| Post/Author/DateTime | Post |
|---|---|
| Allthegoodnamesweretaken11-05-06, 01:53 PM | I thought it would be an interesting idea, not only for the good synergys all the charisma based bonuses would obtain but also for the character's personality. A noble paladin who was far too stubborn to die yet and has managed to continue onward for one purpose or another (a lot of things could work here, like dedicating himself to the protection of a person until their death or some such). Furthermore it would present a rather interesting way of subduing opponents without killing them:Ability drain! Why kill the enemy when you can simply drain their Dex till they're paralyzed and take them prisoner (curing the ability damage once they're properly restrained of course)? |
| Fatalis_90211-05-06, 09:08 PM | Interesting, and not too many RP flaws, but you have some pretty big mechanics holes. We're talking mile-wide craters. Yes, ability drain is good, especially for what you propose, but some creatures are immune to it, so there goes some of your money into ghost touch weaponry, though not necessarily armor, as well as the potential for other stuff, not that you need it. Also, you better make sure you clear your cleric's turn undead range, or you are in trouble. +4 or not, you might still be affected. Still, I too have given some thought to playing a ghost character, but not a paladin, more like a fighter ghost, who would take over other's bodies for his own purposes. Maybe that would be better as a rogue, though. Still sounds fun, if you figure out how to fix these clerical issues. |
| TheAnthroDM11-06-06, 02:26 AM | What happens when you Turn Yourself? :eek: |
| Fatalis_90211-06-06, 07:11 AM | Hadn't thought of that. Just one more hole for this guy to patch. |
| Toloran11-06-06, 01:19 PM | What happens when you Turn Yourself? :eek: Technically, you always start with the closest undead to you. Hence, you will always start with yourself XD Its not as bad as you think though since a paladin turns undead as a cleric 3 levels lower. Hence, he would have to roll a 19 or higher on his turning check to be able to affect himself. So assuming a charisma of 22 (18 base and then +4 from being a ghost), thats an average of 16 on your turning check. So its even less then a 50% chance of you being able to turn yourself. |
| Doomed_Penguin11-07-06, 09:09 PM | Perhaps you could clear it with your DM that you become immune to turning by giving up your own ability to turn. As far as roleplaying goes, instead of focusing your divine energy into affecting other undead, you focused on protecting yourself with the divine power granted to you. And yeah, buying ghost touch stuff sucks, at least when you're a rogue ghost, you can pick up the telekinesis ability to do most things that rouges need to do. On the plus side, you don't need much armor... |
| Fatalis_90211-07-06, 09:15 PM | Not quite. On the armor bit. Your DM would be justified in having the occasional marauding creature on the ethereal plane attack you, and they don't get the 50% miss chance versus you for ethereality. If you have no armor, you will be in trouble. |
| TheAnthroDM11-07-06, 10:35 PM | Not quite. On the armor bit. Your DM would be justified in having the occasional marauding creature on the ethereal plane attack you, and they don't get the 50% miss chance versus you for ethereality. If you have no armor, you will be in trouble. Then manifest onto the material plane and avoid it |