| Post/Author/DateTime | Post |
|---|---|
| #1rpalmier82Mar 17, 2009 7:48:33 | I was digging through a pile of old books last week and I came upon my copy of Ghostwalk. I can't remember what really possessed me to purchase this book, but I know when I did, I wasn't into optimizing yet. Now that I am, though, I'm going through this book and wondering what good can really come of it. It all looks like garbage to me. Am I just crazy, or is everything in this book exceptionally underpowered? |
| #2jameswilliamogleMar 17, 2009 8:27:49 | IMO, it sucks. I've seen several places where designers comment that they didn't know what was truly powerful in 3.5, though, and Ghostwalk was really early in 3.x development. So there is that factor. But its still garbage. |
| #3cruMar 17, 2009 8:32:21 | Well, there's the Glove of the Master Strategist for 3600 gp: It acts as a glove of storing and allows the wearer to use a true strike effect once per day. Edit: I just found another item that I like: Chains of Shield Other. For 2200 gp, protect someone with Shield Other once per day? Something that a 200+ hp Barbarian can use to protect squishy friends. |
| #4BloodDragonMar 17, 2009 9:03:54 | I've found it makes a decent book end for the rest of my D&D books due to its Flashy cover. :D |
| #5phoenix00Mar 17, 2009 9:17:12 | there is a slightly better version of the feat improved turning in that book. +2 level instead of +1 and it stacks with improved turning. |
| #6grifter730_dupMar 17, 2009 10:17:56 | Power Lunge is in that book. I believe Ghostwalk is 3.5, whereas Power Lunge in Sword & Fist is 3.0. |
| #7tytalusMar 17, 2009 11:24:25 | It's a pretty crappy book, but I like these bits:
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| #8qosheaMar 17, 2009 14:26:04 | I think that Sherem-Lar and Sherezem-Lar Sorcery might be worthwhile. Have to take them both at 1st level, but a +4 to CHA for determining bonus spells and save DC? Sweet. |
| #9torynMar 17, 2009 20:50:45 | I like the book, but mostly for the Summon Undead spells. That was the first book that I bought with those spells in it. The Bonewalker Prc is cool, as well as the flavor. |
| #10carnivoreMar 18, 2009 5:24:48 | as has already been mentioned..... plus these: Feats: Divine Energy Focus[General](Ghostwalk)Prerequisite: Ability to turn or rebuke undead, Cha 13. Benefit: You gain a +2 bonus on turning checks and turning damage rolls. Treat your cleric level as two higher than normal for the purpose of determining if you destroy or command undead rather than just turning or rebuking them. Twin Sword Style[General](Ghostwalk)Prerequisite: Raised among the elves of Sura-Khiri, Two-Weapon Fighting. Benefit: When fighting with two swords (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can designate a melee opponent during your action and receive a +2 armor bonus to your Armor Class against attacks from that opponent. This armor bonus stacks with the armor bonus from armor and shield. You can select a new melee opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose this bonus. A version of this feat first appeared in the FRCS. Sherem-Lar Sorcery[General](Ghostwalk)Prerequisite: Prerequisite: Female human member of a Bazareene noble family. Benefit: For the purpose of determining bonus spells and the save DCs of spells you cast as a sorcerer treat your Charisma as 2 points higher than its actual value. Your eyes are a strong, clear green, showing your magical heritage. Special: Special: You may take this feat only as a 1st-level character. You can take this feat even if you don't have any levels in the sorcerer class. Sherezem-Lar Sorcery[General](Ghostwalk)Prerequisite: Sherem-Lar Sorcery female human member of a Bazareene noble family. Benefit: For the purpose of determining bonus spells and the save DCs of spells you cast as a sorcerer treat your Charisma as 2 points higher than its actual value. This benefit stacks with the bonus from Sherem-Lar feat. Your eyes are a strong, clear green showing your magical heritage. Special: Special: You may take this feat only as a 1st-level character. You can take this feat even if you don't have any levels in the sorcerer class. Power Lunge[General](Ghostwalk)Prerequisite: Base attack bonus +3, Power Attack. Benefit: A successful attack roll during a charge allows you to add double your normal Strength modifier to the attack's damage, regardless of whether you're using one- or two-handed weapons. You provoke an attack of opportunity from the opponent you charged. Ghost-Touch Spell[Metamagic](Ghostwalk)Benefit: A ghost-touch spell affects only ghosts and does no damage to other creatures. Ghosts are affected whether incorporeal or manifested fully and do not have the benefit of their incorporeal miss chance. This metamagic feat works only on spells that deal damage. For example, a ghost-touch fireball cast by a 5th-level wizard deals 5d6 points of fire damage to ghosts, but is harmless to any other creatures in the area. Damaging spells with additional effects nor related to damage (such as the ability of a wall of ice to function as a barrier) still affect non-ghosts (but if a non-ghost passed through an opening in the wall of ice, he would nor take any damage from the spell). A ghost-touch spell takes up a slot of the same level as the spell's actual level. Frightful Presence[General](Ghostwalk)Prerequisite: Cha 15, Intimidate 9 ranks. Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons. Forceful Staff Style[General](Ghostwalk)Prerequisite: Improved Unarmed Strike, Weapon Focus (quarterstaff). Benefit: You may use your quarterstaff to perform your stunning attack. If you succeed in stunning your opponent with quarterstaff attack, you may immediately perform bull rush against that opponent as if you had not used your melee attack to hit the opponent with your staff. If you have multiple attacks, you may attack before and after the bull rush, as long as you did not move more than 5 feet. If you move more than 5 feet in round, you cannot follow up an attack with a bull rush in this manner. For example, Jelana of Kreel is an 8th-level monk who gets two attacks at base attack bonuses of +6 and +1. In the current round, she attempts to make stunning attack with her quarterstaff. She succeeds and the opponent is stunned, so she can immediately attempt a bull rush against the stunned opponent, so she moves only the initial 5 feet, she may still use her second attack at a base attack bonus of +1 against the stunned opponent or anyone in her new threatened area. Normal: Normal: See Bull Rush in Chapter 8 of the Player's Handbook. Extra Favored Enemy[General](Ghostwalk)Prerequisite: Base attack bonus +5, at least one favored enemy Benefit: You add an extra favored enemy to your list (see Table 3-14 in the Player's Handbook) beyond your normal allotment. Initially, you gain the standard +1 bonus on damage and the usual skill checks against this new favored enemy. When you advance beyond the level at which you gained Extra Favored Enemy, this bonus increases in the same way other favored enemy bonuses do. For example, suppose you select goblinoids as your favored enemy when you are a 1st-level ranger and magical beasts as your second when you reach 5th level. Then you take Extra Favored Enemy as your feat at 6th level and select aberrations. At this point, you have a +2 bonus against goblinoids and a +1 bonus against both magical beasts and aberrations. When you reach 10th level, the bonuses rise to +3 against goblinoids and +2 against magical beasts and aberrations. Dancing Blade[Fighter](Ghostwalk)Prerequisite: Proficient in rapier, Perform (dance) 1 rank, base attack bonus +1. Benefit: When fighting with a rapier with the full attack action, you gain a +1 bonus on attack rolls with that weapon. Circle Magic[General](Ghostwalk)Prerequisite: Divine spellcaster with Galaedros as a patron deity. Benefit: You may participate in circle magic. You gain a +2 bonus on Survival checks. :D |
| #11cruMar 18, 2009 6:11:57 | Dancing Blade[Fighter](Ghostwalk)Prerequisite: Proficient in rapier, Perform (dance) 1 rank, base attack bonus +1. What's so great about this? It's worse than Weapon Focus. Or simply the fact that is stacks with Weapon Focus? |
| #12EndarireMar 18, 2009 12:23:49 | The most interesting part of the book is the notion that ghosts regularly interact with living people. I know too little of the rest to fairly comment. |
| #13phaedrusxyMar 18, 2009 12:39:48 | Divine Energy Focus[General](Ghostwalk)Prerequisite: Ability to turn or rebuke undead, Cha 13. Wow... that's a very nice feat for some builds! Beats the crap out of Improved Turning (which isn't hard, I know). This would lower the needed level to start a spawn army by two levels. :D |
| #14Kn1vesMar 18, 2009 16:50:44 | The True Silver weapon enchantment seemed nice, +1 for a silver weapon with no damage penalty and the ability to sneak attack and crit ghosts is pretty nice. |
| #15phoenix00Mar 18, 2009 18:05:23 | Circle Magic[General](Ghostwalk)Prerequisite: Divine spellcaster with Galaedros as a patron deity. Wow this version of circle magic is awesome. It is like the other versions of circle magic except your caster level can only go up to twenty, and it only works with divine worshipers (of any class) of Galaedros. Here is the awesome part, it is avaliable at level 1, and you can be a circle leader just by taking this feat. In other words you can start circle magic at any level, level 1, or at level 6 when you first gain leadership. |
