shadow mage
12-06-04, 10:43 PM
To anyone who knows me, thematically the ghostalker is my favorite class or prestige class of all time. I love the flavor, the almost Clint Eastwood Man-With-No-Name feel to it. But mechanically the prestige class was weak, even for an NPC. This is my attempt to bring the ghostwalker into 3.5...with a bang. :)
The Ghostwalker
http://landfantasy2.free.fr/Lockwood/Bitter%20Chivalry.jpg
A mysterious figure becomes visible at the edge of town. Unheralded and unnoticed until his first step onto the dried-mud street, the stranger's only companion is soundlessness. He draws the wordless gaze of children who cease their play and scurry to seek a hidden place to watch him, unseen. From behind shuttered windows and closed doors, parents and shopkeepers end their conversations as their eyes follow his slow steps. The din of the blacksmith dies and the sudden whinny of a horse is blasphemously loud. No one saw this one before he seemed to appear out of the summer's haze, but they know their lives will change before he has gone.
- Sword and Fist
Ghostwalkers are not the typical role for heros, especially adventuring ones. Due to some unmentioned past, they take to the role of the solitary traveler well, often traveling to right some old wrong, attone for some terrible sin, or even spread misery with a fearful anonymity. Others are the covert instruments of ultimate justice, sought out by persons to bring foes to law. Still others may simply be wandering benefactors, appearing just when and where they are needed most to provide aid. However they came to the path of the ghostwalker, these individuals gain mysterious powers and a stalwart resolve that would shame magic wielders. Although many ghostwalkers are loners, prefering the company of none, an equal number remain with their past friends and companions. These are the individuals who find their anonymity and air of resolution to be at times oppressive, and in seeking the comforts of familiarity they find (if only temporarily) solace.
Most ghostwalkers are warriors, though this is by no means a limiting factor to their backgrounds. Fallen paladins, former barbarians, and even monks or rangers may find the dusty and at times lonesome paths of the ghostwalker. Clerics, druids, sorcerers, and wizards rarely take up such a martial path, though they have been known to exist and such people are fearsome individuals indeed.
Hit Die: d10
To qualify to become a ghostwalker, a character must fulfill the following requirements:
Alignment: Any non-neutral (lawful good, lawful evil, chaotic good, chaotic evil) or True Neutral.
Base Attack Bonus: +6
Feats: Improved Toughness (why is this feat not core?), Iron Will
Saves: Fortitude +4, Will +6 (including Iron Will)
Skills: Intimidate 4 ranks, Move Silently 4 ranks
Class Skills
Bluff (Cha); Climb (Str); Craft (Int); Diplomacy (Cha); Disguise (Cha); Gather Information (Cha); Handle Animal (Cha); Hide (Dex); Intimidate (Cha); Jump (Str); Knowledge (law) (Int); Listen (Wis); Move Silently (Dex); Ride (Dex); Sense Motive (Wis); Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at each level: 4 + Int modifier.
Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Anonymity, Painful Reckoning, Resolute Aura
2 +2 +3 +0 +3 Superior Iron Will
3 +3 +3 +1 +3 Feign death
4 +4 +4 +1 +4 Etherealness 1/day
5 +5 +4 +1 +4 Shadow walk
6 +6 +5 +2 +5 Mettle
7 +7 +5 +2 +5 Etherealness 2/day
8 +8 +6 +2 +6 Shadow Strike
9 +9 +6 +3 +6 Hide in Plain Sight
10 +10 +7 +3 +7 Etherealness 3/day
Weapon and Armor Proficiency: The ghostwalker is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields).
Anonymity (Ex): The ghostwalker benefits from anonymity, but should his name ever become known to his foes, his powers are weakened. Against those enemies who know his name, his resolute aura no longer functions. If they are hostile, he cannot become ethereal or shadow walk in their presence (to a distance of 100 feet), which in effect restricts the ghostwalker from making use of shadow strike as well. Finally, the ghostwalker’s painful reckoning bonus against that foe, if any, is halved (rounded down).
Painful Reckoning (Ex): A ghostwalker with a grudge is a dangerous foe indeed. If any creature deals to a ghostwalker enough hit point damage to bring the ghostwalker to below half his current hit point total (including indirect ways such as Constitution damage or drain and energy drain), he can designate that creature as the target of his painful reckoning. For example, a powerful warlord and his lacky are fighting a ghostwalker with a hit point total of 90. The warlord deals individually more than 45 damage to the ghostwalker, now becoming eligible for painful reckoning.
The ghostwalker gets a bonus equal to his ghostwalker class level to all attack rolls, damage rolls, armor class, Bluff, Hide, Intimidate, Listen, Move Silently, Sense Motive, and Spot checks made against the target of his painful reckoning. Although any creature that has ever wounded the ghostwalker more than half his hit point total at any time can be targeted for painful reckoning (as explained above), the ghostwalker can only target one such creature at a time. Designating a new target for painful reckoning is a free action usable once per round, and you must be able to see the target.
Resolute Aura (Ex): Whether fearful or respectful, people around the ghostwalker typically pause and obey when confronted. Ghostwalkers add their number of ghostwalker levels to all Bluff, Diplomacy, Disguise, Gather Information, Intimidate checks, and Sense Motive skill checks.
Superior Iron Will (Ex): The ghostwalker’s willpower toughens even further and gains an additional +2 bonus on Will saves. It stacks with the Iron Will feat.
Feign Death (Su): Once per day, the 3rd-level ghostwalker can enter a cataleptic state that is impossible to distinguish from actual death - usually for ending an encounter. The effect lasts for 1 minute per level of the ghostwalker. Although he can smell, hear, and knows what is going on, no feeling or sight of any sort is possible for the ghostwalker; any wounding of his body is not felt, and any damage taken is only one-half normal. Paralysis, poison, and energy drain do not affect the ghostwalker in this state, but poison injected into the body becomes effective when Feign Death ends.
Etherealness (Sp): Calling on the obscure, mystic forces that drive him to wander the world, the ghostwalker has the power to become ethereal, as per the spell ethereal jaunt. The effect persists for 1 round per level of the ghostwalker and is usable 1/day. At each third level after 4th the ghostwalker gains an additional use of etherealness per day (7th level and 10th level)
Shadow Walk (Sp): The ghostwalker can shadow walk, as per the spell of the same name. The character travels at a rate of one mile in (11– the number of ghostwalker levels) minutes, to a maximum of one mile per one minute of travel. The maximum time that the ghostwalker can shadow walk is 1 hour per level per day. The ghostwalker can shadow walk up to three times per day. In addition, while in this state, the ghostwalker heals at a rate of 3 hit points per ghostwalker level per hour.
Mettle (Ex): At 6th level, a ghostwalker can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping ghostwalker does not gain the benefit of mettle.
Shadow Strike (Su): At 8th level, ghostwalkers gain the ability to tap into the obscure forces known only to them and draw power from them to execute a terrifyingly effective attack. Once per day, the ghostwalker may declare an attack to be a shadow strike. A shadow strike is resolved as a touch attack. Further, if the shadow strike successfully hits and deals damage, it also deals 1 point of Constitution damage to the target (to a minimum of 1 Constitution) and leaves a foe shaken for up to one round per two ghostwalker levels (no save). Ability damage dealt by shadow strike can be healed in any way normal ability score damage would be. The intended target must be able to see the ghostwalker.
