Ghostwyld (3.5e Prestige Class)

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Ghostwyld
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[edit] Ghostwyld

The spirits of the dead shall hear my cry!
—Pierre Letourné, elven Ghostwyld

The Ghostwyld are a mysterious class within the Church of Modroben, drawn from the ranks of the Spiritclaine (the shaman Claine) for their skill at plying spirits and mysterious forces. They do not disturb the souls of the dead, for such would be forbidden for the Church, but they do make contact with fading remnants of recently deceased people, who are capable of imparting a limited amount of knowledge to talented mediums like the Ghostwyld.

[edit] Becoming a Ghostwyld

The Ghostwyld typically have high Intelligence and Charisma, in order to better communicate with and control the entities they contact.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +3.
Race: Any.
Skills: Knowledge (necrology) 4.
Spellcasting: Shaman 7.
Patron: Modroben.
Domains: Claine Domain.

Table: The Ghostwyld

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Collect Talismans +1 of existing Spiritclaine spellcasting
2nd +1 +3 +0 +3 Knowledge of the Dead +1 of existing Spiritclaine spellcasting
3rd +2 +3 +1 +3 Invite Possession, Know of Death +1 of existing Spiritclaine spellcasting
4th +2 +4 +1 +4 Know Ghost +1 of existing Spiritclaine spellcasting
5th +3 +4 +1 +4 Invite Possession 2 +1 of existing Spiritclaine spellcasting
6th +3 +5 +2 +5 Knowledge of the Dead 2 +1 of existing Spiritclaine spellcasting
7th +4 +5 +2 +5 Advanced Know Death +1 of existing Spiritclaine spellcasting
8th +4 +6 +2 +6 Spirit Doll +1 of existing Spiritclaine spellcasting
9th +5 +6 +3 +6 Knowledge of the Dead 3, Spirit Doll 2 +1 of existing Spiritclaine spellcasting
10th +5 +7 +3 +7 Invite Possession 3 +1 of existing Spiritclaine spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

[edit] Class Features

Like all members of the Church of Modroben, Ghostwyld are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Ghostwyld powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Ghostwyld:

Spellcasting: At first level and every level thereafter, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Spells: To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).

Collect Talismans: Beginning at first level, Ghostwyld can collect a talisman - a body part, such as an ear, or very dear object, such as a coffin splinter - from any high-level undead type that she has a hand in attacking. Appropriate undead types include vampires, liches and others of similar power and intelligence. Each such talisman gives the wielder a +1 to hit, AC and saves relating to attacks that come from that type. The additional power comes from the now-grateful spirit of the former undead, so it only works if the source of the talisman was killed and cleaved.

Knowledge of the Dead: Ghostwyld can cast Knowledge of the Dead once per day per Ghostwyld level.

At sixth level, Ghostwyld can cast Knowledge of the Dead with the ability to contact any spirit within 100 miles (rather than 50).
At ninth level, Ghostwyld can cast Knowledge of the Dead with the ability to contact any spirit within 500 miles (rather than 100).

Invite Possession: Beginning at second level, Ghostwyld can invite a spirit to possess him a number of times per week equal to his Intelligence modifier. At second level, it can not be a dead spirit, but rather a minor elemental or local spirit. Every city, notable building, cemetery or other geographic landmark has a spiritual counterpart which the Ghostwyld can contact. These spirits are of low intellect and can not answer complex questions, but they do witness events in their area and have a deep knowledge of their corner of the real world.

Know of Death: Beginning at third level, Ghostwild can cast Know of Death at will.

Know Ghost: Beginning at fourth level, Ghostwild can cast Know Ghost once per day.

At fifth level, the Ghostwyld can invite possession by any person who has died within the last twenty-hours within one mile per Ghostwyld level. The spirits of dead people retain the faculties of their living selves. This power does not work on souls who are now undead.
At tenth level, the Ghostwyld can invite possession by any person who has died within the last week within ten miles per Ghostwyld level.

Advanced Know Death: Beginning at seventh level, Ghostwyld can cast Advanced Know Death a number of times per week equal to her Intelligence modifier.

Spirit Doll: Beginning at eighth level, Ghostwyld can create a spirit doll. This requires a piece of hair, flesh or other body part from an undead creature. The Ghostwyld can create a doll that, when harmed, communicates that harm to the undead that created it. The target receives a Will save. The process is slow, however, and only 1d4 points of damage are communicated each round. The target may heal himself and knows instantly what has happened and where the doll is.

Beginning at ninth level, the Ghostwyld can make a spirit doll for a living person and heal it, communicating the healing to the target.
Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes:
  • Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
  • Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
  • Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
  • Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
  • The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
  • Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
  • Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
  • Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
  • Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
  • Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
  • Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
  • Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
  • Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
  • The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
  • Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
  • The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
  • The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
  • The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
  • Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
  • The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
  • Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
  • Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
  • Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
  • Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
  • Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
  • The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
  • Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
  • Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
  • Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
  • The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
  • Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
  • Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
  • Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.

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