Tarmak Ghost Warrior
D&D 3e (3.0/3.5) Rules
To walk the Ghost path... is to forever be apart from the living of the Tuatha. They will always look upon you with suspicion, never realizing that you are bond-sworn to the very heart of the Tuatha.
The ghost warriors are an elite order within the ranks of the Tarmak. Although "religious" orders are almost non-existent within the Tarmak clans, the ghost warriors fill a role similar in many aspects to that of a shaman, and are looked at with a combination of curiosity and fear by other Tarmak.
A ghost warrior begins the shadow-walk, when the spirit of an ancestor takes an active interest in the candidate and begins to train them in the skills and traditions of a ghost warrior. What follows is a harsh and grueling training that is carried out nightly by the "ghost teacher", in order to train the young Tarmak in the ways of the shadow-path. Ghost warriors often work closely with Keena and are considered to be "loosely" under their jurisdiction.
Most ghost warriors were previously rangers before setting foot on the shadowpath, although some previously had levels in fighter. Tarmak barbarians are usually too undisciplined to walk the shadow-path.
To qualify to become a ghost warrior, a character must fulfill the following criteria:
The ghost warrior's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
All of the following are class features of the gallant prestige class.
Weapon and Armor Proficiencies: A ghost warrior gains no weapon or armor proficiencies.
Ghost Teacher (Su): Beginning at 1st level, a ghost warrior acquires training and guidance from the spirit of a once living warrior of the Tarmak. Under all but the most extreme of circumstances, the ghost teacher will not manifest unless the student is alone, and able to undergo a training session. These training sessions almost always occur at night, and though the student is training all night, he "wakes" from the session as if he had had a full night's sleep.
The ghost teacher can (at the DM's discretion) impart its wisdom and information to the ghost warrior. The ghost teacher must always stay within 1 mile of the warrior it is training. The DM should write up the ghost teacher as a warrior (with at least 3 more Hit Dice than the ghost warrior) that has the ghost template. The ghost teacher gains levels as a cohort, and remains loyal to his pupil unless the student's level exceeds his own, at which time the spirit teacher moves on to another student (before departing, the ghost teacher will usually arrange for another teacher to replace him).
Spirit Sight (Su): At 1st level, a ghost warrior can see ethereal creatures as easily as material objects.
Turn/Rebuke Spirit (Su): Beginning at 2nd level, a ghost warrior gains the ability to turn or rebuke unwanted spirits and other incorporeal threats as a cleric of his level turns undead. "Spirit" in this case refers to any naturally or unnaturally incorporeal or ethereal undead, outsider, fey, or creature. He cannot destroy a spirit with this ability, however any threat that would be destroyed is instead turned for twice the duration. A ghost warrior cannot bolster spirits except his own teacher.
Spells: At 2nd level, a ghost warrior recieves a small number of divine spells. These spells are cast spontaneously (as a Mystic) and must be chosen from the following domains: Knowledge, Luck, Protection, or War. The ghost warrior's spell progression is identical to that of a ranger two levels higher than the ghost warrior's class levels.
Combat Style (Ex): At 3rd level, a ghost warrior gains greater aptitude in a particular combat style. The ghost warrior may select either the "Manyshot" feat or the "Improved Two-Weapon Fighting" feat, even if he does not meet the normal prerequisites.
Spirit Body (Su): At 4th level, the ghost warrior's connection to the spirit world becomes strong enough that he may briefly extend his physical effort into it. He gains the "ghost touch" ability for the purpose of striking, grasping at or defending against incorporeal creatures and objects. This ability lasts a number of rounds equal to 3 + the ghost warrior's Charisma bonus (if any) and may be used a number of times per day as described in the advancement table.
Woodland Stride (Ex): At 5th level, the ghost warrior gains the ability to move through any sort of undergrowth (such as natural thorns, briars, and similar terrain) at his normal speed.
Smite Undead (Su): At 6th level, a ghost warrior may at his option expend one of his turn attempts and instead "smite" a corporeal undead with a normal melee attack. He adds his Charisma bonus (if any) to his attack roll, and deals extra damage equal to his ghost warrior class level.
Evasion (Ex): At 7th level, a ghost warrior can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that deals half damage on a successful save, he instead takes no damage.
Improved Combat Style (Ex): At 9th level, a ghost warrior's aptitude in his chosen combat style increases. He is treated as having the "Improved Manyshot" feat or the "Greater Two-Weapon Fighting" feat, even if he does not meet the normal prerequisites.
Hide in Plain Sight (Su): At 10th level, the ghost warrior becomes as elusive as the spirits he traffics in. He can use the Hide skill even while being observed. Unlike the Ranger ability of the same name, this is a supernatural ability and functions in any environment (though magical environments may affect this ability at the DM's discretion).
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