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Equipment
from Ghostwalk - 3.5e
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.
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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.
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 Critical Range Increment Weight Type
Small Bola flail* 5 gp 1d6 ×2 10 ft. 4 lb. Bludgeoning *See the weapon description of this item for special rules.
Table 1–9: Armor
Armor Maximum Armor Arcane —–— Speed —–— Armor Cost Bonus Dex Bonus Check Penalty Spell Failure (30 ft.) (20 ft.) Weight
Thurkasian breastplate 250 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lb.
Bola flail
Shellcraft manikin Desk clock
Ectoplasmic stabilizer
Thurkasian breastplate
Tereppekian Paper: The people of Tereppek have developed a method of making paper from vegetable pulp, which is cheaper and faster than the cloth-fiber paper created elsewhere. A single piece of paper is about four times the size of a single page from a spellbook.
Tereppekian Blank Book: This is a book made of 25 pages of Tereppekian paper, folded, cut, and bound into a soft leather cover to make a book with 100 blank pages.
Tereppekian Spellbook: This is a spellbook made of extra-thick paper and bound in a stiff leather cover. It otherwise is exactly like a normal parchment-page spellbook.
MOUNTS AND RELATED GEAR
A superior breed of horse is raised in one region of the
Ghostwalk campaign.
Thurkasian Horse/Warhorse: These horses are identical to those described in the Monster Manual, except their Strength and Constitution scores are 2 points higher (with the appropriate adjustments to hit points, attacks, and saving throws).
SERVICES
Special services especially for ghosts are readily available in Manifest.
Body Housing:This is the cost for a ghost to have her dead body kept cold in storage so that it does not decay and she can be raised later. It does not include the use of a gentle repose spell; any church charges 60 gp for such, and it lasts only three days, but it does not require the body to remain undisturbed in a cold basement.
Host, Typical: Some ghosts miss the smells, tastes, and colors experienced when living and hire people willing to be possessed with the Ghost Ride feat temporarily for meals and other activities. This service provides a typical host with no exceptional ability scores and no unusual drawbacks (a missing leg, severe scarring, and so on).
Host, Superior: Some people who serve as hosts are more attractive, stronger, or otherwise exceptional compared to a typical host. These hosts charge for their exceptional abilities, asking 1 sp for each point of Strength, Dexterity, Constitution, and Charisma bonus. For example, an otherwise unexceptional character with a Charisma of 16 (+3 bonus) would charge 4 sp per hour of possession.
SPECIAL AND SUPERIOR ITEMS
The following items are available in Manifest and possibly in other nearby countries.
Soul Venom: This alchemical liquid smells like incense. Soul venom is harmless to living creatures, 43
Table 1–10: Mundane Items
Item Cost Weight Desk clock 25 gp 8 lb. Tereppekian paper (sheet) 1 sp * Tereppekian blank book 3 gp 3 lb. Tereppekian spellbook 10 gp 3 lb.
Table 1–11: Mounts and Related Gear
Item Cost Weight Thurkasian horse, heavy 300 gp — Thurkasian warhorse, heavy 400 gp —
Table 1–12: Services
Service Cost Body housing (per day) 2 gp Typical host (per hour) 1 sp Superior host (per hour) See text
Table 1–13: Special and Superior Items
Item Cost Weight Soul venom 200 gp * Cretchwater oil 150 gp * Dark ectoplasm 700 gp * Ectoplasmic stabilizer 5 gp * Raw ectoplasm 1 cp 1 lb. Equipment, ectoplasmic + 5 gp/lb.** var. Ghost disguise kit 100 gp 8 lb.*** Shellcraft manikin 250 gp 40–80 lb.
*No weight worth noting. **See item description for special rules for this item’s price. ***These items weigh one-quarter this amount when madefor Small characters.
but acts as Large monstrous scorpion venom (injury DC 18, 1d6 Str/1d6 Str) against manifested ghosts.
Cretchwater Oil: This green oil smells strongly of crushed green plants. Against living creatures, it acts as Small monstrous centipede poison (injury DC 11, 1d2 Dex/1d2 Dex), but against ghosts, it functions as greenblood oil (injury DC 13, 1 Con, 1d2 Con).
Dark Ectoplasm: This gray-black material is made from corrupted ectoplasm and is the bane of many ghost abilities. It is a poison that affects only ghosts (injury DC 18, 1d6 Cha/1d6 Cha) and usually is enough to temporarily disable the more dangerous ghost abilities.
Equipment, Ectoplasmic: This is a weapon, piece of armor, or other equipment created out of ectoplasm and magically or alchemically stabilized for 10 days. Ectoplasmic equipment can also be stabilized in advance for 100 days for 50 gp per pound instead of 5 gp per pound. Ectoplasmic equipment can be purchased as standard quality or masterwork quality.
Ectoplasmic Stabilizer: This fine blue powder is instantly absorbed by ectoplasm, altering its properties so that it lasts ten days instead of only 10 minutes (multiple doses applied to an item extend the duration proportionately). One ounce of powder is required for each pound of ectoplasm. It has no effect if used on a living creature made of ectoplasm, but can be used on the remains of a slain ectoplasmic creature.
Ghost Disguise Kit: This is like a normal disguise kit, except all the parts are alchemically treated to match the transparency and coloration of ghosts. A ghost disguise kit can be used to disguise a living creature as a ghost, although at a –10 circumstance penalty on the Disguise check.
Raw Ectoplasm: This is raw, unshaped ectoplasm, either slippery or sticky. It decays into nothingness after 10 minutes unless stabilized with magic or ectoplasmic stabilizer.
Shellcraft Manikin: This humanoid creation of metal and wood roughly resembles a tailor’s dummy, with articulated limbs and head. The unusual materials in its construction allow an incorporeal creature to enter the manikin (a standard action) and move it in a manner similar to how some ghosts can possess bodies, allowing a ghost to carry material objects even when outside the Manifest Ward. Leaving the manikin is a standard action.
A ghost uses its own ability scores when inhabiting a manikin. However, because a manikin is less efficient than a true body, a ghost operating a manikin takes penalties similar to those from wearing armor. An inhabited manikin has a maximum Dex bonus of +2 and an armor check penalty of –5. A ghost proficient in medium armor ignores these penalties. A manikin can wear armor just as a normal character can; a ghost inhabiting such a manikin uses the smaller maximum Dex bonus of the two and adds together the armor check penalties.
If the ghost is subject to attacks that would normally not harm an incorporeal creature, the attacks affect the manikin instead. Attacks that do not harm the ghost because of its incorporeal miss chance do affect the manikin. A manikin may be built in the form of a dwarf, elf, gnome, half-orc, halfling, or human. A manikin has hardness 7 and 50 hit points if it is Medium-size, or 35 hit points if it is Small.
Wraithweed: Found only in far-off Tereppek, wraithweed is a nonmagical plant. In the past few months, a select few have discovered that when this plant is alchemically treated, powdered, and then dissolved in liquid, it becomes a strange mixture that grants ghosts euphoria and relaxation.
Wraithweed is addictive to ghosts, who must make a Fortitude saving throw (DC 14) each time it is used or become hooked on the substance. Once addicted, a ghost must make a Fortitude save (DC 14) every day or take 1d2 points of Strength damage and 1d2 points of Constitution damage (on the second day after the most recent use and every day after that, the DC is 19). A failed save also means the addicted ghost flies into a fit of rage at a random time during the day, attacking anything in sight for 1d8 rounds and then becoming fatigued for 1 hour. If the character succeeds on two of these saving throws in a