Ghost Tamer (Apath)

From Action
Revision as of 16:45, 6 January 2016 by Starfox (talk | contribs) (sketch only)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium
Notepad.png This is a work in progress.

The ghost tamer is a medium who attracts new spirits as he encounters them, offering them to resolve their trauma in exchange for service. The ghost tamer is a martial artist of the way of force.

Class Information

This is a martial arts archetype, a medium specialized in fighting undead.

Class: Medium.

Hit Die: d8.

Class Features

The ghost tamer has all the mediums class features, except as follows

Weapon and Armor Proficiency

Ghost tamers are proficient with all simple weapons. They are not proficient in any armor or shields.

Ghost Armor (Su)

A character with this ability can project a powerful protective aura that functions as armor and becomes an expert at using bracers of armor. This aura is force armor, and protects against incorporeal touch attacks. It can be activated at will as a swift action, and the protection stays up until deactivated or as long as the user is conscious. At class level 4, this armor can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. It can be affected by armor-enhancing effects like magic vestment, but such enhancements do not stack with braces or armor. This counts as heavy armor to abilities that require or work with armor and suffers a 25% chance of arcane spell failure.It provides an armor bonus of +6.

The armor created by ghost tamers looks like a veil of ghostly shadows. It can hide appearance, granting a +10 bonus on Disguise checks to conceal identity.

Tame Spirit (Su)

When an undead creature is destroyed within 100 ft. of the ghost tamer, he has the option of

Ghost Touch (Su)

At 2nd level, any weapon the ghost tamer wields gains the ghost touch property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost tamer’s turn. The ghost tamer can also choose to inflict nonlethal damage without taking the usual -4 attack penalty to do so.

He can also use mage armor as a spell-like ability once per day as a sorcerer of his class level, but only to affect his mount. He can use this ability an additional time per day for every 5 class levels after level 5.

Ghost Run (Sp)

At 8th level, once per day the ghost tamer can cast ethereal jaunt as a sorcerer of his medium level. He can end this effect as a free action. This affects the ghost tamer herself and his phantom steed if he is mounted. The ghost tamer can use this ability one additional time per day for every 4 levels after level 8.

This ability replaces the order ability normally gained at level 8.

Ghost Army (Su)

At 15th level, any weapon or armor used by an ally within 60 ft. of the ghost tamer gains the ghost touch property while wielded. Missile weapons imbue this ability on their ammunition Items fired, thrown, or dropped lose the property at the end of the wielder's turn.

This ability replaces the order ability normally gained at level 15.

Spells

Add the following spells to the ghost tamer's spell list at the indicated levels.

Ethereal jaunt

Phantom steed

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon and Armor Proficiency
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.