The ghostwalker can spend daily uses of Ethereal Jaunt to make additional shadow strikes (for example, spending one daily use of ethereal jaunt would grant one additional shadow strike per day, spending two uses of ethereal jaunt would grant two additional shadow strikes per day, etc.), but may use no more than one shadow strike per round. As normal, fear effects created by shadow strikes are cumulative.
Even in places where magical and supernatural effects do not normally function (such as within a antimagic field), a ghostwalker can attempt to execute a shadow strike anyway by making a DC 24 Will save. On a successful save, the ghostwalker executes the shadow strike normally, but due to the strain of attemping such a feat he is dazed on his next round.
Hide in Plain Sight (Su): At 9th level, a ghostwalker can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a ghostwalker can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
EDITED: Guess who's back and taking care of his precious PrC... :)
Kruulus
12-06-04, 10:47 PM
why the hell did you get rid of painful reckoning? I e-mailed customer service (although they are often criticised for being an innnacurate source of advice) and they said that the painful reckoning works against all enemies of the same creature type and subtype if apprpriate. "specific enemy" doesn't mean "bob the cleric"... it means "humanoid(human)". it's like super favored enemy... you just have to get your *** kicked by one in order to get the benefits against it.
shadow mage
12-06-04, 11:19 PM
why the hell did you get rid of painful reckoning? I e-mailed customer service (although they are often criticised for being an innnacurate source of advice) and they said that the painful reckoning works against all enemies of the same creature type and subtype if apprpriate. "specific enemy" doesn't mean "bob the cleric"... it means "humanoid(human)". it's like super favored enemy... you just have to get your *** kicked by one in order to get the benefits against it.
Not only is that not specified in either the ability itself or the errata, but it would make the ghostwalker TOO powerful. That's the nature of an ability like painful reckoning. You have to remember to account for munchkins out there when making classes/prestige classes, and if what you say is the case then I'll just make a ghostwalker that spent a bit of money to get a freelance transporter mage to bring him all over the multiverse so he can get his butt whipped by a huge number of creatures and then gain bonuses against about everything.
I got rid of painful reckoning because it is not an appropriate ability for a party. I highly doubt anyone else in the party could feign death, so escaping combat in that manner is largely a solo thing (NPC-worthy) and can be used by cunning DMs to help curb the power of PC parties if they get out of hand. Most parties won't be going against the same foe (as the painful reckoning description implies it is as specific as "bob the cleric") so many times that painful reckoning would become useful, and assuming the ability works as Cust. Serv. told you it did (and we've all got plenty reason to question their decisions and reasons, especially with this latest Warlock issue...) then I don't see why any DM would allow a player to become a ghostwalker. The DM couldn't throw high-powered campaigns at players that just grow alarmingly to fight the foe.
If a 6th level ghostwalker (ftr6/gw6) were to fight a maralith, get whipped, and use feign death to survive (gives in whatever way ghostwalker a chance to go ethereal and shadow walk out). He comes back now with +6 to hit, +6 to AC, and +6 to damage against Tanar'ri? Or against all maralith, which being demons each act in their own chaotic manner not related to another of their kind? Or against chaotic evil outsiders (munchkin alarm's going off by now) in general? Damn, if that's the case then just have the party mage summon a fiend to willingly kick your butt so you can use the above meta/powergaming strategy to gain uberbonuses against everything.
Long story short, no more painful reckoning, no more feign death. They aren't party-oriented.
Kruulus
12-06-04, 11:32 PM
oh yeah.... welll. i think you're not party-oriented!
:P
Fourshadow
12-07-04, 03:29 PM
Ummmmm....having read Sword & Fist, the description of the Ghostwalker defines him as a "loner". So why are you trying to make it "party-friendly"? That goes against the grain of the entire PrC...he seems a little like Garett Jax of Wishsong of Shanara (for any Terry Brooks fans).
shadow mage
12-07-04, 03:45 PM
Typically, yes the PrC would be a loner. But that means there isn't any party-use to begin with, and that flavor text alone would reduce the entire class to an NPC role. I wanted a PC role for the class, something to make it more usable by all people (with appropriate alignments of course ;) ). While they are "typically" loners, they aren't always so, another aspect which is mentioned. This 3.5 version I've made is capable of synergizing with a party, but can still just as easily be used as the "loner" should you want it. If something happened in the ghostwalker's past that would cause him to become a ghostwalker, why shouldn't he be able to atone/avenge/carry out all of that with a party? For evil ones, perhaps an adventuring party is the best way to achieve an end with minimal personal effort? For a good one, perhaps a party is a way to atone for a past sin? Maybe the neutral ghostwalker is simply the justicar of balance, adventuring with a party to ensure that he has the support he needs to accomplish a goal.
A "could be" or "typically" isn't an "always". The ghostwalker isn't defined strictly as a loner, just as "typically" a loner. I haven't in any way taken away from the flavor of the class, I've just given the option of it being used as more than a simple NPC, something PC-worthy.
office_ninja
12-08-04, 02:13 PM
Shouldn't Intimidate be in-class for a ghostwalker?
shadow mage
12-08-04, 05:20 PM
Shouldn't Intimidate be in-class for a ghostwalker?
Oops, my mistake. Sorry 'bout that. :D
RadicalTaoist
01-06-05, 08:14 PM
TY for updating a great class, it's one of my favorites. Agree with most of your changes (Improved Toughness :ayyyy!: yes!), even as much as I miss ethereal jaunt as an extraordinary ability (too easy to exploit :weep: so cool though). That said, I disagree with dropping Feign Death (although smartest thing of all would be to make it into a feat). That I'll let go though. Shadow Strike, however, just seems like a lame kind of Smite. :yuck: :thumbsdow And I like the old painful reckoning mechanic, but I can see how you'd want to fix it's balance issues. Allow me to suggest the following changes, in addition to removing Shadow Strike (and while we're at it, switch Superior Iron Will to level 2).
Anonymity (Ex): The ghostwalker benefits from anonymity, but should his name and history ever become known to his foes, his powers are weakened. On those enemies who know his name and background (where he comes from and an idea of his goals and abilities), his resolute aura no longer functions. If they are hostile, he cannot become ethereal or shadow walk in their presence (to a distance of 100 feet). His bonuses from the Painful Reckoning and Bad Choice of Friends abilities are halved (rounding down) against these enemies. If the ghostwalker is disguised as some other anonymous figure, his enemies lose the benefits of knowing his name until they discover his true identity.
Painful Reckoning (Ex): A ghostwalker with a grudge is a dangerous foe indeed. If any creature wounds a ghostwalker to under half his current hit point total (including indirect ways such as Constitution damage or drain and energy drain), he can designate that creature as the target of his painful reckoning. The ghostwalker gets a bonus equal to his ghostwalker class level to all attack rolls, damage rolls, and Bluff, Hide, Intimidate, Listen, Move Silently, Sense Motive, and Spot checks made against the target. Although any creature that has ever wounded the ghostwalker to under half his hit point total at any time can be targeted for painful reckoning, the ghostwalker can only target one such creature at a time. Designating a new target for painful reckoning is a free action usable once per round, and you must be able to see the target.
