Ghostwalker (4e Class)
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[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.
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[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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