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.