Bad Choice of Friends (Ex): Anyone a ghostwalker wants dead is noone you want to know. At 3rd level, the ghostwalker's grudge against his target of painful reckoning extends to any who call the target friend, and he gains a +2 bonus to all attack rolls, damage rolls, and Bluff, Hide, Intimidate, Listen, Move Silently, Sense Motive, and Spot checks made against the target's allies. For the purpose of this ability, 'allies' means anyone who would benefit from the target's aura of courage ability if the target was a paladin within 30 ft. of them. This bonus increases by 2 every three levels after 3rd (+4 at 6th and +6 at 9th). If you change your target of painful reckoning, the creatures affected by this ability change.
I'm also thinking, maybe
for a mid level ability: Mettle
for a high level ability: apply Painful Reckoning (and Bad Choice of Friends) bonus to saving throws against spells, SLAs, and Supernatural Abilities cast by target (and allies).
for a cap ability: standard action affecting all creatures who know the ghostwalker's identity and can see him, he makes an Intimidate check opposed by their Will saves, for every point by which he beats a creature's Will save that creature is treated as though it doesn't know the ghostwalker's identity. While thus affected, they can not utter the ghostwalker's name or reveal his identity in any way. Mind affecting fear effect, of course.
But want to see what others thought first. Don't want to make my favorite PrC broken now.
shadow mage
01-06-05, 08:41 PM
Well, glad you like it! It doesn't feel quite complete yet, but I'm hoping that'll change in this next week. I should have more time to myself to finish this and test it.
I like the suggestions, believe me when I say it pained me to remove Painful Reckoning. It didn't seem appropriate, however, for a player character prestige class. Mettle is an excellent option, though, wish I'd have thought of that. Bad Choice of Friends looks pretty cool. Depending on the feedback from the others here, an adjusted Ghostwalker Remix might look like this:
Alternate Ghostwalker Remix
Level Special
1 Anonymity, painful reckoning, resolute aura
2 Superior iron will
3 Feign death
4 Etherealness 1/day
5 Shadow walk
6 Mettle
7 Etherealness 2/day
8 *
9 *
10 Etherealness 3/day
*Blank spaces left for abilities like BCoF and
others. Still under construction you could say...
I like the concept of shadow strike, though, which is why I made it originally. I'm looking at a different spin on it, something to make it a moderate-powerful ability suitable for placement at levels 7-9 in this PrC. Feign death shouldn't unbalance things too much in this template...
Bad Choice of Friends looks really cool, I love the flavor, it makes a lot of sense, but like you said I don't want to overpower one of D&D's coolest classes ever (thematically, anyway). I need to look more into the mechanics of that first, same with an ability that'll allow the target to "not know" the ghostwalker.
Any suggestions? Comments?
RadicalTaoist
01-08-05, 01:25 PM
I know how to give you an excuse to make Shadow Strike a powerful, 8th level ability. Make it powered by the Ghostwalker's uses of Ethereal Jaunt. You can, once per round, spend one of the ghostwalker's daily uses of Ethereal Jaunt to make your next attack a Shadow Strike, for an example of wording.
shadow mage
01-08-05, 10:11 PM
I've shaken up the ghostwalker a little more, so now it more closely resembles the original ghostwalker as described in Sword and Fist. Painful reckoning has been re-added, but (thanks to RadicalTaoist) has been limited so that it is very specific in its use and applies to only one individual at a time. Feign death has been added and moved to third level instead of the normal 2nd and is now a spell-like ability (as per errata). RT brought up the point of Mettle, which did seem pretty appropriate for this sort of PrC. Shadow-strike changed a lot, becoming more powerful and an 8th level ability with extremely limited use.
RadicalTaoist
01-10-05, 01:52 PM
I like the new Shadow Strike.
Typo Report!!
"Ethereaness (Sp): Calling on the obscure, mystic forces that drive him to wander the world, the ghostwlaker has the power to become ethereal, as per the spell ethereal jaunt. The effect persists for 1 round per level of the ghostwalker and is usable 1/day. At each third level after 4th the ghostwalker gains an additional use of etherealness per day (7th level and 10th level)
Shadow Walk (Sp): The ghostwalker can shadow walk, as per the spell of the same name. The character travels at a rate of one mile in (11– the number of ghostwalker levels) minutes. The maximum time that the ghostwalker can shadow walk is 1 hour per level per day. The ghostwalker can shadow walk three times per day. In addition, while in thie state, the ghostwalker heals at a rate of 3 hit points per ghostwalker level per hour."
Plus several references to Greater Shadow Strike, which we don't have anymore.
I like this version, but a few more kinks to work out. As written, anonymity doesn't say anything about our new Painful Reckoning mechanic. And that last level gives us nothing but another daily use of either Ethereal Jaunt or Shadow Strike. Somehow...a cap ability seems fitting.
shadow mage
01-10-05, 06:13 PM
Edited again, I don't usually make those type of errors but they're fixed, grammatically and mechanically. Painful reckoning was included within anonymity now, and references to greater shadow strike were removed. I also ruled that shadow strike cannot be used period within proximity of a foe who knows his name.
As for a "cap" 10th-level ability, I would normally agree if it weren't for the simple fact that this class already gets a fair number of abilities. Etherealness and shadow walk are very good, shadow walk a personal favorite, and both shadow strike and hide in plain sight are powerful abilities, the latter especially.
While I don't think it would be necessary to give a 10th-level ability, I AM working on an epic-level progression. Etherealness will be increased in daily use, bonus feats at 11th-level and every four levels thereafter, resolute aura (from 12th-level on) applies to Charisma checks and all skills with Charisma as a primary attribute, and shadow strike's Strength damage at 14th level and again at 18th level (and every 4 levels thereafter) will increase in power by +2d4 at a time. Maybe this weekend or later this week I'll have time to sit down and make everything. :)
RadicalTaoist
01-10-05, 11:00 PM
Except you still spelled it 'ethereaness' :P
Alright, now that I double check it 4 of the ghostwalker's class abilities improve at level 10. That level's fine.
Now, about anonymity. Painful Reckoning isn't just halved, it's negated. That's harsh. Denying Shadow Strike on top means that in combat against foes who know who he is, he's a fighter without feats who has Mettle and the ability to play dead. You can leave that as it is, but I'd suggest adding Disguise as a class skill and throwing in a line in Anonymity which allows the ghostwalker to retain his abilities and bonuses if he hides his identity with successful use of the Disguise skill. It means he's not permanently screwed against someone who knows his name.
As for Feign Death, don't make it vulnerable to Anonymity. In fact, can we make it into a feat that the GW gains as a bonus feat? I think every character with Improved Toughness and a good Fort should be able to feign death.
Finally, we ought to do a proper presentation with flavor text and everything. I'll search for a suitable image. I would like to suggest a quote, though:
"You are about to die. What is the point of knowing my name?"
