Ghost Deflection AC and Malevolence


Rules Questions


Hey All,

Quick rules question. When a ghost possesses a creature via malevolence does it keep its deflection bonus equal to its charisma modifier?

Please present some rules text with your answers, I can't seem to find anything dealing with this and it doesn't seem obvious from the writing of the template (assuming I didn't skip a line or something) if the deflection bonus is tied to the creatures physical form or if its just something that any creature with the ghost template gains upon becoming a ghost.

Thanks in advance


Bestiary p145 Malevolence wrote:
This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle.
CRB p309 Magic Jar wrote:
If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.
Bestiary p301 wrote:
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus.

The deflection bonus is not a mental ability, it is an ability based on being having the incorporeal sub-type. The body you are possessing is not incorporeal and thus does not have the deflection bonus.


Thanks! That was exactly what I was looking for!

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