Ghost Warrior (4e Class)

From D&D Wiki

Jump to: navigation, search
The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows

Ghost Warrior[edit]

Freedom in Change, Death and Shadows
—Bezaleel, Founder of Ghost Warrior Order, Creed of Ghost Warriors
Class Traits
Role: Striker. You move through a battle in an whirl of blades, unleashing havoc on your enemies.
Power Source: Divine. You draw upon the ghosts of your ancestors to fight against your foes
Key Abilities: Constitution, Intelligence, Wisdom
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Light Blades, Heavy Blades, Light thrown
Implements: When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency bonus to the attack roll.
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Stealth(Dex), Acrobatics(Dex) or Athletics(Str).  From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics(Dex), Athletics(Str), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth(Dex), Thievery(Dex)
Build Options: Savage Ghost, Ancient Ghost
Class Features: Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step

Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years.

Ghost Warrior Overview

Characteristics: A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.
Religion: All Ghost Warriors revere Avandra, Sehanine and The Raven Queen.
Races:

Creating a Ghost Warrior[edit]

Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.

Savage Ghost Warrior[edit]

The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.

Suggested Feat:
Suggested Skills:
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:
Suggested Cowl:Grim Cowl
Ancient Ghost Warrior[edit]

Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature.

Suggested Feat:
Suggested Skills:
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:
Suggested Cowl: Wrathful Cowl

Ghost Warrior Class Features[edit]

All Ghost Warriors share these class features.

Ghost Cantrips[edit]

As a Ghost Warrior, you can invoke the spirits you control to accomplish many different tasks out side of combat. When creating a Ghost Warrior, you choose four cantrips from the list here.

Ghost Surge[edit]

In stead of gaining Encounter powers, you gain power points to augment your At-Will powers. The number of power points and at-will powers you have are determined by your level and shown in the table below.

Level At-Will powers Power Points
1 2 2
3 3 4
7 3 (Replace 1) 6
11 3 8
13 3 (Replace 1) 9
17 3 (Replace 1) 11
21 3 13
23 3 (Replace 1) 15
27 3 (Replace 1) 17

Ghostly Cowl[edit]

While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:

Wrathful Cowl[edit]

Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.

You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Armor Conditioning Feat.

You also gain the Wrathful Ghosts power.


Wrathful Ghosts Ghost Warrior Attack 1
You send out a wave of ghosts to tear apart your foe
At-Will Star.gif Phantasmal, Augmentable
Free Action Melee Weapon
Trigger: You hit an enemy with a Phantasmal attack.
Target: One creature
Effect: The target takes damage equal to 2+ your Wisdom modifier damage and you slide the target 1 square to a square adjacent to you.


Augment 1 You slide the target 1 square in any direction
Augment 2 You slide the target 1 square in any direction and then knock it prone
Level 11: Target one or two creatures
Level 21: Target one, two or three creatures



Back to Main Page4e HomebrewPowersGhost Warrior Powers


Grim Cowl[edit]

Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.

You can use your Intelligence modifier in place of your Dexterity modifier when determining initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.

You also gain the Grim Ghosts power


Grim Ghosts Ghost Warrior Attack 1
You send out a wave of ghosts to tear apart your foe
At-Will Star.gif Phantasmal, Augmentable
Free Action Melee Weapon
Trigger: You hit an enemy with a Phantasmal attack.
Target: One creature
Effect: The target takes damage equal to 2+ your Intelligence Modifier damage, and it can't shift until the end of your next turn


Augment 1 The target can't shift and takes a penalty to Opportunity attacks equal to your Intelligence modifier until the end of your next turn
Augment 2 The target can't shift or make Opportunity attacks until the end of your next turn
Level 11: Target one or two creatures
Level 21: Target one, two or three creatures



Back to Main Page4e HomebrewPowersGhost Warrior Powers


Powers[edit]

A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found Ghost Warrior Powers (4e Power List).

Ghost Warrior Feats[edit]

Heroic Tier Racial Feats
Name Description
Lethal Execution Your Ghostly Chaos attacks with two handed weapons use d8's
Lethal Poison Your ranged attacks slow your target
Savage Critcal Your ghostly attacks tear deeper into your foe's
Shadow Distraction You are adept at distracting foes and sneaking by unoticed
Paragon Tier Racial Feats
Name Description
Epic Tier Class Feats
Name Description


Back to Dungeons and DragonsDnD Campaign SettingsIolis- Wayward Haven (4e Campaign Setting).


Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors