| Post/Author/DateTime | Post |
|---|---|
| klode_me10-30-05, 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. |
| SoulGamit10-30-05, 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_me10-31-05, 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. |