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D&d ghost race
D&d ghost race






The nice thing is, you can scale your use of telekinesis based on the campaign's power level. Remember, mirror images will die if they get damaged even by the splash from an acid flask - if your first two attacks remove concealment and mirror images, you have a decent chance of actually landing the other ten.

d&d ghost race

Or go for a debuff combo platter, and hurl a flask of torchbug paste, an eggshell grenade(dust), a net, a tanglefoot bag, and a lasso, and then follow it up with weaponry.

d&d ghost race

Coat them in drow poison, since rendering your opponent unconscious is as good as killing him. Your minimum CL for this is 12, and if you violent thrust big-ass crossbow bolts or sianghams you can easily deal 4d6 on each weapon. It's the best damage dealing spell in the game. Telekinesis (Su): My favorite of the lesser abilities. Averages out to mediocre once you're outside of very low levels. Stupidly easy to counter, but powerful if you can land it. On the other hand, it's sonic, necromantic, mind affecting, and a fear effect, and if they save once they're immune for 24 hours. Suck it.įrightful Moan (Su): On the one hand, this has a decent DC, and panicking your enemies is a great debuff. You know who else can deal d6 damage with a touch attack? Level one warlocks, that's who. You gain the ability do deal d6 damage with a touch attack. Let's run through what options you have.Ĭorrupting Touch (Su): An inauspicious start to our ghost powers. The biggest draw here is the lesser ghost power. The charisma bonus and turn resistance are OK.

d&d ghost race

You also get cha to AC, which is pretty neat. Yeah, the HP isn't great (unless you get killed by a dread necromancer on a desecrated altar), but at high levels HP matters less anyway. You get immunity to most save-or-die spells, the ability to deal with a significant amount of "screw you" effects, excellent mobility, and a decent amount of defenses. You may be reduced to meleeing with 80 gp serren arrows.įor a more advanced character, this is basically the subtype. The biggest downside here is the low hp (if you're playing a beatstick), and the difficulty in actually attacking. An absolute gamebreaker at low levels, since you're immune to all nonmagical attacks, a significant fraction of magical attacks, and have a 50% miss chance against almost anything that could actually harm you. Probably the most significant change in your character.

d&d ghost race

Immunity to sundering/disarming from your ghostly equipment. No matter what, though you never want to take the fifth level, since it's worse than a level of commoner. The breakpoints on this depend significantly upon whether or no you're able to buy off the LA from it.








D&d ghost race