- Seijuro Hiko
That's from the Samurai X OVA and fits the Ghostwalker like a glove.
shadow mage
01-10-05, 11:30 PM
Well, I found that last grammatical error... -grumble-
Anyway, you made a pretty good point about disguise, so I included that to the skill list and added its function in anonymity. Also added a little bit to shadow strike too, a little touch I find that adds just a touch more...gusto to that ability. :)
I am in the process of looking for a picture as well, but you'd be amazed at how hard it is to find a good cloaked guy with a sword. Still looking, though, and I'll write the flavor text according to what sort of pic I can find. If anybody knows of a picture that would be appropriate for the ghostwalker, please let me know. Thanks for your time.
RadicalTaoist
01-11-05, 05:15 PM
Why a complicated new mechanic for Disguise? Isn't the PHB description of the skill enough?
Shadow Strike touch seems fine and perfectly balanced.
Will look for an image.
shadow mage
01-11-05, 06:28 PM
Darn, making me go and have to read the one skill I've never once used in gaming. :P
I do agree though, it seems to work pretty well as written. I'll edit that.
Thanks for the comment on shadow strike, still think it's quite purty m'self. :D
I'll hold off on the flavor-text bit until a picture can be found, I tend to write better short stories when I have something visual to base it off of. Thanks for helping, by the way!
RadicalTaoist
01-12-05, 11:42 PM
I called some attention to our search for flavor material on the Art Gallery forum. (http://boards.wizards.com/showthread.php?t=363077)
I think the following lines ought to be added to Anonymity:
"This vulnerability is dependent on an enemy's ability to see and identify the ghostwalker (this does not necessarily mean sight alone - scent and blindsight can allow an enemy to take advantage of Anonymity, for example). This means that successful use of the Disguise and Hide skills, among other things (such as an Improved Invisibility spell for example), may allow the ghostwalker to retain his abilities and bonuses, depending on DM's discretion."
It pains me to include "depending on DM's discretion" but we might as well anyway. Such clarification of the rules protects the PrC both from munchkin players and killer DMs.
Also, I still want to turn Feign Death into a feat requiring Improved Toughness and a +5 base Fort save.
shadow mage
01-13-05, 03:02 PM
The problem with making FD a feat is that it would cut out the supernatural effects (damage resistance, poison immunity, etc.). It would basically be just a really really good bluff that lasted for minutes, and that's not worth a feat. The supernatural effects are what make that ability what it is, and the only other feats that are magical or quasimagical in nature are item creation, psionic, and metamagic feats (or otherwise feats pertaining to spellcasting and/or manifesting).
Why the choice to have Hide in Plain Sight as an Extraordinary ability vs a Super Natural?
The Shadow Dancer's Hide in Plain Sight is a Super Natural.
I can see the Ex giving the Ghost Walker an advantage but I was just wondering what the reasons behind this were. Because I don't think a Ghost Walker should be able to hide in plain site any better than a Shadow Dancer in my opinion :)
Other than that I really like this. A player in my campaign has a ghost walker and I think I will see if he wants to convert to something like this.
shadow mage
02-05-05, 06:35 AM
Glad you like the class tarez! The ability is supposed to be supernatural, but I, being me, was not paying attention as I typed it. Wonder if that means I have an inborn munchkin trait...that's not good...:P
The quest for art continues, as well, and more comments are appreciated! That said, :bump:
Steelborn86
02-05-05, 01:37 PM
I always pictured the ghost walker as something like Jason Voorhees (sp?) from the Friday the 13th movies.
Oh well...I like the PrC, and I think you did an alright job of updating/modifying it.
I consider the Sword and Fist one perfect for a reoccuring villian but horrible if a player wants to take it.
RadicalTaoist
02-05-05, 05:54 PM
You saw the Ghostwalker as a serial killer PrC? :mymy:
Electricall
02-05-05, 06:48 PM
Add this below the general information about Etherealness:
"If the Ghostwalker possesses Ghost Strike from another class, she may not use it in conjunction with this ability"
This to avoid people going this class just to get Ethereal Jaunt (and xtreme firepower) for their Ninja earlier than normal (20th level Ninja).
This a problem since this class also fits with the Ghost-like abilities of the Ninja, and is thus interesting. It's simply a loophole that needs puttying.
Also, limiting Painful Reckoning to 1 is just too much. Why? The loopholes you speak of doesn't exist. You said that you could hire anyone to kick your ass to gain bonuses against them, but you can't exactly hire an enemy you know.
Also you say you need to make the Ghostwalker party-friendly. No need. Just 'cuz he's a loner doesn't mean he's stupid. Having allies is a very basic tactic that any adventurer of any note knows very well. Of course he'll never be the leader (altough being one could be an interesting challenge) or speak much, if at all, but still a 3.0 Ghostwalker could very well work with a group.
Another thing: The wording for Painful Reckoning is wrong. Now it works like this: Let's say a Ghostwalker has 20 hp. He's reduced to 12 by an attack from Enemy A. Then Enemy B deals 3 damage, and the Ghostwalker's Painful Reckoning kicks in against B because he brought The GW below half. And that's a loophole also. A Ghostwalker can heal himself to just above 50% HP then let the main villain strike him once, then flee to heal, for example. Change it to "Any enemy who singlehandedly deal more than 50% of the Ghostwalker's HP in damage in one encounter" altough the wording is pretty bad there.
Steelborn86
02-05-05, 08:27 PM
You saw the Ghostwalker as a serial killer PrC? :mymy:
Well think about it.
Painful Reckoning: If anyone ever tries to hurt Jason or get in his way, 99% of the time Jason kills them either then or eventually. Usually only the exception is the protagonist.
Resolute Aura: Adds intimidation, I see Jason as being pretty intimidating, even without speaking.
Anonymity: Usually only after the movie's protagonist finds about about Jason will they devise a way to stop him.
Feign Death: Self explanatory, he does this in so many movies it gets kind of repetative.
Etherealness: How else do you think Jason always get out of places if he gets trap or something collapses on him?
Shadow Walk: People can run for days trying to get away from Jason but no matter what he always catches up to them.
shadow mage
02-05-05, 10:26 PM
Add this below the general information about Etherealness:
"If the Ghostwalker possesses Ghost Strike from another class, she may not use it in conjunction with this ability"
This to avoid people going this class just to get Ethereal Jaunt (and xtreme firepower) for their Ninja earlier than normal (20th level Ninja).
This a problem since this class also fits with the Ghost-like abilities of the Ninja, and is thus interesting. It's simply a loophole that needs puttying.
This isn't going to happen, though, until I see Complete Adventurer. Until I can see the rules and from them correctly phrase a limit, I can't just throw around limitations, especially when I don't know what I'm limiting.
Also, limiting Painful Reckoning to 1 is just too much. Why? The loopholes you speak of doesn't exist. You said that you could hire anyone to kick your ass to gain bonuses against them, but you can't exactly hire an enemy you know.
Read a little closer. I said you could hire someone to bring you to places where you can let yourself get beat up, not do it him/herself. It's very concievable that if the bonus applied to all similar creatures I could let a ghostwalker character hop around to most major planes, let the outsiders smack him around a little, and then with the hired transporter's help bug out before I die, thus adding a whole slew of creatures to the painful reckoning list. Loopholes?
