A bit of brainstorming...


Homebrew and House Rules


I'm trying to write my first adventure, and rather than being sensible and going for something easy, I've decided to go for an adventure with plenty of intrigue as well as just simple combat.

However, I'm a bit stuck on the antagonist; a ghost who was once a Paladin and was ritually executed by a local power-hungry cabal. I could use the ghost in the Bestiary, but I want to try and retain some flavour of the Paladin and I'm unsure as to how to go about that.


Nostrus wrote:
However, I'm a bit stuck on the antagonist; a ghost who was once a Paladin and was ritually executed by a local power-hungry cabal. I could use the ghost in the Bestiary, but I want to try and retain some flavour of the Paladin and I'm unsure as to how to go about that.

There's a template for making a ghost here... Creating a Ghost. I'm not sure if that's actually in the Bestiary or not, cuz I don't have one remotely near me atm.

You could give him a Nightmare or Skeletal Horse(though probably incorporeal) for a steed, usually helps drive home the traditional "I'm a Paladin". Having appropriate feats, Mounted Combat, Ride-By-Attack, Spirited Charge. He could even wield REAL weapons(Lance) as long as they have the 'Ghost Touch' property. (Which could've been enchanted as such prior to being executed, especially if his BOND went the MOUNTED route.)

Similarly keeping his Paladin powers, on top of his ghost powers, but making them negative energy.(Or use the rules for Black Guard in 3.5E, then ghost-him-up.) The instant he became a ghost with the thought of revenge it's likely he reattached to an evil god.

Honestly I envision a Paladin Ghost being 'The Headless Horseman' from "Sleepy Hollow". I'm a big movie fan, sometimes it's hard to disguise the stolen ideas though... leave his head on, LOL!

Good luck!

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