| #16phaedrusxyMar 18, 2009 18:27:12 | Caster level can only go up to 20? In a low level game, this might be better. But otherwise, the other versions are definitely better. |
| #17flawless_pMar 18, 2009 18:33:27 | I think that Sherem-Lar and Sherezem-Lar Sorcery might be worthwhile. True but its got some hefty limits, character must be female and must be a member of a specific family, the glowing green eyes may cause trouble with RP and it only affects sorc spells |
| #18phoenix00Mar 18, 2009 18:41:23 | Caster level can only go up to 20? In a low level game, this might be better. But otherwise, the other versions are definitely better. I am currently thinking low level archivist shadowcraft mage if you drop the gnome race bit. Remember you can get your followers to donate spells so you can "heighten" a spell. The other versions don't allow you to be the circle leader until level 10 or so. |
| #19KerrusMar 19, 2009 18:25:10 | Ghostwalk is technically third edition, as its printing date is literally a couple weeks before the release of 3.5 You'll notice it references skills that have been folded down- intuit direction and wilderness lore became survival, which made some of the PrCs fantastically easy to qualify for. That being said, it's an interesting book- sure, it's technically 3.0, but considering how very close it was released to 3.5, it might as well be 3.5- it certainly looks it compared to the other 3.0 books I have. Content wise, it's interesting. It provides a frankly unique concept, and some useful material, even if the classes and feats are kind of bleh. I myself picked up a copy today- I would have otherwise ignored it if not for having seen this thread earlier. There's also the fact that the place was selling it at half US cover price, so it wasn't so big an expenditure, and while it probably won't see use in my current campaign, it does have some nice materiel for the future. |
| #20insane_ailurophileMar 19, 2009 20:45:46 | Ghostwalk is technically third edition, as its printing date is literally a couple weeks before the release of 3.5 An update was provided here. |
| #21dr_rocktopusMar 19, 2009 21:06:52 | Every time I see it I consider using it. Now, all else aside, if you're running a game without res spells, or where res spells are prohibitively rare, it becomes a much more interesting book. I just don't think my players would be down for it though. |
| #22KerrusMar 19, 2009 21:33:49 | It has some neat things. Green Tooth Necklace: While the first item of its kind may have actually been made from one of the teeth of Saurivadartak the Green, there are easier methods of creating such an item. A six-inch tooth worn on a braided copper necklace, this item protects the wearer from 15 points of acid damage per round (as a ring of minor elemental resistance). It also allows the wearer to speak and understand Draconic, grants a +10 competence bonus on Diplomacy checks involving dragons, and gives a +3 resistance bonus on Will saving throws. Caster Level: 5th; Prerequisites: Craft Wondrous Item, Tongues, protection from energy, resistance; Market Price: 26,000 gp; Weight: — Particularly |
| #23pithicaMar 20, 2009 10:32:24 |
I thought this was going to be a really good find when paired up with something like the the Arcane Hunter ACF, since spellcasting is an Extraordinary Ability, and this would effectively give you your FE bonus to all saves vs arcane spells. However, looking at the actual text of the feat, it unfortunately specifically takes spells cast from class levels out of the equation. |
| #24true_shinkenMar 20, 2009 11:22:00 | I thought this was going to be a really good find when paired up with something like the the Arcane Hunter ACF, since spellcasting is an Extraordinary Ability, and this would effectively give you your FE bonus to all saves vs arcane spells. However, looking at the actual text of the feat, it unfortunately specifically takes spells cast from class levels out of the equation. It's still pretty good for guys with favored enemy (evil). |
| #25pithicaMar 20, 2009 11:40:39 | It's still pretty good for guys with favored enemy (evil). Oh I wasn't trying to imply I thought it sucked or there weren't still uses for it. I just read his description and thought, OMGWTFBBQ for a second, until the actual rules shot my idea down. |
| #26true_shinkenMar 20, 2009 12:30:54 | Oh I wasn't trying to imply I thought it sucked or there weren't still uses for it. I just read his description and thought, OMGWTFBBQ for a second, until the actual rules shot my idea down. Ah, I see. Happend to me all the time. The worst was when I thought ToM's supernatural ability enhancing feats could be applied to a Soulknife's mindblade. |