Half-Ghost (3.5e Prestige Class)

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For those of you who watched too much Danny Phantom when it was on a decade ago, here's the Half-Ghost rendered in the form of a 3.5e Prestige Class.

--This is currently a work-in-progress. Please do not use this until i have had a chance to finish it. Also, you shouldn't be using this anyway as it is intended as more of an april fools section thing or for a game session that takes place on april fools day as an NPC.

Half-Ghost
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(Rate this class)
Status: Work in progress
Editing: Constructive edits welcome

Half-Ghost[edit]

"Goin' Ghost"
—Danny Phantom, Human Half-Ghost, Nickelodeon TV series Danny Phantom
This section is not complete, and needs to be finished. Edit this Page

<-fluff about this prestige class->

Becoming a Half-Ghost[edit]

Exposure to a ghost portal can cause unusual abilities to develop. A select few develop these abilities, becoming Half-Ghosts. As a Half-Ghost gains levels, they acquire more and more ghost-like abilities.

Entry Requirements
Alignment: None, Half-Ghosts can be of any alignment, though the chaotic nature of the Ghost Zone causes some Half-Ghosts to lean more towards chaos than law.
Base Attack Bonus: +3
Race: Any living race (no, warforged do not count)
Skills: Knowledge (the planes) 5 ranks Knowledge (religion) 5 ranks OR Knowledge (arcana) 5 ranks
Special: Must have spent extensive time near an active Ghost Zone Portal or been present when one was created/activated. Your DM must have at least heard of the show Danny Phantom without you explaining it to them.

Table: The <-class name->

Hit Die: d<-die size->

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
2nd + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
3rd + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
4th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
5th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
6th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
7th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
8th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
9th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->
10th + + + + <-class features gained at this level-> <-effects of existing spellcasting at this level->

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (the planes, religion, arcana, and dungeoneering), Move Silently (Dex)

Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the Half-Ghost.

Ghost Form: at first level, you gain an alternate "ghost form." While in this ghost form, you gain DR/silver equal to one-half of your Half-Ghost level, rounded down. Your outfit also changes, and your hair color becomes the negative equivalent of its normal color (eg. black becomes purple becomes green). Your eyes are either green (if good-aligned), red (if evil), or silvery (if neutral with respect to good/evil). None of your other class features are usable unless you are in your ghost form. Note that certain effects, such as an antimagic field or certain poisons or spells can negate your ability to use this form (returning you to your usual form, if applicable).

Ectoplasmic Ray: beginning at second level, you can fire an Ectoplasmic ray at foes. The ray is a ranged touch attack that deals 1d6 untyped damage for every odd-numbered Half-Ghost level you possess (1d6 at first level, 2d6 at 3rd level, 3d6 at 5th level and so on). This ray may be fired at ethereal creatures if you are aware of them. It deals half damage to objects. Spell resistance applies (if you are using Psionics and the "Psionics is different" variant, then power resistance is just as potent against this ray as is spell resistance).

See Invisibility: beginning at third level, you are under a continuous See Invisibility effect, as the spell.

Etherealness, Lesser: beginning at fifth level, you may become 50% ethereal for a number of hours per day equal to your constitution modifier. While 50% ethereal, you gain several benefits and penalties: you gain a 45' fly speed from being 50% ethereal, you may pass through solid objects as long as you remain adjacent to an open space (no more than 3' thick walls for medium characters), you are only 50% likely to be hit by nonmagical weapons and 75% likely to be hit by non-ghost touch magical weapons and non-force spells. You take a 50% penalty to armor, shield, and natural armor bonuses to AC (round down), but gain a base increase to your Deflection modifier equal to one-half of your charisma modifier (minimum 0). You also take the same penalties to attacking as others take with respect to you, unless you use your Ectoplasmic Ray. You may move in three-dimensions as long as you do not exceed 50 feet above the ground on the material plane (or you fall however much over this ceiling you are and take falling damage accordingly).

Etherealness, True: At eighth level, you may become ethereal for a number of hours per day equal to your constitution modifier, divided up as you see fit. You may also use your Lesser Etherealness ability for however long you wish, with no time limitation. Regardless of what plane you are on, you may use your Ectoplasmic Ray to attack material or ethereal creatures.

Ghostly Wail: A ninth level, you can emit a 60' long cone of ghostly energy in the form of a wail. This cone ether panics those who fail a DC 18 will save for 3d4 rounds, or deals 1d6 ectoplasmic damage for every even half-ghost level. This cone targets material and ethereal targets equally, though if you are ethereal you may have it target only ethereal creatures if you so choose.

True Ghost: At 10th level, you may become a ghost in full while in your Ghost Form. You gain all abilities of a ghost (except for the hit-die increase), and may use your ectoplasmic ray to attack material or ethereal creature regardless of what plane you are on. You may also use your True Etherealness ability an unlimited number of times per day, though its uses are limited now that you may become a full ghost at will. If slain while in your ghost form, you can only reform once per year, being killed twice in the same year leaves you actually dead until you are resurrected.

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—<-this power->, <-that power->, <-and the other power->.

2nd—<-this power->, <-that power->, <-and the other power->.

3rd—<-this power->, <-that power->, <-and the other power->.

4th—<-this power->, <-that power->, <-and the other power->.

5th—<-this power->, <-that power->, <-and the other power->.

6th—<-this power->, <-that power->, <-and the other power->.

7th—<-this power->, <-that power->, <-and the other power->.

8th—<-this power->, <-that power->, <-and the other power->.

9th—<-this power->, <-that power->, <-and the other power->.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<-psi-like class feature-> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<-spell-like class feature-> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana->}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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You can help D&D Wiki by filling in more details of this class to bring it up to the same level of detail as a typical prestige class.
This comment does not reflect on the quality of the content, only the quantity. There is a good chance that the creator of this class has abandoned it, leaving it in need of someone who is willing to take over where that person left off.

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