Also you say you need to make the Ghostwalker party-friendly. No need. Just 'cuz he's a loner doesn't mean he's stupid. Having allies is a very basic tactic that any adventurer of any note knows very well. Of course he'll never be the leader (altough being one could be an interesting challenge) or speak much, if at all, but still a 3.0 Ghostwalker could very well work with a group.
As much as a self-centered cleric, I suppose. Which isn't much. The whole point of this is something that's more open to group synergy, not individual synergy. It ended up not working as I wanted and came out pretty solo-based, still, but at least it's updated to 3.5 and more playable as a player PrC instead of as an NPC. The standard 3.0 ghostwalker is simply too weak as it is, I know from having played them several times.
Another thing: The wording for Painful Reckoning is wrong. Now it works like this: Let's say a Ghostwalker has 20 hp. He's reduced to 12 by an attack from Enemy A. Then Enemy B deals 3 damage, and the Ghostwalker's Painful Reckoning kicks in against B because he brought The GW below half. And that's a loophole also. A Ghostwalker can heal himself to just above 50% HP then let the main villain strike him once, then flee to heal, for example. Change it to "Any enemy who singlehandedly deal more than 50% of the Ghostwalker's HP in damage in one encounter" altough the wording is pretty bad there.
Not true, thankfully. Read closer where the wording says "his current hit point total." Not current hit points. Glad you're showing interest in the class though. ;)
RadicalTaoist
02-07-05, 11:46 AM
Hey S M, any luck at all on the images? (and why did you abandon my variant ranger?:P)
shadow mage
02-10-05, 11:48 AM
Ladies and Gentlemen, the Ghostwalker Remix is officially complete! Added flavor text (regardless of CoC, that excerpt is just too good), an appropriate picture (all hail Todd Lockwood!), and an aura of completeness. :)
Now, let's see what twisted madness I can conjur for the Epic Ghostwalker...
Posted at your ranger, Rad, sorry that took so long.
RadicalTaoist
02-10-05, 05:02 PM
Awesometaculous.:ayyyy!: For the Epic GW, feats enhancing the class abilities are a given. Maybe some epic feat like Name Doesn't Matter: for 1/round per day, you can attack a foe who knows your name as though you were still anonymous to them. Taking it multiple times allows you to use it more rounds/day. Bad Choice of Friends could be an epic feat too.
As for my last nitpicks:
Still think that the Anonymity entry should use the word "identity" in place of "name", but this is more a prevent-stupid-DMs/Players issue than a serious rules problem.
Still think the flavor section needs a quote. I resubmit:
"You are about to die. What is the point of knowing my name?"
- Seijuro Hiko
as a contender.
Yay for a skillful rewriting of my favourite PrC. :clap:
Thanks for the effort.
shadow mage
02-18-05, 08:59 PM
Yay for a skillful rewriting of my favourite PrC. :clap:
Thanks for the effort.
Your welcome and thank you for the compliment. I'm hoping to have time to redo a few of the more-liked 3.0 PrCs, namely two presonal favorites of myself and many others (Lasher and Master of Chains), but if I have time I'll try my hand at really any other PrC that comes to mind or that hasn't been redon/butchered in Complete Adventure.
jcintro2
02-19-05, 09:52 AM
Good morning
I have to say i really like a lot of the modifications that you have made to the ghostwalker. the whole man with no name bit is really a nice touch of roleplaying added to the prestige class. Right now, we have a campaign that is getting ready to start, and it is the DM's homebrew world, and he is letting us play characters that come from different campaign settings. For example, my character is going to begin as a Ranger ( it seems like a good choice if you are looking for a somewhat nomadic character) who will then become a ghostwalker. Pretty much he is going to be a man of VERY few words, but the words that he does speak will be of great relevance. On a side note, I wish that Wizards would 3.5 this class in any of their various upcoming books and make it 3.5 compliant. This PRc i feel is way too cool to let it go into obscurity. For that matter, they might want to take a note from this message board thread. Thanks for the revision it looks really good. I will have to see if my GM will allow me to play this revision.
shadow mage
03-03-05, 04:10 PM
Good morning
I have to say i really like a lot of the modifications that you have made to the ghostwalker. the whole man with no name bit is really a nice touch of roleplaying added to the prestige class. Right now, we have a campaign that is getting ready to start, and it is the DM's homebrew world, and he is letting us play characters that come from different campaign settings. For example, my character is going to begin as a Ranger ( it seems like a good choice if you are looking for a somewhat nomadic character) who will then become a ghostwalker. Pretty much he is going to be a man of VERY few words, but the words that he does speak will be of great relevance. On a side note, I wish that Wizards would 3.5 this class in any of their various upcoming books and make it 3.5 compliant. This PRc i feel is way too cool to let it go into obscurity. For that matter, they might want to take a note from this message board thread. Thanks for the revision it looks really good. I will have to see if my GM will allow me to play this revision.
Well, your welcome, thanks, and it's surprisingly simple why this particular prestige class wasn't remade. In all honesty, how many gamers have played ghostwalkers? I play them because they are my favorite prestige class. I know personally one other person IRL that's played one, and I know a handful of people on these forums who's played one. Rarely does someone play a second one, which is one major way to see if a player enjoys a particular prestige class (though this is highly variable, especially considering the vast differences between any two GMs and their gaming styles).
Basically, the ghostwalker just wasn't popular enough. Ironic, the low-key warrior-of-obscurity pays the price for his secrecy. ;)
Picked up my Sword & fist, checked the Ghostwalker out and reflected "How come it didn't get an as kickass picture as Shadow Mage found?".
Second thought "so why does it need updating?". The mechanics still work. Etheralness and Shadow walk being Extraordinary was part of its flavour.
-Answer mine second thought on thee class lest there be rhadamantine fire raining down upon thine kin knave.
Onikage
06-29-05, 02:09 AM
I really like what you've done with this!
Ghostwalker has always been one of my favourite PrCs (at least as far as flavour goes), and, by the way, Painful Reckoning always came in handy when I played a ghostwalker. Mostly because my GM loved to use recurring villains :)
I really like the hide in plain sight and mettle additions, very cool.
shadow mage
08-02-05, 12:27 AM
Norhg
Without having access to my torn old copy of Sword and Fist, I can safely say that I not only agree with your statement about finding a cool picture (I can say a lot of bad things about the art in that book really...), but I can also answer why the class needed updating. When the Errata hit S&F, it hit with the force of a smiting pimp-smack from an exalted paladin (that is to say, hard). Ghostwalker's strongest asset, the only aspect that really made it strong, was that nearly all of its abilities were extraordinary abilities. When they all became spell-like, a couple supernatural, that diminished the power of the ghostwalker greatly.
Also, consider this: most powers are tied to being unknown. And let's be serious, how easy is it for a character to advance levels and remain completely unknown? At one point, SOMEONE is going to start digging into a ghostwalker's past, or someone from his past is going to come back to haunt him. Painful reckoning really needed clarifying (as I've found from playing them vehemently, did I spell that right?), which I think was done fairly well here.
