
GhostLegacy Content
Source Book of the Dead pg. 46Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a
ghost's fundamental desires.
Legacy Content
Rare Archetype Dedication Source Book of the Dead pg. 46Archetype GhostPrerequisites You died and returned as a ghost.
You have risen as a shell of your former self, a spirit of mist and anguish. You gain the
ghost,
spirit, and
undead traits, and the
basic undead benefits. Your undead craving is to settle your unfinished business. You also gain the
incorporeal trait except you can't pass through solid objects unless you select the Pass Through feat. Being a ghost has the following major effects.
Floating You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you
Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can
Leap,
High Jump,
Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed.
Items You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the
invested trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can Interact with them, Release them, and so on. Your incorporated weapons gain the benefits of the
ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you.
Attacks Your unarmed attacks become
magical and deal negative damage instead of their normal type.
Strength Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically
Athletics checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of Athletics checks, Strikes with melee weapons, and any other checks or damage rolls dependent on Strength.
Ties that Bind When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a
summoner and become an eidolon.
Legacy Content
Archetype Auditory Divine Emotion Enchantment Fear Mental Source Book of the Dead pg. 47Archetype GhostFrequency once per 10 minutes
Prerequisites Ghost Dedication
You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher.
Success The creature is unaffected and temporarily immune to Frightful Moans for 1 minute.
Failure The creature is
frightened 1.
Critical Failure The creature is frightened 2.
Legacy Content
Archetype Source Book of the Dead pg. 47Archetype GhostPrerequisites Ghost Dedication
Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for
force,
positive, and any damage done by a weapon with the
ghost touch rune (or any other source that acts like a
ghost touch rune). This resistance increases to 2 if the source is non-
magical.
At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical.
Rare Archetype Source Shining Kingdoms pg. 122PFS Note Ghosts are not permitted for PFS play.
Archetype GhostPrerequisites Ghost DedicationAccess You were executed with a
final blade
You were condemned to death and executed with one of Galt’s infamous
final blades, where your soul was trapped for years or even decades. You might have been released alongside a host of other spirits when your prison was destroyed after the
Night of the Gray Death, or powerful magic or other unique circumstances might have facilitated your escape. Whatever the method, you have unfinished business preventing you from passing on to the afterlife. You gain the Remove Head action.
Remove Head [one-action] (
manipulate)
Effect You
Interact to remove your head from your ghostly body and hold it in a free hand. While your head is detached, you can use it to look around and over obstacles while remaining behind
cover, although you don’t have line of effect to target creatures unless the effect originates from your head. You can leave your head behind and move your body around independently, but your head gains the
paralyzed condition and your body becomes
blind,
deaf, and unable to take any action that has the
auditory trait that requires speech or vocalization. You can cause your head to dematerialize and reappear atop your neck as a free action, which occurs automatically if it takes damage while detached or is separated from your body by more than 50 feet.
Fling Head [one-action] to [three-actions] Feat 6
Archetype Auditory Manipulate Source Shining Kingdoms pg. 122PFS Note Ghosts are not permitted for PFS play.
Archetype GhostFrequency once per minute
Prerequisites Headless Haunt
You
Interact to remove your head, if it isn’t already detached, and fling it at an enemy within 30 feet, where it emits a bone-chilling wail before dematerializing and returning to your body. Your target must attempt a Will save against your class DC or spell DC, whichever is higher. You can affect one additional creature within 20 feet of your original target for each additional action you spend.
Critical Success The creature is unaffected.
Success The creature is
frightened 1.
Failure The creature is frightened 2 and can’t reduce their frightened value below 1 while they remain within 30 feet of you.
Critical Failure As failure, but the creature is frightened 3.
Legacy Content
Archetype Source Book of the Dead pg. 47Archetype GhostPrerequisites Ghost Dedication
Your control over your ghostly form grows. You gain the
advanced undead benefits and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can Interact with physical objects, but the action has no effect unless you succeed at a DC 20
Athletics or DC 20
Thievery check.
