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| rax9903-18-08, 02:11 PM | This is a base class I whipped up based on the ghost entry from the moster manual. I thought it was pretty interesting, but it might not be. Anyways, the main attribute for this guy is charisma, which governs a lot of things, including his deflection bonus while he is a ghost. Let me know if you think he is overpowered, especially the last ability. Phantom Warrior Phantom Warriors are unique individuals blessed, or cursed in their opinion, with the ability to temporarily transform into ghosts and gain all of the powers associated with this transformation. With time, they can become even more powerful than natural ghosts. In appearance, they look different than others of their race. They may have pale skin or eyes, or an odd looking hair color, to name some differences. Although no one knows exactly how these people gain their powers, the most widely accepted theory is that a ghost uses its malevolence ability on a pregnant mother, and her child gains ghostly powers. Another theory that is widely accepted is that fiendish or celestial forces, or even gods, endow people with this power in an attempt to gain minions and agents to do their bidding on the material planes. Some have said that it is likely that ghosts who create Phantom Warriors do so to gain a minion. Most Phantom Warriors more than likely don’t wish to have their powers, but use them anyway. Because of their powers, and odd appearance, Phantom Warriors are often social outcasts, despite their good personalities. Phantom Warriors who were endowed with their powers by a celestial or fiend are often sought out by that celestial or fiend to do their bidding. Although the Phantom Warrior may dislike or hate the outsider for giving him his weird powers, he sometimes doesn’t have a choice in the matter. Races: Most races are equally as likely to have Phantom Warriors as others. Alignment: Any, although most Phantom Warriors sway towards Neutral in Evil vs. Good Adventuring: Most adventure to try and develop their powers. Some may have been chased out of their hometowns due to their powers and appearance. Other classes: Phantom Warriors don’t get along well with clerics or paladins, as they see them as minions of the gods who cursed them with their powers. They see fighters and barbarians as too brutish and quick to violence. They get along well with rouges and bards. They respect wizards and sorcerers for their arcane powers, and respect rangers as well. Phantom Warriors dislike druids the most, for druids intentionally seek solitude, whereas Phantom Warriors are often chased away, despite their best attempts at friendship. Hit die: d8 Skill Points: 2 (x4 at first level) Class Skills: Hide, Move Silently, Listen, Intimidate, Knowledge (The planes), Diplomacy, Forgery, Use magic device, Tumble, Bluff Class Features: Code:Level BAB Fort Reflex Will Special 1 0 0 2 2 Ghost Transform, 1 minute 2 1 0 3 3 Telekinesis, Ghost touch weapon 3 2 1 3 3 Immediate Transform, Transform 2 minutes 4 3 1 4 4 Lesser corrupting gaze 5 3 1 4 4 Transform 3 minutes, Weird aura 6 4 2 5 5 Ethereal Jaunt 7 5 2 5 5 Transform 4 minutes 8 6 2 6 6 Corrupting Touch +1d6 9 6 3 6 6 Transform 5 minutes 10 7 3 7 7 Corrupting Touch +2d6 11 8 3 7 7 Transform 6 minutes 12 9 4 8 8 Animate Object 13 9 4 8 8 Transform 7 minutes, Corrupting Gaze +1d10 14 10 4 9 9 Quickened Transformation 15 11 5 9 9 Transform 8 minutes, Draining Touch = 1d8 16 12 5 10 10 Corrupt Weapon 17 12 5 10 10 Transform 9 minutes 18 13 6 11 11 Corrupting Touch +3d6, Positive or Negative 19 14 6 11 11 Transform 10 minutes 20 15 6 12 12 Corrupting Gaze +2d10, Rejuvenation Ghost Transform (Su): At first level, a Phantom Warrior gains the ability to temporarily transform into a ghost. They take on all of the abilities of ghosts from the Monster Manual entry, including being incorporeal and being undead. When a PW transforms, he is automatically manifested, and can use any of a ghost’s special abilities, including corrupting gaze, corrupting touch, frightful moan, draining touch, and malevolence. Any weapons, items, or armor, becomes transformed with the PW. He may transform as many times a day as he want, but may only transform for a maximum of 1 minute. This total increases by another minute every other level. Transforming is a move action that doesn’t invoke at attack of opportunity. The only differences between ghost abilities and PW abilities are as follows: The PW may use his telekinesis every round as a standard action The PW may not use the Rejuvenation ability. The PW's hitpoints remain the same as his physical form. You do not reroll hitpoints. The save DC of any ability the PW uses are 10 (or his class level, whichever is higher) +his charisma modifier. If a PW’s health is below 0 hitpoints in his transformed state, the PW instantly reverts to his real form. Telekinesis: At 2nd level, a PW may use telekinesis as a spell-like ability as a standard action. There is not limit to how many times he may use this. Caster level is equal to the PW’s class level. Ghost Touch weapon (Su): At 2nd level, any weapon or natural weapon a PW uses is treated as a ghost touch weapon. In addition, when a PW is transformed, his weapon can still hit corporeal opponents. Immediate Transform (Ex): When a PW is under attack, he may take an immediate action and instantly transform into a ghost for a moment. For example, a mundane sword would go through the PW. After the attack, the PW changes back to his real form. This ability may only be used on one attack, and once per encounter. This ability subtracts one round from the PW’s total transformation time. Lesser Corrupting Gaze (Su): At 4th level, a PW may use his corrupting gaze in his corporeal form to a lesser effect. The gaze attack does either 2d10 damage or 1d4 charisma damage, but not both. Weird Aura (Su): At fifth level, a PW exudes a strange aura that affects those around him. People sense the strangeness of the Phantom Warrior. All skill checks that use a person’s charisma modifier take a –2 when the person is within 10 ft of the PW. Ethereal jaunt: At 6th level, a PW may use Ethereal Jaunt as a spell-like ability. He may use it a total of rounds equaling his class level + his charisma modifier. Corrupting Touch (Su): At eighth level, when a PW is transformed, his corrupting touch ability gains an extra d6 to damage. This happens again at 10th and 18th level. Animate Object: At 12th level, a PW may use animate object as a spell-like ability. His caster level is equal to his class level. He may use this ability every ??? times per day. Corrupting Gaze (Su): At 13th level, a PW gains an extra 1d10 damage to his corrupting gaze, in his transformed state. Quickened Transformation (Su): At 14th level, a PW can transform into a ghost as a swift action. Draining Touch (Su): At 15th level, a PW using his ability drain ability uses a d8 instead of a d4. Corrupt Weapon (Su): At 16th level, a PW may channel his corrupting touch damage into his weapon and add that damage with his weapon damage. This is a move swift action that doesn’t provoke an attack of opportunity. Positive or Negative (Su): At 18th level, a PW may choose for his corrupting touch to deal positive or negative damage at half of his normal damage. Rejuvenation (Su): At 20th level, a Phantom Warrior can even escape death. Whenever a PW fall below zero hitpoints, as long as he is stable, he may take a single free action to transform. As long as he has any transformation time left. When a PW transforms when he has negative hitpoints, he essentially evaporates, and returns to life after 3d4 days at a previously determined location. When the PW comes back to life, he has 1 hit point and is exhausted. The PW must set his spawning point by meditating in the location for 24 hours without being disturbed. When the PW uses this ability, he leaves all of his items in the place before he used it. For example: Bob uses Rejuvenation in a dungeon, and after 3 days, he comes back to life in his house. All of Bob’s items are still in the dungeon. When Bob comes back to life, he is completely naked, because he lost all of his items using Rejuvenation. |
| rax9903-18-08, 07:08 PM | bump |
| rax9903-19-08, 10:51 AM | bump |
| teshen03-19-08, 11:39 AM | Phantom Warrior Hit die: d8 Skill Points: Int modifier + 2 (x4 at first level) Class Skills (and the stat for each): Bluff (Chr), Diplomacy (Chr), Forgery (Int), Hide (Dex), Intimidate (Chr), Knowledge (Planes) (Int), Listen (Wis), Move Silently (Dex), Tumble (Dex), and Use magic device (Chr) Level BAB Fort Reflex Will Special 1 0 0 2 2 Ghost Transform, 1 minute 2 1 0 3 3 Telekinesis, Ghost touch weapon 3 2 1 3 3 Immediate Transform, Transform 2 minutes 4 3 1 4 4 Lesser corrupting gaze 5 3 1 4 4 Transform 3 minutes, Weird aura 6 4 2 5 5 Ethereal Jaunt 7 5 2 5 5 Transform 4 minutes 8 6 2 6 6 Corrupting Touch +1d6 9 6 3 6 6 Transform 5 minutes 10 7 3 7 7 Corrupting Touch +2d6 11 8 3 7 7 Transform 6 minutes 12 9 4 8 8 Animate Object 13 9 4 8 8 Transform 7 minutes, Corrupting Gaze +1d10 14 10 4 9 9 Quickened