Ghostwalker (4e Class)

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Contents

[edit] Ghostwalker

I will never be restrained by the shackles you simpletons encumber yourself with. No, I am absolutely free ...
Class Traits
Role: Striker.
Power Source: Psionic.
Key Abilities: Dexterity, Intelligence, Constitution
Armor Proficiencies: Cloth
Weapon Proficiencies: simple melee, military melee, Scythes, Katar, Shuriken
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Religion, Stealth.  From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics, Bluff, Diplomacy, Insight, Intimidate, Perception, Religion, Stealth, Thievery
Build Options: Unpredictable Ghostwalker, Reaping Ghostwalker
Class Features: Distracting Strike, Mark of Removal, Ride the Spirit, Sender's Style

You use your Psionic power to bridge the gap between the living and the dead. You use this control over this already fragile barrier to use the souls of your dead enemies against the remaining ones. Different types of weapons affect your powers differently. An oddity foreign to most psionics. In order to gain this connection to the afterlife, they must have somehow died during their first psionic manifestation and were resurrected before they were dead for more years than they were originally alive. Most of those resurrected this way were brought back on day when they were dead for the exact time that they were alive by the remains of the demigod Karsus. Karsus was a demigod who tried to ascend to godhood, but failed, killing himself in the process. His remains have powered the Dark Pact, which is connected with death in such a way that it weakens the barrier even more for those possessing psionic abilities. It has brought back many psionics, but only the ones who had died in the specified way became Ghostwalkers once resurrected. The Ghostwalkers are sometimes resentful of the "gift" they received from Karsus, and soon-after attempt suicide, however, they cannot succeed due to their permanent departure from the afterlife. They can still die due to natural or non-self-inflicted means.

Ghostwalker Overview

Characteristics: Ghostwalkers are very dark in their outlook on life because they are so deeply connected to death. They actually rather look forward to the time they pass through the curtain because they are so used to being there. They also measure their ages by the years they lived before death, minus the years of death, because they consider it an absolutely rejuvenating period, plus the years they've been living since dying.
Religion: Ghostwalkers generally worship gods of secret, death, or grace. (ex (in order of preference): The Raven Queen, Sehanine, or Corellon; evil Ghostwalkers worship Vecna, Lolth, or Zehir)
Races: Shadar-Kai are incredibly common Unpredictable Ghostwalkers due to their inherent connections to shadows, secrets, and death, and Drow make the best Reaping Ghostwalkers because they have about the same inherited tendencies as the Shadar-Kai do.

[edit] Creating a Ghostwalker

Ghostwalkers either attack using flurries of blows consisting of rotating main- and off-hand weapon attacks, or use the cruelest means of killing possible: the scythe and sickle.

[edit] Unpredictable Ghostwalker

You use a Longsword and a Shortsword or two Katars to strike quickly, gracefully, and unpredictably. You focus on hit-and-run techniques which make it so you are incredibly rarely hit by opportunity attacks. You teleport here and there as easily as most people walk.

Suggested Class Feature: Untouchable
Suggested Feat: Defensive Mobility (Human Feat:Two-Weapon Fighting)
Suggested Skills: Acrobatics, Bluff, Perception, Thievery
Suggested At-Will Powers: TBA
Suggested Encounter Power: TBA
Suggested Daily Power: TBA
[edit] Reaping Ghostwalker

You use a Scythe and throw Sickles at your enemies to cause the most possible scarring and physical damage to your foes. You transport your enemies to distant places with horrors unimaginable to most mortals.

Suggested Class Feature: Uncontrollable
Suggested Feat: Quick Draw (Human Feat:Weapon Focus (Vicious Blade))
Suggested Skills: Acrobatics, Bluff, Diplomacy, Intimidate
Suggested At-Will Powers: TBA
Suggested Encounter Power: TBA
Suggested Daily Power: TBA

[edit] Ghostwalker Class Features

All Ghostwalkers share these class features.

Distracting Strike

You gain the "Distract" At-Will power. In addition, you do not provoke opportunity attacks from creatures that, at the beginning of your turn, did not know where you were.

Mark of Removal

You gain the "Mark of Removal" At-Will power.

Ride the Spirit

When you reduce an enemy to 0hp, you can teleport Dex squares and gain combat advantage against one creature adjacent to you.

Sender's Style

Choose one of the following benefits:

Untouchable: You gain a bonus to damage rolls against creatures who do not know where you are equal to your Intelligence modifier. In addition, When wielding a Longsword and a Shortsword, increase the proficiency of the Shortsword and the Longsword by 2, and when wielding a Katar in both hands, increase its die size by 1 and its proficiency by 1. You can also use your Intelligence modifier, as opposed to your Charisma modifier, when making Bluff checks.

Uncontrollable: You gain a bonus to attack rolls equal to your Constitution modifier against all creatures once you have reduced one non-minion creature to 0hp. In addition, when wielding a Scythe, increase the proficiency by 1 and it gains brutal 1. You can also throw the Sickle with a range of 10/20 and a +3 proficiency bonus instead of the usual +2. Both these weapons are in the category of Vicious weapon for you and the Sickle is in the category of Light Thrown Weapon.


Distract Ghostwalker Attack 0
You trick you opponent into looking the other way.
At-Will Star.gif Psionic
Minor Action Close burst 10
Target: All creatures marked by you in the burst
Attack: Bluff Vs. Passive Insight
Hit: Make a Stealth check against the target


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Mark of Removal Ghostwalker Utility 0
You point the target out as already having one foot in the grave.
At-Will Star.gif Psionic
Minor Action Close burst 10
Target: All creatures someone has combat advantage against within range.
Effect: You mark the target. If the target is reduced to 0hp before this mark ends, you get a bonus to attack or damage rolls against creatures who you have marked equal to your Intelligence or Charisma modifier until the end of the encounter
Special: When you get this ability choose Intelligence or Charisma for your bonus type; however, you can choose between attack and damage rolls separately each time the effect is put into effect.


Back to Main Page4e HomebrewPowersGhostwalker Powers


[edit] Powers

A <!- Plural Class Name -> powers are called <!- power name -> and are <!- fluff text ->. A list can be found [[<!- Class Name -> Powers (4e Power List)]].



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