Onikage
Why thank you. :)
By the way, I've altered the wording of Painful Reckoning, Shadow Strike, Shadow Walk, and I've changed Feign Death to supernatural (spell-like just didn't seem...quite right to me).
nihility
12-01-05, 10:04 AM
:dancin:
Captainredbeard
12-02-05, 03:11 AM
I have a relatively simple question why cant ghostwalkers be any other neutral if memory serves me in sword and fist you could be chaotic neutral.
Khelendross
12-02-05, 09:33 AM
What book is the class nomrally from? would it work well for a archer baised guy?
Tempest Stormwind
12-17-05, 12:40 PM
What book is the class nomrally from? would it work well for a archer baised guy?Sword and Fist (as was said many, many, many times on both pages of this topic). It would be okay, but the class is designed with melee in mind.
I have a relatively simple question why cant ghostwalkers be any other neutral if memory serves me in sword and fist you could be chaotic neutral.No, he got it right. You could be any of the polarized alignments or true neutral.
By the way, quick question on Shadow Strike: Is the Intimidate check still a standard action, like normal? And if so, are they still demoralized?
(I'm looking at it as a rough equivalent to a feint, here.)
klode_me
12-18-05, 04:07 PM
Shadow Walk (Sp): The ghostwalker can shadow walk, as per the spell of the same name. The character travels at a rate of one mile in (11– the number of ghostwalker levels) minutes, to a maximum of one mile per one minute of travel. The maximum time that the ghostwalker can shadow walk is 1 hour per level per day. The ghostwalker can shadow walk up to three times per day. In addition, while in this state, the ghostwalker heals at a rate of 3 hit points per ghostwalker level per hour.
Excelent work!
so this means a 10th level ghostwalker could divide 10 hours of shadow walk among 3 uses per day?
for instance.
1st use: 4 hours.
2nd use: 3 hours
3rd use: 3 hours
Quoriil
12-27-05, 01:32 PM
Before I start let me just say that I really like what you did with this class, ghostwalker has been one of my favorites since it first saw print! Now on to my preferences... :P While I'll not attempt to say that anybody needs to change their take on this great prestige class I find that I don't really like the mechanic for Shadow Strike. What do you guys think that replacing Shadow Strike with Sudden Strike at 3rd level and increasing it every four levels beyond that would do to the overall playability of the class?
Sudden strike gives a slight bonus to damage in and fits the dramatic nature of the class. ex. "The ghostwalker confronts their hated enemy and faster than the blink of an eye whips out their sword/chain/fist to deliver a devestating blow." Shadow Strike still seems excessively comlpex as an opposed-roll, potentially antimagic ignoring supernatural effect with unlimited uses. While removing this ability does take away a powerful weapon, the class doesn't seem to suffer much when compared to straight fighters or rangers, nor when up against other warrior prestige classes. With plentiful supernatural abilities that allow for a great deal of mobility, full BAB progression and two good saves I thikn the inclusion of Shadow Strike takes this class beyond anything that I'd like to see in my party. Sudden Strike with a slower progression gives this guy a bit of punch without turning the power-dial up past where most DMs I've played with would be comfortable.
P.S. The will save requirement could be dropped, as by the time a character reaches +6 BAB in any class they have already met the +2 base will.
Cheers!
What kind of bonus does painful reckoning provide? Competence, circumstance, divine etc.?
Raven113
02-01-06, 10:27 AM
@Asken-It's a circumstance bonus.
I really like what you've done with the PrC. Very good job.
I would like to add, I love the "Bad Choice of Friends" idea.
I'm looking foward to your take on the Lasher(my favorite 3.0 PrC).
Third
Hand
Baby.
RadicalTaoist
03-15-06, 08:55 PM
Ayyyy, shadow mage hasn't been around for a while, has he? :(
shadow mage
06-01-06, 11:46 AM
I'm. Back. Ish. And let's help clarify and answer questions.
By the way, quick question on Shadow Strike: Is the Intimidate check still a standard action, like normal? And if so, are they still demoralized?
(I'm looking at it as a rough equivalent to a feint, here.)
The Intimidate check here requires no action in and of itself; it's a part of the normal attack action used when executing a Shadow Strike. As for the demoralized, I can't find any reference in the ability's description to demoralizing...
klode_me
Yes.
Quoriil
You'd have to explain to me the mechanics of Sudden Strike, because I've been away from any newer material for quite some time. I am up for altering Shadow Strike, simply because it is powerful, but as far as complexity goes few prestige classes are as complex as a ghostwalker anyway, who literally draws his power from obscurity.
As for the Will, good catch, I'll edit that to be +6 (including Iron Will).
Raven113
Remake the Lasher? Blasphemy! It's plenty strong, just needs a tad bit of 3.5 updating (if it hasn't been already) and altering of wordage. Suppose I can give it a once over, though, when time permits. :)
Aaaaand...
Edited to add a slight clarification in Shadow Strike, alter the requisite save bonus, and that looks like it for now.
RadicalTaoist
06-04-06, 09:09 PM
Omg I Missed You???
Damon_Caskey
06-04-06, 09:26 PM
I’ve never seen the original Ghost Walker, but this looks great.
You get bonus props for the professional formatting. It seems to be something few people on this board care about, but grammar, proofreading, and proper linguistics in general are a huge deal with me.
I’d like to make comments on the mechanics, but they are too solid to poke holes in, at least for me. On all counts, great job!
Cheers,
Damon Caskey
shadow mage
06-07-06, 11:59 PM
Omg I Missed You???
How special I feel! :w00t: Missed ya too, hombre.
I’ve never seen the original Ghost Walker, but this looks great.
You get bonus props for the professional formatting. It seems to be something few people on this board care about, but grammar, proofreading, and proper linguistics in general are a huge deal with me.
I’d like to make comments on the mechanics, but they are too solid to poke holes in, at least for me. On all counts, great job!
Cheers,
Damon Caskey
Glad you approve/enjoy. :) I'm thinking I should save my changes since all this is going away in a few days...
-shadow mage
Vashwood
06-08-06, 09:49 PM
Hrm, I had a bit of a thought on how to make your Ghostwalker a bit more of a team player.
What you could do is, take out Feign Death. Then, replace it with an ability that adds a further buffer beyond the -10 (perhaps another 10 hp, down to -20) that most players get. While below -10, the Ghostwalker appears dead, but is actually alive and stabilized. Now, turn this into an aura benefit for all his allies.
Now, instead of a TPK, your group has a chance to just be knocked out, and appear a couple days or weeks later, ready to use that Painful Reckoning on their unsuspecting foe.
Quoriil
06-09-06, 09:13 AM
Quoriil
You'd have to explain to me the mechanics of Sudden Strike, because I've been away from any newer material for quite some time. I am up for altering Shadow Strike, simply because it is powerful, but as far as complexity goes few prestige classes are as complex as a ghostwalker anyway, who literally draws his power from obscurity.
I don't have any books handy but it can deal extra damage to any foe who is denied his Dexterity bonus to Armor Class (if any). It is otherwise just like a rogue's sneak attack except that it doesn't work against flanked foes.
shadow mage
06-09-06, 06:33 PM
Hrm, I had a bit of a thought on how to make your Ghostwalker a bit more of a team player.