Transformation 15 11 5 9 9 Transform 8 minutes, Draining Touch = 1d8 16 12 5 10 10 Corrupt Weapon 17 12 5 10 10 Transform 9 minutes 18 13 6 11 11 Corrupting Touch +3d6, Positive or Negative 19 14 6 11 11 Transform 10 minutes 20 15 6 12 12 Corrupting Gaze +2d10, Rejuvenation Class Features Weapons and Armor A Phantom Warrior is proficient with light armor and all simple and martial weapons. Ghost Transform (Su) At first level, a Phantom Warrior gains the ability to temporarily transform into a ghost. They take on all of the abilities of ghosts from the Monster Manual entry, including being incorporeal and being undead. When a PW transforms, he is automatically manifested, and can use any of a ghost’s special abilities, including corrupting gaze, corrupting touch, frightful moan, draining touch, and malevolence. Any weapons, items, or armor, becomes transformed with the PW. He may transform as many times a day as he want, but may only transform for a maximum of 1 minute. This total increases by another minute every other level. Transforming is a move action that doesn’t invoke at attack of opportunity. The only differences between ghost abilities and PW abilities are as follows: The PW may use his telekinesis every round as a standard action The PW may not use the Rejuvenation ability. The save DC of any ability the PW uses are 10 (or his class level, whichever is higher) +his charisma modifier. If a PW’s health is below 0 hitpoints in his transformed state, the PW instantly reverts to his real form. Telekinesis At 2nd level, a PW may use telekinesis as a spell-like ability as a standard action. There is not limit to how many times he may use this. Caster level is equal to the PW’s level + his charisma modifier. Ghost Touch weapon (Su) At 2nd level, any weapon or natural weapon a PW uses is treated as a ghost touch weapon. In addition, when a PW is transformed, his weapon can still hit corporeal opponents. Immediate Transform (Ex) When a PW is under attack, he may take an immediate action and instantly transform into a ghost for a moment. For example, a mundane sword would go through the PW. After the attack, the PW changes back to his real form. This ability may only be used on one attack, and once per encounter. This ability subtracts one round from the PW’s total transformation time. Lesser Corrupting Gaze (Su): At 4th level, a PW may use his corrupting gaze in his corporeal form to a lesser effect. The gaze attack does either 2d10 damage or 1d4 charisma damage, but not both. Weird Aura (Su) At fifth level, a PW exudes a strange aura that affects those around him. People sense the strangeness of the Phantom Warrior. All skill checks that use a person’s charisma modifier take a –2 when the person is within 10 ft of the PW. Ethereal jaunt At 6th level, a PW may use Ethereal Jaunt as a spell-like ability. He may use it a total of rounds equaling his class level + his charisma modifier. Corrupting Touch (Su) At eighth level, when a PW is transformed, his corrupting touch ability gains an extra d6 to damage. This happens again at 10th and 18th level. Animate Object At 12th level, a PW may use animate object as a spell-like ability. His caster level is equal to his class level + his charisma modifier. He may use this ability every 3d4 rounds. Corrupting Gaze (Su) At 13th level, a PW gains an extra 1d10 damage to his corrupting gaze, in his transformed state. Quickened Transformation (Su) At 14th level, a PW can transform into a ghost as a swift action. Draining Touch (Su) At 15th level, a PW using his ability drain ability uses a d8 instead of a d6. Corrupt Weapon (Su) At 16th level, a PW may channel his corrupting touch damage into his weapon and add that damage with his weapon damage. This is a move swift action that doesn’t provoke an attack of opportunity. Positive or Negative (Su) At 18th level, a PW may choose for his corrupting touch to deal positive or negative damage at half of his normal damage. Rejuvenation (Su) At 20th level, a Phantom Warrior can even escape death. Whenever a PW fall below zero hitpoints, as long as he is stable, he may take a single free action to transform. As long as he has any transformation time left. When a PW transforms when he has negative hitpoints, he essentially evaporates, and returns to life after 3d4 days at a previously determined location. When the PW comes back to life, he has 1 hit point and is exhausted. The PW must set his spawning point by meditating in the location for 24 hours without being disturbed. When the PW uses this ability, he leaves all of his items in the place before he used it. For example: Bob uses Rejuvenation in a dungeon, and after 3 days, he comes back to life in his house. All of Bob’s items are still in the dungeon. When Bob comes back to life, he is completely naked, because he lost all of his items using Rejuvenation.First, make it pretty. Then we'll talk about balance issues... which there may be many giving a player access to incorporal and undead traits at first level... and he can get instantly killed by a decent turn undead roll. |
