[Ghostwalk] Step-by-step making of a ghost
Posted: Fri Mar 22, 2013 6:58 am
I just found a thread called Step-by-step making of a ghost? over at Sean K. Reynolds' forums. In the thread Duke Sammael asks for detailed instructions on turning high level PCs into ghosts and Sean K. Reynolds is kind enough to go into detail. I thought I'd repost his reply here:
I've not used Ghostwalk yet, but I think it might be fun to "kill" some well known 3rd Edition NPCs, just to see what happens to their stats when they are converted into ghosts.seankreynolds at Sean K. Reynold's forum wrote:Step 1: Add the template on page 163. This means:Duke Sammael at Sean K. Reynold's forum wrote:What I'd like to see is a step-by-step conversion of an existing (high-level would be good) character into a Ghostwalk ghost, as an example. The sample 1st level dwarf warrior provided in the book isn't particularly helpful.
... change type to outside (incorporeal).
... give it a fly speed of 30 (good) if it's incorporeal.
... give it a deflection bonus equal to its Cha mod (minimum +1)
... give it low-light vision if it doesn't already have it.
... give it no discernable anatomy (immune to crits and such).
... make it incorporeal.
... give it a Str score of -- (none).
... give it a +4 racial bonus on Hide checks.
If they start gaining levels, normally they'd have to take levels in eidolon or eidoloncer, but if you're not running a dedicated Ghostwalk campaign and you're just using the ghost rules that's not necessary.
Duke Sammael wants to use the GW rules in Forgotten Realms, but I think the default Ghostalk options are very interesting, as dead PCs would pretty much need to remain in Manifest until they could level up and learn how to do stuff outside of the city.seankreynolds at Sean K. Reynold's forum wrote:The Ghostwalk book assumes you're adventuring in Manfest and subject to the Manifest Ward, which means:Duke Sammael at Sean K. Reynold's forum wrote:Another point of interest is a ghost wizard. If he doesn't have the appropriate [Ghost] feats, he can't even turn pages, much less prepare spells from a spellbook. Am I missing something, or is Ghostwalk only intended to take place in Manifest (which I have no intention of using), and doesn't support adventuring ghosts - at all?
... you're not incorporeal.
... your ghost-based deflection bonus becomes a natural armor bonus.
... you regain your normal Str score.
If you're not running a Ghostwalk campaign and you don't want to create some place like the Manifest Ward for your campaign, just give the PCs the benefit of the Ghost Hand feat (they can manipulate one item at a time). Or go hog-wild and just let them hold all of their stuff like before. If the point of them running around as ghost is to let them try weird ghosty stuff, it doesn't make sense to screw them out of using their equipment during that time, so....