What you could do is, take out Feign Death. Then, replace it with an ability that adds a further buffer beyond the -10 (perhaps another 10 hp, down to -20) that most players get. While below -10, the Ghostwalker appears dead, but is actually alive and stabilized. Now, turn this into an aura benefit for all his allies.
Now, instead of a TPK, your group has a chance to just be knocked out, and appear a couple days or weeks later, ready to use that Painful Reckoning on their unsuspecting foe.
Eh, I initially liked the idea of a type of feign death that would work for the whole party, but that's a very dangerous mechanic. If used as you described, then does the ghostwalker and his/her allies heal since they're stabilized? What's to stop the attackers' damage from taking it slightly past that limit? By 9th-10th level, the earliest feign death would see play, most deaths are caused by amounts of damage that would bring a character well past -20 (in my gaming experience, anyway). Further, how does this effect characters slain by magic? It seems quite complicated and possibly abusable if made into a feign death (as it currently is) that effects multiple players. Maybe an epic ability?
If you can think of a way to detail your idea, it can still be a viable one (one that would likely push feign death up to a higher level ability, at that, possibly something to replace shadow strike).
I don't have any books handy but it can deal extra damage to any foe who is denied his Dexterity bonus to Armor Class (if any). It is otherwise just like a rogue's sneak attack except that it doesn't work against flanked foes.
Something about a sneak-attack-like mechanic worries me with this class. It's already highly mobile, and in a frightful way (going ethereal, shifting into the Plane of Shadows, hiding in plain sight) and can already attack from various places of hiding. My preference of shadow strike to something like this is mainly that shadow strike can only be used, at the most, three times per day, barring non-core feats that would grant more uses of ethereal jaunt (I believe one was mentioned in Savage Species). A sneak attack style ability has no limit as to how often it can be used, and if added to a ghostwalker already recieving sneak attack, death attack, or some other similar attack from other classes this can be a very abusable ability (hit and run in a pretty scary way).
Ideas?
RadicalTaoist
06-09-06, 10:17 PM
Well, good to see you back. You do know about the boards update right?
I agree - Shadow Strike over Sudden Strike. The Ghostwalker is a stare you in the eye then stab you class, not a surprise then stab you class.
Vashwood
06-11-06, 12:36 AM
Maybe just make it an ability like that one feat from Races of Destiny. Basicly, once per day (in this feat's case), any death attack or attack that would kill via hitpoint damage instead reduces you to -9 and stable. This ability might function only once per day, or week, or month or something similar per person (with luck, no non-boss enemies should TPK the group more than once ... if at all).
Just throw in the added condition that characters saved by this ability appear dead as per feign death, and heal naturally afterwards, or even at an advanced rate at higher levels (maybe 1 day's worth of healing per hour, until they regain consiousness). At the levels you'll be seeing this ability at, the group could easily regain consiousness in a day or so, and while they will need to rest and recoup, they can also plan their vengence and use the element of surprise. Of course, if your villian likes to mutiliate corpses after killing, they are kinda screwed, but hey, nothing's perfect.
Quoriil
06-12-06, 09:30 AM
Well, good to see you back. You do know about the boards update right?
I agree - Shadow Strike over Sudden Strike. The Ghostwalker is a stare you in the eye then stab you class, not a surprise then stab you class.
Looking at it this way I have to agree... I think I was looking for an alternative that didn't include the ability damage but even that fits the theme.
shadow mage
06-12-06, 12:30 PM
Vashwood
One of the biggest reasons I'm hesitant to change feign death is because it's saved me twice from guarenteed death. My first character, which was a fighter/psion/ghostwalker (before the 3.5 upgrade), had twice ended up against an enemy he couldn't possibly beat, even with our high-powered group. The fact that the ability's description in the book itself says that it is indistinguishable from actual death means that, regardless fo the skill or perception of the viewer, the ghostwalker using feign death will appear dead. In and of itself, that is very powerful. Offering something similar to the whole party...
Quoriil
I like the main mechanic of Shadow Strike (intimidate vs sense motive, success resolves in next attack being a touch attack), personally, but the ability damage isn't necessarily required for the thematic function of the ability to remain the same (which is my priority, regarding abilities). It can fit the bill, so to speak, but it isn't required. That's why I'm looking for some other mechanic, something dissimilar to sneak attack, sudden strike, skirmish (whatever that is, I gather it's similar to the above though), etc. That is also why I avoided causing the struck target to be flat-footed, because (as I mentioned earlier) a ghostwalker with preexisting sneak attack or similar abilities is already going to be very strong (seen it, too, from a rogue6/assassin6/ghostwalker6).
Now, I wouldn't object to some other form of bonus damage, but I like the idea of the damage being unusual, abnormal. Something that, from a character's point of view, is almost fear-inducing in effect. Hence, the current ability damage.
Vashwood
06-14-06, 10:42 PM
Actually, the idea I had was primarily for high powered groups. As a DM, the most difficult part about dealing with better players is actually challenging them without obliterating them.
For example, my current group contains a rather intelligent numbers cruncher ... he also enjoys sharing his calculation with other players. I saw a 45 foot leap at 3rd level, which was used to leap over a swampy area (ignoring difficult terrain that way) and completing a charge for close to 40 damage. We also have a highly inventive player who enjoys crafting, bizarre solutions to problems the group faces, and a near encyclopedic knowledge of feats, skills, spells, powers and broken ways to use them (though to be fair, he rarely uses them). Regardless, the main challenge is challenging them without killing them or boring them, and that isn't always easy. For those rare times when a TPK is evident, abilities like this can save a campaign. I wouldn't recommend making a habit out of throwing murderous encounters their way, but abilities like this do make the occasional tough-as-nails bossfight a less worrying.
Of course, it's your choice. Myself, I'm glad of the idea of an extra chance for my group.
shadow mage
07-03-06, 08:10 PM
Challenging PCs can be difficult, but unfortunately I can't tailor a prestige class which so many people like (thematically, mechanically, or both) for a specific kind of campaign (that being a higher powered one). I like the idea a group version of Feign Death, consider this: in such a powerful encounter that would result in a TPK, wouldn't it be a bit more thematically dramatic for the sole surviving ghostwalker to reawaken, stealth away with his companions in tow, and resurrect them (either himself or by hiring/employing the aid of another individual to do so)?
I did edit my descriptions of my brief mention of the goals for the class in my initial post, because when I think about it the class is still not "party-oriented," even if it is a more viable and updated option than the standard 3.0 Ghostwalker.
On shadow strike, I considered removing the Strength damage, replacing it with 1 point of Constitution damage, and inducing a fear effect for those struck and dealt damage to by such an attack (maybe Shaken, with a duration of 1 round per two Ghostwalker levels?). Thoughts?
-Shadow Mage
Quoriil
07-05-06, 11:25 AM
I like the the fear effect, something that seems very appropriate fot the class. I also like the fact that you haven't limited the ability of the fear effect to stack, so "shaken" is appropriate as it could easiliy increase to panicked with intimidate or further uses of the shadow strike.
RadicalTaoist
07-05-06, 02:54 PM
I say let's keep it simple. A manuver that requires a skill check, a save, deals ability damage, and then inflicts a status is way too fancy.