| rax9903-19-08, 06:52 PM | First, make it pretty. Then we'll talk about balance issues... which there may be many giving a player access to incorporal and undead traits at first level... and he can get instantly killed by a decent turn undead roll. I thought that turn undead only made undead flee? Plus, ghosts do have a +4 on turn resistance. |
| rax9903-20-08, 10:49 AM | bump |
| Satyrus03-20-08, 04:54 PM | Like teshen said making it pretty can be the differene between getting feedback and having people be too lazy to give it a second look becasue the table's a pain. In case you don't know I believe the way to format a table and get it to line up is: Code: then bracket code bracket then paste in table and finally close it with bracket backslash code bracket Ok now for the class, the ghost transformation is far too powerful at first level. For ten rounds you are an ability draining machine. Draining Touch would be the only thing used becasue most enemies would have at least one low score and being able to touch attack a creature for 1d4 ability damage every turn could easily render enemies useless. Especially with a perfect 30 ft. fly speed and a 50% miss chance against the PW. I won't even touch the other abilities right now, except malevolence. That ability is Extemely Powerful, becasue at first level you could potentially take over anything if you managed to restrain it and then each day tried to use malevoence on it until it got a 1 on the will save. Get rid of that power at 1st level and save it for much, much later. A couple other things. When the PW transforms does it reroll HP becasue of the d12 for being undead? tenshen is right about undead being able to be destroyed by a turn undead attempt. A cleric can destroy undead if the cleric has twice as many levels as the undead has HD. Plus the flip side of evil clerics means you could be forced into servitude, at least until you were forced to transform back. The 2nd level telekinesis would be alright if it weren't for the +charisma modifer. That would mean at 20th level you'd get a telekinesis cater level 20+cha mod while a wizard would only have it at level 20 without a feat. A non-caster that can cast a more powerful spell than full-caster can makes no sense. Why is animate object even there? It doesn't make sense and doesn't fit the flavor. I'm guessing it was a filler. As of right now I'd work on scaling back pretty much every ability from the transformation. The progression of a quicker transformation is ok but the powers themselves are too powerful. I'd suggest starting with only a few very limited number of ghost abilities(probably weakened as well) and then add and increase the existing abilities until they're up to full strength. Not sure when full-power should be but probably mid-level like 13 or so. Keep improving it, I have a similar class called the Shadewalker on the forums, but it focuses more on stealth and draining than transformation though it can eventually do that as well.;) -Satyrus |
| teshen03-20-08, 07:21 PM | You are asking someone for input... for help... when you post something. Make it easier to follow and easier on the eyes and you'll get more responses, as Satyrus explained. I thought that turn undead only made undead flee? Plus, ghosts do have a +4 on turn resistance. Well, that can happen... but most undead focused clerics can do better. Destroying Undead If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn. . . . Sun Domain Granted Power Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. There's also the feat heightened turning... it could do it I think... although I suppose I should double check. |
