Excerpt from
Ghostwalk
By Monte Cook and Sean K. Reynolds

Why stop playing favorite characters just because they die? Keep them around for an eternity with Ghostwalk, the new D&D accessory that gives you all the tools you need to take a campaign beyond the bounds of mortal existence. With new rules for ghost PCs, a fully detailed entry city to the land of the dead, and ready-to-run adventures, this book from veteran designers Monte Cook and Sean K. Reynolds holds more potential than can be explored in a mere lifetime. There are more than 70 new feats alone -- this sneak peek offers a look at six of them.

Corrupting Touch [Ghost, Corrupter]

Your touch can damage creatures.

Benefit: You can make a touch attack that deals 1d4 points of damage to a creature. When you are manifested fully or attacking incorporeal opponents, you add your Strength modifier to attack rolls. When you are incorporeal, you add your Dexterity modifier to attack rolls. If the attack scores a critical hit, the damage is doubled (ghosts are not subject to critical hits).

You do not have to use this ability when you touch another creature, and creatures that touch you do not take this damage.

Normal: A ghost's touch attack normally deals no damage.

Ectoplasm [Ghost, Shaper]

You can create ectoplasm, a gooey physical manifestation of base supernatural spiritual energy.

Benefit: As a standard action, you can create enough ectoplasm to fill a human's cupped hands (approximately 1 pound, sufficient to coat a 5-foot-square area with a film). You may manifest this ectoplasm from your hands, eyes, mouth, or any other part of your body. Its color may be pale gray, light blue, light green, or pale yellow. Ectoplasm is ghost touch material and is either sticky or slippery at its creator's discretion. Ectoplasm decays into nothingness after 10 minutes.

Special: A character with the Ectoplasm feat does not take the normal -5 penalty on Wilderness Lore checks when trying to track a manifested ghost.

A character with sticky ectoplasm on her hands and feet gains a +2 circumstance bonus on Climb checks (this bonus does not stack with similar circumstance bonuses to climbing, such as from a climber's kit).

A character covered in slippery ectoplasm (10 pounds for a Medium-size creature, 5 pounds for a Small creature) gains a +4 circumstance bonus on Escape Artist checks.

A character with this feat gains a +2 circumstance bonus on Heal checks made to treat ghosts.

A character with slippery ectoplasm on her feet gains a +2 circumstance bonus on Move Silently checks. If she moves more than half her speed in a round, she must succeed on a Balance check (DC 10) in each round of movement or fall. If she moves more than her speed in a single round, the DC for the Balance check increases to 15.

If sticky ectoplasm is placed on a weapon, the weapon is treated as a ghost touch weapon, but only deals half damage. Special properties on a weapon that create energy (such as flaming, frost, or shock) destroy a coating of ectoplasm in 1d4 rounds.

Enervating Touch [Ghost, Corrupter]

Your touch can bestow negative levels upon creatures.

Prerequisites: Corrupting Touch, nongood alignment, Cha 15.

Benefit: You can make a touch attack that bestows one negative level upon a creature. When you are manifested fully or attacking incorporeal opponents, you add your Strength modifier to attack rolls. When you are incorporeal, you add your Dexterity modifier to attack rolls. If the attack scores a critical hit, the number of negative levels is doubled (ghosts are not subject to critical hits). Bestowing negative levels does not heal you. Only one kind of damage or effect from the path of the corrupter applies from each attack.

Negative levels remain until 24 hours have passed or until removed with a spell such as restoration. At that time, the afflicted opponent must attempt a Fortitude save (DC 10 + 1/2 your HD + your Cha modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature's level is also reduced by one. A separate saving throw is required for each negative level.

You do not have to use this ability when you touch another creature, and creatures that touch you do not gain negative levels.

Normal: A ghost's touch attack normally deals no damage.

Freezing Touch [Ghost, Corrupter]

Your touch is supernaturally cold.

Prerequisite: Corrupting Touch.

Benefit: You can make a touch attack that deals 1d6 points of cold damage. When you are manifested fully or attacking incorporeal opponents, you add your Strength modifier to attack rolls. When you are incorporeal, you add your Dexterity modifier to attack rolls. If the attack scores a critical hit, the damage is doubled (ghosts are not subject to critical hits). Only one kind of damage or effect from the path of the corrupter applies from each attack.

You do not have to use this ability when you touch another creature, and creatures that touch you do not take this damage.

Normal: A ghost's touch attack normally deals no damage.

Ghost Ride [Ghost, Dominator]

You can hide within the physical body of a living creature, perceiving the world through its senses, but without the ability to control the host.

Benefit: As a standard action, you can attempt to inhabit the physical body of a living creature. You must enter your target's space, which provokes an attack of opportunity from the target. The target may resist with a Will saving throw (DC 10 + 1/2 your HD + your Cha modifier). A creature that saves against this ability is immune to your attempts to use any feat on the path of the dominator for one day. If the save is failed, your ghost body and any ghost touch equipment you carry vanishes into the target's physical body (non-ghost touch items you carry drop to the ground in the target's square). The target gets another Will saving throw every 10 minutes to force you out of its body, causing your ghost body to appear in an adjacent space to your target. This is a mind-affecting ability. You may use this ability a number of times per day equal to your Charisma modifier (minimum 1).

Unlike magic jar, you do not control the target, but simply ride along in the target's body. You see, hear, smell, feel, and taste what the subject does. You may remain within a host for a number of minutes equal to 10 x your Hit Dice, after which you are expelled automatically. When you leave a body, any ghost touch equipment you were carrying with you at the start of the possession reforms with your ghost body.

You may only use this feat on creatures of the same type as you (humanoids may only ride humanoids, for example).

Shape Ectoplasm [Ghost, Shaper]

You can make equipment out of ectoplasm.

Prerequisites: Ectoplasm, Wis 11.

Benefit: You can shape available ectoplasm into a facsimile of nonliving material, such as clothing, rope, leather, or wood. For example, you could make a suit of leather armor out of ectoplasm and it would function exactly like normal leather armor (buckles, buttons, and other small parts that would normally be made out of metal are instead made of ectoplasmic wood but are sufficient for this purpose). It takes 1 full round per pound of weight of the object to craft it, so a suit of ectoplasmic leather armor takes 15 rounds to shape. You must make an appropriate Craft check to shape articles requiring a high degree of craftsmanship (a folding chair, a glass vase, and so on).

The material is obviously formed of ectoplasm and lasts for a number of minutes equal to 10 + (10 x your Wisdom bonus). Shaped ectoplasm has all the properties of raw ectoplasm, except that it lasts longer and maintains whatever form you mold it into.


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