Ghost Template Rules?


Rules Questions


I have a home brew campaign going and need some clarification on the rules.

In one of the cities there is a halfling rogue (villain) that the players have framed for grave robbing. They also had infected him with devil chills. They since left town and have left the local law to sort out the poor rogue.

The villain build was a level 10 rogue with two weapon fighting and improved two weapon fighting, along with unarmed strike. Before they framed him for grave robbing I had a concept around him being somewhat unassuming but able to sneak attack for decent damage unarmed.

Now since it has been so long, I was planning on them coming back and finding out that the poor rogue was convicted and burned at the stake for grave robbing.

The twist of course is that this makes a great backstory for a ghost. The challenge I am having is that my interpretation of the rules is not clear on the a couple of the rules.

1) Would sneak attack dice apply on Corrupting Touch?
2) Would sneak attack dice apply on Draining Touch
3) I would presume that if sneak attack dice apply to either 1 or 2 above then also things like befuddling strike, offensive defense, crippling strike would apply to that sneak attack
4) Corrupting touch is a standard action, so I would assume that TWF would not apply?
5) However Draining touch is a granted touch attack, so could this be used with TWF and/or an iterative attack (Essentially 4 attacks per round with TWF and Iterative attacks)

Thanks in advance for any insights.

Regards Drakkip Darkheart


Sneak Attack:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue 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 rogue cannot sneak attack while striking a creature with total concealment.


Corrupting Touch, Ghost:
Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Draining Touch, Ghost:
Draining Touch (Su): The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.

Debilitating Injury, Unchained Rogue:
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.


1) Sneak Attack dice apply normally to Corrupting Touch.
2) Sneak Attack dice do not apply to Draining Touch, because Draining Touch does not do damage.
3) Debilitating Injury applies to any Sneak Attack, so in this case, Corrupting Touch only.
4) Corrupting Touch cannot be used with Two-Weapon Fighting because it is a standard action.
5) I believe you can use Two-Weapon Fighting and iterative attacks with how Draining Touch is written.

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