being a ghost in a 6th level campaign; a bad idea? [Archive] - Wizards Community

Post/Author/DateTimePost
klode_me

10-30-05, 03:14 PM
is it a bad idea to be a ghost in a 6th level campaign?

Just thought of the master of the unseen hand ghost, but i heard that it isn't as cool as it sounds.

immortality is nice.
SoulGamit

10-30-05, 04:37 PM
depends on how useful incorporealness is in your campaign. If you run into a ghost-touch weapon or the like, your screwed.

A Ghost MotUH pretty much sucks in comparisen to a wizard MotUH because of the metamagic feat chain spell, the larger amount of versatility, and it can use telekinesis every turn, unlike a ghost who can only use it once every 1d4 turns (if I remember correctly). If you want to focus on being a ghost, I'd advise the siren PrC from savage species.
klode_me

10-31-05, 12:49 AM
depends on how useful incorporealness is in your campaign. If you run into a ghost-touch weapon or the like, your screwed.

A Ghost MotUH pretty much sucks in comparisen to a wizard MotUH because of the metamagic feat chain spell, the larger amount of versatility, and it can use telekinesis every turn, unlike a ghost who can only use it once every 1d4 turns (if I remember correctly). If you want to focus on being a ghost, I'd advise the siren PrC from savage species.

Wizards can't use it at will, unless they become epic and take the improved spell capacity feat 3 times(if i remeber correctly).
and then innate spell from CArc.
maybe even better if you took improved spell capacity some times and then make it a chained telekinesis SLA. 1/round.