| rax9903-23-08, 09:07 PM | Sorry I haven't posted in a while, but Easter and stuff. Ok, everyone keeps saying to fix the table, so I'll work on that. Sorry, I'm kind of a noob at this stuff. Now for questions. Satyrus: Hmm, I didn't really think about ability drain abuse at the time. What if I limited the number of times you can use that ability per encounter, or something like that. Malevolence, hmm, I'll think about that. My thinking on HP is that it will just stay the same during transformation. Animate object is there, just because I thought it might go with the whole "ghost flavor" When I think of ghosts, I think of them throwing things around, which is obviously where telekinesis came from, but I thought this could be like a super telekinesis or something. teshen: I guess for being destroyed or forced into servitude by clerics, could we say the PW would be forced out of the transformation, and couldn't transform again for a while? |
| Satyrus03-24-08, 03:21 PM | Sorry I haven't posted in a while, but Easter and stuff. Ok, everyone keeps saying to fix the table, so I'll work on that. Sorry, I'm kind of a noob at this stuff. Looks like you got the table fixed :D just try and remember the format for future classes you might post. Satyrus: Hmm, I didn't really think about ability drain abuse at the time. What if I limited the number of times you can use that ability per encounter, or something like that.Something like that sounds like a good idea, but if you do mutiple uses per encounter therir should be some way to keep the PW from using all of them on a single creature, like some really strong creature with one stat at 10. I suggest a will save on the targets part to supress the damage, or maybe give them a save after each sucessful drain and if they make the save they can't be affected by the same PW's Draining Tounch Ability for 24 hours. Malevolence, hmm, I'll think about that. You could limit it by only allowing malevolence to be used on creatures with the same number of HD or less than the PW has. My thinking on HP is that it will just stay the same during transformation. Ok, just trying to clear that up, just make sure you specify that. Animate object is there, just because I thought it might go with the whole "ghost flavor"Personally, I don't see how an undead giving life to formerly inanimate objects fits a ghost flavor, but hey it's your class if you think it fits go for it. A word of caution though, the sme deal with telekineseis about the higher casting level. Using it every 3d4 rounds seems really strong too. I'm inbetween classes right now so I don't have the PHB infront of me to check the spell. When I think of ghosts, I think of them throwing things around, which is obviously where telekinesis came from, but I thought this could be like a super telekinesis or something. Hmm, again I don't have the PHB in front of me to look at the limits of telekinesis. I'm worried that it may be sused for doing things other than throwing objects and that is what might unbalance the class. teshen: I guess for being destroyed or forced into servitude by clerics, could we say the PW would be forced out of the transformation, and couldn't transform again for a while? That sounds like a good idea to me, you just have to figure out how long they'd be without it. Teshen might have some ideas. I'll try and gett back to this later tonight once I'm done with classes and look at the spells.:) -Satyrus |
| rax9903-24-08, 04:47 PM | Satyrus, thanx for the feedback. And yeah, I finally got the class looking all pretty. Now for concerns... Concerning ability drain abuse, I don't really like the idea of a save against it, but you are probably right about limiting the draining touch against a single opponent. Idk, more to think about, I guess. I like your idea about malevolence, but do you think I should use that in addition to pushing malevolence farther back on level progression? As for animate object, maybe that only fits the ghost flavor in my strange little world, but I'd like to keep it. But, yeah, I agree that 3d4 rounds is too strong now that I look at it. I'm tempted to say that the PW could use animate object a number of times per day based on charisma mod. What about that? About being forced out of a transformation by a cleric: I think ten minutes is a good time enough to wait to transform again. The encounter will probably be over by then, so I think that would work. Ok, as of now, I am also editing my original post and clarifying somethings, like HP and I'm changing the telekinesis and animate object caster levels, to just the class levels. |
| rax9903-25-08, 05:21 PM | :bump: |
| Satyrus03-26-08, 12:26 AM | :) Sorry for the delay It's getting busy on my end. I'll try and get those spell critiques in soon. |
| rax9903-26-08, 09:46 PM | bump |