Legacy Content
Archetype Source Book of the Dead pg. 47Archetype GhostFrequency once per day
Prerequisites Ghost Dedication
You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose.
Archetype Source Shining Kingdoms pg. 122PFS Note Ghosts are not permitted for PFS play.
Archetype GhostPrerequisites Headless Haunt
Your soul bears metaphysical impressions of the innumerable other spirits imprisoned with you in the
final blade from which you escaped, allowing you to draw upon their memories. When you make your
daily preparations, you can either gain the expert proficiency rank in one skill in which you’re untrained or raise your proficiency rank to master in one skill in which you’re trained or better. You also gain one skill feat with a minimum requirement of your new rank in the chosen skill. For the purpose of meeting level prerequisites for this feat, your level is equal to half your level.
This proficiency and feat last until you make your daily preparations again. Since the proficiency is temporary, you can’t use it as a prerequisite for any permanent character option.
Archetype Concentrate Possession Source Shining Kingdoms pg. 122PFS Note Ghosts are not permitted for PFS play.
Archetype GhostFrequency once per day
Prerequisites Headless Haunt
Your imprisonment inside a
final blade used to perform countless executions has instilled in you an aptitude for entering and possessing similar sharp implements of murder. You project your mind and incorporeal body into an unattended weapon of 2 Bulk or less that deals slashing damage.
While possessing a blade, you have a space of 5 feet, but you don’t block or impede enemies attempting to move through your space, nor do you benefit from or provide
flanking. You’re trained in the use of the weapon, unless your proficiency was already better, and you can make
Strike actions with the weapon as if you were wielding it. You gain a
Fly speed of 30 feet and can only take Strike and
Fly actions, which don’t trigger reactions. You have an AC of 18 + your level and the
Hardness and Hit Points of the weapon you’re possessing, which for most one-handed slashing weapons is Hardness 5 and HP 20. You can’t be
Disarmed, nor can your true body be directly injured except by
spirit damage, which bypasses both the weapon’s Hardness and Hit Points to damage you directly.
If you’re reduced to 0 Hit Points or the weapon you’re inhabiting is
broken or
destroyed, you’re immediately ejected from it and
paralyzed for 1 round. Otherwise, the effect lasts for 10 minutes or until you
Dismiss it.
Legacy Content
Archetype Source Book of the Dead pg. 47Archetype GhostFrequency once per 10 minutes
Prerequisites Ghost Dedication; master in
Acrobatics
Filtering your form through the substance of an object, you can pass through walls, doors, and more. You Fly up to your Speed. During this movement, you can try to move through one object. Attempt an
Acrobatics check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like
adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a
wall of force.
Success You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being
incorporeal, starting your turn inside an object makes you
slowed 1 for that turn.
Failure Your movement ends, and you trigger reactions as if you moved out of the square you started in.
Archetype Divine Emotion Fear Mental Source Shining Kingdoms pg. 123PFS Note Ghosts are not permitted for PFS play.
Archetype GhostFrequency once per day
Prerequisites Headless Haunt
You shriek a death sentence upon a single target within 120 feet, forcing it to experience the final moments of your mortal life as you were dragged through a howling mob and forced to kneel before the
final blade that took your life and head. The target is subject to the effects of a 5th-rank
vision of death with a DC equal to your class DC or spell DC, whichever is higher. If you slay a significant foe with this ability, its physical body is gruesomely decapitated, forcing its allies within 15 feet to attempt a Will save against the same DC or be
frightened 1 (frightened 2 on a critical failure).
Legacy Content
Rare Archetype Source Book of the Dead pg. 47Archetype GhostPrerequisites Ghost Dedication
The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after 2d4 days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business.
Legacy Content
Archetype Source Book of the Dead pg. 47Archetype GhostPrerequisites Ghost Flight
You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes.