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A highlord who follows the tenets of guile is known as a ghost. Ghosts exploit the weakness of the mind when faced with unexpected situations, endeavoring to confuse and mislead their opponents. Ghosts are especially manipulative, capable of influencing battles from their hiding place in the minds of their collective.

Tenet Power: At 1st level, a ghost gains parasitic mind as a bonus power known.

Lifeblood Trickery (Su): A ghost’s lifeblood resonance makes those within his collective keenly aware of the weak points of the others within the group. Each round, members of the collective deal the ghost’s lifeblood resonance damage as extra damage with their first attack made against another member of the collective anytime they would be denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when they flank their target.

Deceptive Conscription (Su): By exploiting the element of surprise and the momentary weakness in will it brings, the ghost can suddenly force a creature into his collective. Once per round, as a free action that can be taken even if it isn’t his turn, the ghost may attempt to force a creature into his collective. He can only use this conscription method on creatures that are flat-footed, or creatures that are denied their Dexterity bonus to AC against an attack made against them by a member of the collective.

First Command (Su): A ghost gains blind eye as his decree at 1st level.

Talents (Su): A ghost gains distract as a psionic talent at 1st level.

Affinity for Guile (Su): Starting at 2nd level, a ghost gains a bonus on Bluff checks equal to 1/2 his class level. If the ghost forces a creature into the collective, they are not aware that they have been forced into the collective. They cannot communicate with other members of the collective through telepathy, though others are free to communicate to them through it. In addition, the ghost doubles the bonus to Bluff he gains from this ability against members of his collective.

Thieving Siphon (Su): The ghost’s lifeblood siphon can be used on creatures that are not in his collective within close range (25 feet + 5 feet per two highlord levels), and leave the siphoned target flat-footed for as long as they are staggered.

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