Touch attack that leaves 'em shaken, no save, is fine. The problem is that we need something that is worth expending a use of Etherealness.
willpower
07-05-06, 05:15 PM
Another thing: The wording for Painful Reckoning is wrong. Now it works like this: Let's say a Ghostwalker has 20 hp. He's reduced to 12 by an attack from Enemy A. Then Enemy B deals 3 damage, and the Ghostwalker's Painful Reckoning kicks in against B because he brought The GW below half. And that's a loophole also. A Ghostwalker can heal himself to just above 50% HP then let the main villain strike him once, then flee to heal, for example. Change it to "Any enemy who singlehandedly deal more than 50% of the Ghostwalker's HP in damage in one encounter" altough the wording is pretty bad there.
I disagree with this. I don't believe that Painful rechoning, needs to be that specific. Spcific, yes, though I think if you are fighting multiple people, and are brought below 50%, then that group should be considerred the enemy, and he gets Painful Reckoning against anyone in the group. I have used Ghostwalker's in campaigns as villains, and as such, the Painful Reckoning ability is good if worked this way to make a recurring villain, that is tough for the group. It becomes next to useless, if used as specific as mentioned, as it will come into play too rarely. Chances are the Ghostwalker will be really killed before it even comes into play then.
shadow mage
07-05-06, 06:31 PM
Okay, two parter here. :)
Painful Reckoning
Painful Reckoning seems fairly obvious to me, based on my wording and example. If an individual deals damage equal to half the ghostwalker's hit point total, he is applicable for Painful Reckoning. The key words are "individual" and "hit point total". That means that a ghostwalker could not, as written, heal himself to just above half of his hit point total and half the next hit from an enemy (which would bring him below half of his hit point total) and have him be an applicable target for Painful Reckoning. The attacker would have to deal damage equal to half the ghostwalker's total life.
For example, a ghostwalker fights a warlord. Ghostwalker has a maximum hit point total of 100 hit points (with or without items is irrelevant), but only current hit points of 75. If the warlord dealt 25 damage to him, bringing the ghostwalker to 50 hit points, he is not applicable for Painful Reckoning. If the warlord dealt 50 damage (which is 1/2 the ghostwalker's hit point total), he would then qualify for Painful Reckoning. I will not include the stipulation of "in a single encounter" because of situations like skirmishes or extended battles (like storming keeps and such). That said, it is concievable that a ghostwalker can even level up between combat with that particular example warlord, and painful reckoning would only be applicable if he can deal half or more of the ghostwalker's hit point total (for that level) in damage.
Once a foe applies for Painful Reckoning, he applies forevermore.
I like willpower's idea of making it applicable against foes who as a group deal half (or more) of the ghostwalker's hit point total in damage to the ghostwalker. Would such a mechanic be balanced for player use? Currently, as written, it only applies for an individual (and if healed through combat it is possible for multiple individuals to deal enough damage to the ghostwalker to qualify for Painful Reckoning). Until I can test any balance issues this can create, I will leave it as is.
Shadow Strike
How's this draft sound as a replacement for the existing version?
Shadow Strike (Su): At 8th level, ghostwalkers gain the ability to tap into the obscure forces known only to them and draw power from them to execute a terrifyingly effective attack. Once per day, the ghostwalker may declare an attack to be a shadow strike. A shadow strike is resolved as a touch attack. Further, if the shadow strike successfully hits and deals damage, it also deals 1 point of Constitution damage to the target (to a minimum of 1 Constitution) and leaves a foe shaken for up to one round per two ghostwalker levels (no save). Ability damage dealt by shadow strike can be healed in any way normal ability score damage would be. The intended target must be able to see the ghostwalker.
The ghostwalker can spend daily uses of Ethereal Jaunt to make additional shadow strikes (for example, spending one daily use of ethereal jaunt would grant one additional shadow strike per day, spending two uses of ethereal jaunt would grant two additional shadow strikes per day, etc.), but may use no more than one shadow strike per round. As normal, fear effects created by shadow strikes are cumulative.
Even in places where magical and supernatural effects do not normally function (such as within a antimagic field), a ghostwalker can attempt to execute a shadow strike anyway by making a DC 24 Will save. On a successful save, the ghostwalker executes the shadow strike normally, but due to the strain of attemping such a feat he is dazed on his next round.
It's more simple (removing the skill check), is still not overwhelmingly powerful (i.e., one round can't send a foe fleeing in fear), and still maintains the limitations of uses per day and daze effects of shadow striking in an antimagic area. Comments?
-Shadow Mage
shadow mage
08-20-06, 07:44 PM
Ok, updates.
Resolute Aura mentions the inclusion of all Charisma-based skills, but I left out Disguise and Use Magic Device. That's been ammended.
Shadow Strike has been changed to the draft described in the post above. I like the mecahnic more, and the limitation of only one shadow strike attempt per round.
Skills have been updated too, since Survival and Swim managed to get left out when they shouldn't have been.
I do believe that's all. Any concerns or comments?
-Shadow Mage
FriendlyBiscuit
09-28-06, 08:00 AM
Blech. UMD? That doesn't fit the image at all. How about Sense Motive instead? It's not Cha-based, but it fits the theme much better.
FriendlyBiscuit
09-28-06, 08:27 AM
Also, painful reckoning... a +10 to damage AND attack rolls is a lot for anyone, even at level 20. Especially for a class that already has d10 HD, good Fort and Will, full BAB, and 4 + Int skill points. While all of those may be rather plain class benefits, they still count and are pretty significant. Even dropping it to a +5 would still make it mighty nice for the purposes of TWF penalties or Power Attack penalties, especially what with the full BAB.
RadicalTaoist
09-28-06, 10:19 AM
Blech. UMD? That doesn't fit the image at all. How about Sense Motive instead? It's not Cha-based, but it fits the theme much better.
This I agree with.
Painful Reckoning, on the other hand, is fine. It only applies to a single opponent, and is not out of line compared to what other melee characters (barbs and psywars) can do.
shadow mage
09-28-06, 12:53 PM
Hm. I do agree with the assessment of Use Magic Device, and I'll be removing that from the list. For me, it was mostly the ease of use (using the term "Charisma-based skills" instead of "the following skills"). I always thought Sense Motive should be included, but didn't include it because of this; I suppose I'll just use the list method ("the following skills") to include it fairly. Also, I'll remove the word "humanoids" from the first sentance of Resolute Aura, because of its potential confusion (the bonus applies generally, not just to humanoids, as was intended by the ability in its original print).
Also, RT is right on the subject of Painful Reckoning. It only applies to one target at a time, and hopefully gives the Ghostwalker the edge in fights where it can employ it over other characters, but just an edge; the Ghostwalker's role is an unusual one, undefined in fact, so while we know it is a combatant, we don't know at a glance the nature of this combatant. That's part of the appeal, I think, to the class, and allows at least some opportunity for the GW to just break out and shine, if for only a single battle.
As of yet, I haven't found a way to outrageously break the class (even emphasising the use of Shadow Strike to invoke it's fear effects), which is a good thing. Ranks right up with the Assassin for roundedness, I think. If anyone does find a method to break the class, by all means share. A problem not addressed can't be fixed.
-Shadow Mage