ALL ABOUT GHOSTS
CHAPTER 1:
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the ectoplasm starts when the item has been completed (in other words, once the 10-minute creation period is over). Oil of Timelessness: If used on ectoplasm, this item acts as 5 doses of ectoplasmic stabilizer. Portable Hole: Because it does not need to breathe or eat, a ghost can live indefinitely within the extradimensional space created by this item. Ring of X-Ray Vision: Ectoplasm counts as vegetable matter for the purpose of this item. Scarab of Death: Because a ghost body is not warm in the manner of a normal physical body, proximity to a ghost body does not trigger this item.
MONSTER ABILITIES Some traits and special abilities of monsters have special aspects or properties in the Ghostwalk campaign setting, as follows. Incorporeal: A naturally incorporeal monster (such as a shadow or spectre) that is forced to manifest fully (whether by the Manifest Ward or a spell or item that duplicates its effects) is treated as if it had a Strength score of 10. It uses its Strength modifier instead of its Dexterity modifier on its melee attacks. In the Ghostwalk campaign, such a creature should be given Incorporeal Form as a bonus feat; otherwise, the creature ends up far weaker than its CR would imply. Scent: Ghosts who are manifested fully can be detected and recognized by scent. Their scent is similar to, but not the same as, their physical body’s scent. Undead: Because of the influence of the Manifest Ward’s strange energies, undead creatures within it all gain turn resistance +2. This does not stack with the creature’s normal turn resistance (if any), nor does it stack with the bonus from the Improved Turn Resistance feat.
EQUIPMENT
Many unusual items are common in the Ghostwalk campaign, including some that might be unheard of or useless elsewhere. These items are presented on Tables 1–8 through 1–13 and described in the following text.
WEAPONS One new weapon is available in the Ghostwalk campaign. Bola flail: This is a 5-foot length of rope with a loop or small metal handle on one end and a 2-pound weight
on the other end. With a bola flail, you gain a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the bola flail to avoid being tripped. You can throw the bola flail at a Medium-size or smaller target in an attempt to trip the target instead of dealing damage. You must make a ranged touch attack to do so, and if you hit, your opponent must make a Strength or Dexterity check (DC 15) or be tripped (the defender takes a –4 penalty for every size category smaller than Medium-size). The opponent must then make a grapple check against your attack roll. If he fails, he is grappled. A bola flail can trip or grapple only a Small- or Medium-sized target. An opponent can extricate himself from a bola flail as a full-round action. When you use a bola flail to make a ranged trip attack, your opponent does not get an opportunity to trip you in return.
ARMOR One special type of armor is specifically available in the Ghostwalk campaign. Thurkasian Breastplate: This armor is designed to be put on quickly and removed easily. The major pieces are all attached by small leather cords and rivets, allowing it to be draped over your body all at once. Donning this armor hastily or removing it is a full-round action, rather than taking 1 minute. Donning the armor normally takes 3 minutes. It is otherwise identical to a standard breastplate.
GOODS AND SERVICES A number of new or specialized goods and services can be found only in Manifest or nearby.
MUNDANE ITEMS The following products are unusual or unknown elsewhere, but common in the Ghostwalk setting. Desk Clock: This bronze, copper, and steel device was invented by a gnome ghost who spent over a hundred years developing it. It uses springs, gears, and weights to measure time, and if wound daily, it keeps time to within a few minutes each day. The machine is about the size of a human head and tends to be less accurate if moved about or left in any position other than upright.
Table 1–8: Exotic Weapons—Melee Size Weapon Cost Damage Small Bola flail* 5 gp 1d6 *See the weapon description of this item for special rules.
Critical ×2
Range Increment 10 ft.
Weight 4 lb.
Type Bludgeoning
Table 1–9: Armor Armor Thurkasian breastplate
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Cost 250 gp
Armor Bonus +5
Maximum Dex Bonus +3
Armor Check Penalty –4
Arcane Spell Failure 25%
—–— Speed —–— (30 ft.) (20 ft.) 20 ft. 15 ft.
Weight 30 lb.