
Each ray is treated as a ranged touch attack, with range equal to 100ft plus 10ft/level.
(EG: A Ghostblade sacrifices 6Hp, and fires two rays for 1d8 damage each. Alternatively, they sacrifice 9 hp and fires one ray for 2d8 and another for 1d8.)
Emphasis mine.
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Old 04-08-2010, 02:51 AM   Top  -  End  -  #28
Melayl
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

Quote:
Originally Posted by Krazddndfreek View Post
Emphasis mine.
I missed that part. They still need to roll at least 2 attack rolls,then.
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Old 04-08-2010, 02:56 AM   Top  -  End  -  #29
Krazddndfreek
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

If they're attacking two different creatures. I think you can stack all 200 some odd dice onto one attack against one creature.

On another note, I think this class should probably only have average bab, as its main mechanic uses a touch attack. I know he won't always be using it, but it still makes him pretty powerful already.
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Old 04-08-2010, 07:55 AM   Top  -  End  -  #30
Lix Lorn
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Default Re: (3.5 Base Class, PEACH) The Ghostblade

It would be a seperate roll for each, yes.
Medium BAB? Do you think so?
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