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Ghostwalker

(Sword and Fist: A Guidebook to Monks and Fighters, page 20, DnD 3.0)


Ghostwalkers have abilities that point to some underlying, mysterious mysticism.

Requirements

Alignment: Lawful good, lawful evil, chaotic good, chaotic evil, or true neutral.

Base Attack Bonus: +6

Feats Required: Endurance, Iron Will, Toughness

Skills required: Intimidate 4 ranks, Move Silently 4 ranks

Hit die

d10

Skill points

Skillpoints per level: 4 + intelligence modifier.

Class features

Weapon and Armor Proficiency: The ghostwalker is proficient with all simple and martial weapons, light and medium types of armor, and shields.

Painful Reckoning: If the ghostwalker loses more than 50% of his normal hit-point total in one encounter (and survives), he gains this bonus to his AC, attack, and damage rolls when he faces the specific foe(s) that he fought in the initial encounter.

Resolute Aura: Whether fearful or respectful, humanoids around the ghostwalker typically pause and obey when confronted. Ghostwalkers add their number of ghostwalker levels to all Intimidate checks. Therefore, a 5th-level ghostwalker has a +5 bonus to all Intimidate checks.

Anonymity: The ghostwalker benefits from anonymity, but should his name ever become known to his foes, his powers are weakened. On those enemies who know his name, his resolute aura no longer functions. If they are hostile, he cannot feign death, become ethereal, or shadow walk in their presence (to a distance of 100 feet), and his painful reckoning bonus, if any, is halved against them.

Feign Death: Once per day, the ghostwalker can enter a cataleptic state that is impossible to distinguish from actual death—usually for ending an encounter. The effect lasts for 10 rounds 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 effect the ghostwalker in this state, but poison injected into the body becomes effective when the effect ends.

Superior Iron Will: This ability provides an additional +2 bonus to Will saves. It stacks with the Iron Will feat.

Etherealness: 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. This is an extraordinary ability.

Shadow Walk: The ghostwalker can shadow walk, as per the spell. 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 this state, the ghostwalker heals at the rate of 3 hit points per ghostwalker level. This is an extraordinary ability.

Class Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Painful reckoning +1, resolute aura, anonymity
2nd +2 +3 +0 +3 Feign death, painful reckoning +2
3rd +3 +3 +1 +3 Superior Iron Will, painful reckoning +3
4th +4 +4 +1 +4 Etherealness 1/day, painful reckoning +4
5th +5 +4 +1 +4 Shadow walk, painful reckoning +5
6th +6 +5 +2 +5 Painful reckoning +6
7th +7 +5 +2 +5 Etherealness 2/day, painful reckoning +7
8th +8 +6 +2 +6 Painful reckoning +8
9th +9 +6 +3 +6 Painful reckoning +9
10th +10 +7 +3 +7 Etherealness 3/day, painful reckoning +10

Class Skills

Skill nameUntrained?Key Ability
BluffYesCHA
DiplomacyYesCHA
Gather InformationYesCHA
ListenYesWIS
Move SilentlyYesDEX*
ProfessionNoWIS
Sense MotiveYesWIS
SpotYesWIS
Intuit DirectionNoWis
Knowledge (law)YesINT