GHOST
Description: Ghosts epitomize
the height of human evolution and physical conditioning. These brave
men and women, born with incredible Psionic potential, are adopted by
the Confederate Government and trained from infancy to benefit mankind.
The Ghost's uniform combines the latest in personal stealth technology
and a sophisticated sensor suite, which can be used to coordinate
nuclear strikes from the front lines. The Ghost's C-10 Canister Rifle
uses a variety of special munitions to disable or destroy enemy
vehicles and personnel. Remember: all children born within Confederate
Space must report for a PA Profile within nine months of birth!
Hit
Die: d8.
Requirements
Base Attack Bonus: +5.
Feats: Called Shot, Far Shot,
Latent Psychic Ability, Stealthy.
Special: Must be accepted into
Terran Covert Ops.
Class Skills
The ghost's class skills (and the key ability for each
skill) are Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist
(Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen
(Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival
(Wis), Tumble (Dex).
Skill Points at Each Level: 8 +
Int modifier.
Table: The Ghost
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st
|
+1
|
+0
|
+2
|
+0
|
Sharpshooter
+1d6
|
2nd
|
+2
|
+0
|
+3
|
+0
|
Uncanny
Dodge
|
3rd
|
+3
|
+1
|
+3
|
+1
|
Sharpshooter
+2d6 |
4th
|
+4
|
+1
|
+4
|
+1
|
Improved
Uncanny Dodge
|
5th
|
+5
|
+1
|
+4
|
+1
|
Sharpshooter
+3d6 |
6th
|
+6
|
+2
|
+5
|
+2
|
Evasion
|
7th
|
+7
|
+2
|
+5
|
+2
|
Sharpshooter
+4d6 |
8th
|
+8
|
+2
|
+6
|
+2
|
Improved
Evasion
|
9th
|
+9
|
+3
|
+6
|
+3
|
Sharpshooter
+5d6 |
10th
|
+10
|
+3
|
+7
|
+3
|
Hide
in Plain Sight
|
Class
Features
All of the following are Class Features of the ghost
prestige class.
Weapon and Armor Proficiency: A
ghost is proficient
with all simple and
martial weapons and with light armor.
Sharpshooter:
If a ghost can catch an opponent when she is
unable to defend herself effectively from his ranged attacks, he can strike a
vital spot for extra damage.
The ghost's attack deals extra damage any time
her target would be denied a Dexterity bonus to AC (whether the target
actually has a Dexterity bonus or not), or when the ghost flanks his target. This extra damage
is 1d6 at 1st level, and it increases by 1d6 every two ghost levels thereafter. Should the ghost score a critical hit with a
sharpshooter attack, this extra damage is not multiplied.
The target must be within 30 feet for the sharpshooter
damage to apply.
Any
creature that is immune to critical hits is not vulnerable to
sharpshooter attacks. The ghost must be able to see the target well
enough to pick out a vital spot and must be able to reach such a spot.
A ghost cannot make a sharpshooter attack
while striking a creature with concealment or striking the limbs of a
creature whose vitals are beyond reach.
Uncanny Dodge (Ex): Starting at 2nd
level, a ghost can
react to danger before her senses would normally allow her to do so.
She retains her Dexterity bonus to AC (if any) even if she is caught
flat-footed or struck by an invisible attacker. However, she still
loses her Dexterity bonus to AC if immobilized.
If a ghost already has uncanny dodge from a
different class she automatically gains improved uncanny dodge (see
below) instead.
Improved Uncanny Dodge
(Ex): A ghost of 4th level or higher can no longer be flanked.
This defense denies another ghost the ability to make a sharpshooter
attack against the character by flanking her, unless the attacker has
at least four more ghost
levels than the target
does.
If a character already has uncanny dodge (see above) from
a second
class, the character automatically gains improved uncanny dodge
instead, and the levels from the classes that grant uncanny dodge stack
to determine the minimum ghost level required to flank the character.
Evasion (Ex): At
6th level and higher, a ghost
can avoid even psionic
and unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half damage
on a successful save, she instead takes no damage. Evasion can be used
only if the ghost is wearing light armor or no armor.
A helpless ghost does not gain the benefit of evasion.
Improved Evasion (Ex):
This ability works like evasion, except that while the ghost still takes no damage on a
successful Reflex saving throw against attacks henceforth she
henceforth takes only half damage on a failed save. A helpless ghost does not gain the benefit of
improved evasion.
Hide in Plain Sight
(Su): At 10th level, a ghost can use the Hide skill even while
being observed. As long as she is within 10 feet of some sort of
shadow, a ghost can hide herself from view in the open without anything
to actually hide behind. She cannot, however, hide in her own shadow.