Looks: Transparent people.
Ghosts tend to rely on scaring away their opponent or getting them to environments that damage them and then mana draining them later. If this doesn't work, ghosts tend to retreat.
Abilities:
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is frightened. Heightened: For each additional MP spent, deal an additional 1d4 magic terror damage as well.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You go Ethereal or manifest back into the Material Realm.
Attribute improvement: This ability sets your INT score to a minimum of -1.
You gain Offensive Martial Arts and Defensive Martial Arts.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
If proficient: The BV is now +2. If fluent: The BV is now +3.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Slow Mana Drain, Undead Mind, and Undying Durability.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is frightened. Heightened: For each additional MP spent, deal an additional 1d4 magic terror damage as well.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You go Ethereal or manifest back into the Material Realm.
Attribute improvement: This ability sets your INT score to a minimum of -1.
You gain Offensive Martial Arts and Defensive Martial Arts.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.
If proficient: The BV is now +2. If fluent: The BV is now +3.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Slow Mana Drain, Undead Mind, and Undying Durability.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
Body Parts:
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
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