Ghostwalk - 3.5e

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4/3/03

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Only spells such as dimensional anchor can thwart this instantaneous transport, and a ghost who is prevented from answering the Calling in this manner becomes aggressive and irrational.

ALL ABOUT GHOSTS

CHAPTER 1:

Bringing Back the Dead

Most of the trauma involved in being restored to life comes from the removal of the creature’s soul from the True Afterlife. If a dead person’s ghost or soul is nearby, that aspect of the trauma is absent. This means that if raise dead or resurrection is cast within the Manifest Ward, the recipient is restored to life as normal, except that no level loss occurs (or, if the character is 1st level, no Constitution loss occurs). All other factors of these spells apply (raise dead still requires the soul’s consent, leaves the character with less than full normal hit points, doesn’t cure magical diseases, and so on). Because death in a Ghostwalk campaign is less traumatic for adventurers, it carries less of a stigma and is feared less than in other places. Adventurers in Manifest tend to take greater risks, knowing that, should they die, their ghosts can drag their bodies back to a temple and have themselves brought back to life without any serious trauma and at a cost of only 500 gp. This semicasual attitude about death carries over into other aspects of life in the city (described in Chapter 3: The Ghostwalk Campaign). True Death: When a ghost is reduced to –10 or fewer hit points, or otherwise destroyed, the ghost is said to have suffered “true death,” and the soul passes beyond the Veil of Souls. A slain ghost turns into a puddle of ectoplasm weighing approximately 1 pound. The person can still be brought back from the dead in the normal manner (raise dead works if the body is still available, and so on), and spells exist that can bring a person back from the dead as a ghost rather than as a living person.

POSSESSION A ghost who is possessing a physical body is treated as an incorporeal being within a physical body, even in circumstances where the ghost would be manifested fully if it weren’t inside a borrowed body (for example, within the bounds of the Manifest Ward or under the influence of a forced manifestation spell). While possessing a physical body, a ghost uses its own mental ability scores (Intelligence, Wisdom, and

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Charisma) and the body’s physical ability scores (Strength, Dexterity, and Constitution). It cannot use any skills or abilities (including spells) of the host that rely on knowledge or training, including base attack bonus and saving throws. Any skill check based on a physical ability score uses the ghost’s ranks in the skill but the body’s ability score modifier. The possessing ghost can use any of its own abilities not tied to its ghost body (a human possessed by a ghost, for example, does not have low-light vision or darkvision, even though the possessor’s ghost body has these abilities). A possessing ghost can cast its spells normally (provided components, foci, and so on are available). A possessing ghost gains no special ability to communicate with its host’s mind. A possessing ghost does not need to enact control over the host. As a free action on its turn, the possessor can allow the host to act normally for 1 round. The ghost resumes control automatically on its next turn. The host is limited to a normal set of actions per round, even if the host is cooperating with the ghost—for example, the ghost and host cannot both take a standard action in the same round. Physical attacks affect the body and not the ghost. A ghost within an unconscious body cannot perform physical actions, but can leave the body as normal. A ghost is automatically expelled from a slain host unless it has the Corpse Malevolence feat, in which case the corpse needs to be reduced to 0 hit points as well. Leaving a Host: Leaving a host is a standard action that does not provoke an attack of opportunity. When a ghost leaves its former host, it appears in its ghost body in any location within 5 feet of JJ the host. Sequential Possession: A possessing ghost must leave its current host before attempting to possess a new one. Since leaving a host and attempting to possess are both standard actions, a ghost cannot do both of these actions on the same round unless under the effect of a haste spell or similar magic. Multiple Possessors: More than one ghost cannot possess a single living body at a time. If a ghost attempts to possess a body that is inhabited by another ghost, the target must fail its saving throw (if it gets


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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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