| Satyrus03-28-08, 02:11 PM | Since I'm putting off my homework anyway, I guess I should at least do something productive.:D Concerning ability drain abuse, I don't really like the idea of a save against it, but you are probably right about limiting the draining touch against a single opponent. Idk, more to think about, I guess.Well if you don't like saves then what about a number of times per encounter based on the Cha modifier. As to limiting it's use against individual opponents I can't really think of much else that would not be overly complicated. I'll keep thinking though. I like your idea about malevolence, but do you think I should use that in addition to pushing malevolence farther back on level progression? Yes I would still push it back, being able to take over a creature's body at first level, even with only one HD is can still be game-breaking. Taking over a house servant of a king and then coup de grace them in their sleep. It's just too powerful at low levels. As for animate object, maybe that only fits the ghost flavor in my strange little world, but I'd like to keep it. But, yeah, I agree that 3d4 rounds is too strong now that I look at it. I'm tempted to say that the PW could use animate object a number of times per day based on charisma mod. What about that?That sounds like a good idea considering that as soon as you gain access to the power you can animate 12 small objects for 12 rounds or 1 huge object/1 large object for 12 rounds. Actually you might just be better off giving it a flat number of times per day to avoid a mob of candlesticks/brooms/chairs ect. About being forced out of a transformation by a cleric: I think ten minutes is a good time enough to wait to transform again. The encounter will probably be over by then, so I think that would work.Ten minutes seems reasonable for in-game purposes, but for the purpose of role-playing it seems a bit short. A cleric that would have destroyed a normal ghost only handicaps you for ten minute instead of obliterating your soul? I think it might be a better idea to make it an hour, the length of time some casters need to replenish spells. Ok now for telekinesis. It's actually not as bad as I thought it might be. The only really powerful part would be the number of things you could fling in a single round at higher levels. But as long as the enemies are close to the same CR it shouldn't be too much of a problem since they get a save. Of course the whole hide in the wall and fling people might come into play. -Satyrus |
| rax9903-29-08, 12:28 PM | Since I'm putting off my homework anyway, I guess I should at least do something productive.:D Well if you don't like saves then what about a number of times per encounter based on the Cha modifier. As to limiting it's use against individual opponents I can't really think of much else that would not be overly complicated. I'll keep thinking though. Yes I would still push it back, being able to take over a creature's body at first level, even with only one HD is can still be game-breaking. Taking over a house servant of a king and then coup de grace them in their sleep. It's just too powerful at low levels. That sounds like a good idea considering that as soon as you gain access to the power you can animate 12 small objects for 12 rounds or 1 huge object/1 large object for 12 rounds. Actually you might just be better off giving it a flat number of times per day to avoid a mob of candlesticks/brooms/chairs ect. Ten minutes seems reasonable for in-game purposes, but for the purpose of role-playing it seems a bit short. A cleric that would have destroyed a normal ghost only handicaps you for ten minute instead of obliterating your soul? I think it might be a better idea to make it an hour, the length of time some casters need to replenish spells. Ok now for telekinesis. It's actually not as bad as I thought it might be. The only really powerful part would be the number of things you could fling in a single round at higher levels. But as long as the enemies are close to the same CR it shouldn't be too much of a problem since they get a save. Of course the whole hide in the wall and fling people might come into play. -Satyrus About ability drain, that sounds like a good idea. We may have to just say that you can only use the ability against an opponent once. Alright, so I'll push malevolence back and change the description. Although, I didn't really think about what you mentioned. But I don't really think that would be a great issue. I mean, at max, you could only occupy the person's body for ten minutes. And yeah, an hour sounds pretty good now that you mention the roleplaying aspect. I didn't think about that at the time. Allright, I'll make the changes pretty soon. |