Ghostwalk - 3.5e

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4/3/03

4:58 PM

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as if using a dismissal spell. The chanter uses his caster level, not his chanter level, to determine the modifier to the effect’s save DC. This ability works even if the ghost is within the Manifest Ward.

ALL ABOUT GHOSTS

CHAPTER 1:

GHOST SLAYER Within and near the city of Manifest, the disembodied souls of the dead walk among the living. Some people think this is unnatural and wish the dead would take their proper places in the True Afterlife. The ghost slayer is such a person, one who studies ghosts so that they can be easily dispatched and no longer bother the living with their presence. Most ghost slayers are barbarians, fighters, rangers, or rogues, although there is at least one religious cult

that feels ghosts are an abomination and must be driven out. Few sorcerers or wizards become ghost slayers, since they have more effective means of dealing with ghosts. Ghost slayers are not necessarily evil; some focus on eliminating only evil ghosts, while others consider any kind of ghost an obscene mark upon the face of the earth. Ghost slayers are never themselves active as ghosts, although one may remain around long enough to inform others of his death, of the location of his body, and that he wishes to be raised from the dead. While there are folk in Manifest that would rather see fewer ghosts, only madmen suggest killing them all to restore the proper state of things. Therefore, ghost slayers, like assassins, must conceal their nature and goals. Some work alone, some are members of a secret organization such as the Knights of the Quiet, and others work with outside factions such as the yuan-ti and undead to promote their cause. Hit Die: d8. Requirements

To qualify to become a ghost slayer, a character must fulfill the following criteria. Base Attack Bonus: +4. Skills: Gather Information 4 ranks, Innuendo 4 ranks, Knowledge (ghost lore) 5 ranks, Spot 5 ranks. Feats: Alertness plus either Ghost Fighting or Incorporeal Spell Targeting. Special: Must have been knocked unconscious by or failed a saving throw against an attack from a ghost; a character who is a ghost cannot take the ghost slayer prestige class.

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Class Skills

The ghost slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Knowledge (ghost lore) (Int), Listen (Wis), Profession (Wis), Read Lips (Int), Sense Motive (Wis), Spot (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features

All of the following are class features of the ghost slayer prestige class. Weapon and Armor Proficiency: Ghost slayers gain no proficiency with any weapons, armor, or shields. Untainted Spirit (Ex): A ghost slayer is immune to all forms of possession. Silver Aura (Su): Once a slayer has attained 2nd level, all of his melee weapons (including unarmed strikes) are treated as silver for the purpose of their ability to stun a ghost with a successful critical hit or sneak attack. Protected Vessel (Ex): A slayer of 3rd level or higher gains a +3 bonus on all saving throws against ghost powers. Furthermore, he reduces ability damage or drain caused by ghost powers by 1 point for JJ each attack (minimum 0). Detect Ghost (Sp): At 4th level and higher, a ghost slayer can use detect ghost at will as a spell-like ability. Ghost Touch Aura (Su): As a move-equivalent action, a ghost slayer of 4th level or higher can cause his weapon to glow with a dull violet aura for 1 round (if unarmed strike is the weapon chosen, the aura Table 1–7: The Ghost Slayer Level 1st 2nd 3rd 4th

Base Fort Ref Will Attack Bonus Save Save Save +1 +2 +0 +2 +2 +3 +0 +3 +3 +3 +1 +3 +4 +4 +1 +4

5th

+5

+4

+1

+4

Special Untainted spirit Silver aura Protected vessel Detect ghost, ghost touch aura Ghost bane fires


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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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