Ghost Champion (Apath)
|Unofficial rules compendium|
The ghost champion is a fencer championing a lost cause. Sworn to revenge, acting as an agent of fate, or carrying on the forlorn hopes of the dead, she is a mix of modern style and ancient superstition.
This is a fencer archetype operating under supernatural rules.
Starting Money: 3d6 × 10 gp (average 105 gp)
Hit Die: d10.
The ghost champion has all the fencer's class features, except as follows
A ghost champion suffers under a doomed warrior's doom. All references to the oracle or doom warrior class instead apply to ghost champion levels. This replaces the drill bonus gained at level 13 and 18.
The ghost champion has a special destiny. What destiny is need not be clear at first, but it should always be relevant to the campaign. It is generally something to do with the dead, making the ghost champion an agent for spooks and revenants. Player and game master should work together to create a destiny that appeals to the player and works as an adventure hook to the adventures the game master is running. A ghost champion that blatantly ignores his destiny loses his supernatural and spell-like class abilities until he decides to pursue it again.
This replaces order.
Ghost Touch (Su)
At 3rd level, any weapon the ghost champion wields gains the ghost touch property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost champion’s turn. The ghost champion can also choose to inflict nonlethal damage without taking the usual -4 attack penalty to do so. This replaces the drill bonus gained at level 3.
Ghost Mount (Sp)
At 8th level, once per day the ghost champion can cast phantom steed as a sorcerer of his fencer level. He can end this effect as a free action. The ghost champion can use this ability one additional time per day for every 4 levels after level 8. This replaces the drill bonus gained at level 8.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
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