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D&D 3E
Ghostwalk Advice? 
27th-Jan-2009 10:25 am
Disney-Mermaid MythandMagic
Hello, I come once again, looking for advice.

I'm running a Dragonlance 3.5 campaign (the Key of Destiny module) and one of my newer players is playing a kender nightstalker. We agreed to use the nightstalker class from the Races of Ansalon, because the nightstalker class published in either the campaign setting or the age of mortals setting is horribly useless.

The problem is that the more we play, the more we both realize that the nightstalker class from Races of Ansalon is inside-out and backwards. The character himself is superbly underpowered but his companion (a ghost raven) is overpowered to the point of broken. It probably evens out, but it's only succeeding in annoying me and frustrating him. So, I'm trying to come up with a solution.

The idea kind of hit me (after reading the dark disciple trilogy) that if there's one thing a kender nightstalker could NOT pass up, it's a chance to be a ghost. So, I'm considering the option of "killing" the character and then having him come back as a ghost to continue to "entertain" (read: annoy, I mean come on, this is a kender!) the party. I don't want to use the ghost in the MM, but rather the concept of ghost/spirit PCs from ghostwalk. I only glanced at it the module morning when the idea hit me, so I need to do some more reading on the section about using ghostwalk characters in a normal campaign, but for now, I come asking you for advice. The ghost in ghostwalk does not have the benefits of the MM ghost. In fact, it appears as though the only difference a ghostwalk spirit gets over a living adventurer is that they are (usually) incorporeal.

The incorporeal can cause issues, I know. I know it all too well, because this character loves to use his incorporeal raven as a scout by sending him through walls and such. So, my thought is that I would make this switch:

Currently: Kender nightstalker (minor divine spellcaster) with super powerful incorporeal raven

To become: Kender mystic ghost (incorporeal, and game some better divine spells)

He would lose his pet, but become incorporeal himself. He would get some better spells and could still focus on speaking with dead and such (thus still have the "spirit" of the nightstalker, if you'll forgive the pun).

The details of being incorporeal is something I'm not entirely familiar with. I know the basics - can only be harmed by magic weapons or spells and has a 50% miss chance except for from force effects, blah blah. If I remember correctly, the penalties go both ways (they affect his attacks on solid creatures), but I can't find where it says that at the moment. What I'm not sure about is how that would effect a mystic. Can he still heal the party, or would every heal spell have a 50% miss chance? And what about weapons? If he wanted to shoot a crossbow bolt, would the crossbow be ethereal and thus bypass armor?

Any suggestions would be great. Oh, and I’m not planning on doing any of this without talking it over with the player first. I think he'll like the idea, since he's as frustrated as I am, but I want to make sure it's a solid idea before I approach him with it.
Comments 
28th-Jan-2009 06:04 am (UTC)
The Material Plane's effects extend into the Ethereal (where ghosts are) but NOT the other way around. A ghost who casts fireball only hurts other ghosts. So his companions would have a 50% chance to fail to heal him, and he could not heal them at all. All of his equipment would similarly be useless against material creatures as his bolts would go straight through the enemy.

Assuming incorporeality works the same way for Ghostwalk as it does for MM ghosts, of course. This is why Corrupting Touch is an ability option for ghosts, as otherwise they can't deal direct damage to corporeal heroes.

See Ethereal Jaunt for the more PC related effects of incorporeality.
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