Ghosts are the spectral remains of dead creatures that stubbornly refuse to leave the world of the living. Though many adventurers are stubborn, they are no more likely to return as ghosts than normal people are -- perhaps because adventurers often have access to raise dead and therefore expect to be brought back to life eventually. Nevertheless, an occasional adventurer does force herself into an undead state through sheer willpower when the life force leaves her body. Like all ghosts, such an adventurer must have a strong reason for persisting in an undead form. Thus, a player wishing to play a ghost character should consult with the DM to develop a suitable reason for the ghost's existence and determine appropriate circumstances under which she can rest in peace.
"Ghost" is an acquired template usually gained upon an intelligent creature's death. Such a creature can advance in the ghost template class and develop her powers slowly if desired.
Table SP-15: The Ghost Template Class
Level CR Special
1st +1 Ethereal, fly, ghostly equipment, ghost skills +2, manifestation, undeath
2nd +1 Cha +2, lesser ghost powers, turn resistance +2
3rd +2 Ghost skills +4, rejuvenation
4th +2 Cha +2, greater ghost powers, ghost skills +6, turn resistance +4
5th +2 Ghost skills +8
Ghost Template Class Features
All of the following are class features of the ghost template class.
Ethereal (Ex): A ghost is an ethereal creature. On the Ethereal Plane, she is solid and uses the same natural armor bonus on the Ethereal Plane as she did when she was alive. Furthermore, she can interact normally with other creatures on that plane, and her attacks and spells function normally against them.
Like all ethereal creatures, a ghost is invisible to and cannot interact with creatures on the Material Plane, nor can material creatures harm her (but see manifestation, below). If somehow bodily transported to the Material Plane (with a plane shift or gate spell, for example) she can physically interact with other material creatures because she is solid, but she cannot manifest or return to the Ethereal Plane without magic.
A ghost is native to both the Ethereal and the Material Planes, so she is not considered extraplanar when on either of those planes.
Fly (Ex): On the Ethereal Plane, a ghost has a fly speed of 30 feet, with perfect maneuverability, though she can also move at same rate she did while alive. A manifested ghost flies as an incorporeal creature with a speed of 30 feet (again with perfect maneuverability).
Ghostly Equipment (Ex): A ghost normally appears with ethereal copies of the equipment and other items she carried when she died. This equipment works normally on the Ethereal Plane, but like all ethereal items, it passes harmlessly through material objects or creatures. A ghost with a ethereal magic weapon can manifest and attack with it, though her attacks are subject to a 50% incorporeal miss chance unless the weapon has the ghost touch property. This phenomenon works much like a creature on the Material Plane trying to attack an incorporeal creature with a magical weapon. These ethereal copies of the original items fade away if separated from the ghost or if the ghost is laid to rest.
The original material items that the ghost carried in life remain behind, just as her physical remains do. If another creature seizes one of the originals, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place. A canny ghost character arranges to have her original possessions hidden in a place where they will not be disturbed, so that she can use her ethereal equipment indefinitely.
Ghost Skills: At 1st level, a ghost gains a +2 racial bonus on Hide, Listen, Search, and Spot checks. This bonus increases to +4 at 3rd level, to +6 at 4th level, and to +8 at 5th level.
Manifestation (Su): A ghost on the Ethereal Plane can partially enter the Material Plane at will. Doing so which makes her visible to creatures on the Material Plane, though she remains incorporeal with respect to them. However, she also remains partially on the Ethereal Plane, where she is not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested ghost. The ghost's incorporeality helps to protect her from foes on the Material Plane because of the 50% incorporeal miss chance that applies to attacks from such creatures, but she has no such protection from foes on the Ethereal Plane.
A manifested ghost can attack with a ghost power (see below) that requires a touch attack or with a ghost touch weapon (see ghostly equipment, below). Spells cast by a manifested ghost affect both ethereal and material targets normally, except for those that rely on touch, which work only on ethereal targets.
Undeath: A ghost is the undead spirit of a slain person. Thus, at 1st level, her type changes to "undead (augmented humanoid)," and she gains all the normal benefits and drawbacks that go with that type. She no longer has a Constitution score, so she loses any Constitution bonus or penalty to hit points, saving throws, and skill checks, though she uses her Charisma score for Concentration checks. She also becomes immune to many attacks (including critical hits and sneak attacks), but she is subject to turn or rebuke undead attempts and is immediately destroyed if brought to 0 or fewer hit points (but see Rejuvenation, below). All of her Hit Dice (current and future) increase to d12s. (Rather than rerolling all her Hit Dice, just add 4 hp for every d4 she previously had, 3 hp for every d6, 2 hp for every d8, and 1 hp for every d10).
Familiars and animal companions have the normal reaction to the character's death. If such a companion encounters her as a ghost, it feels uncomfortable around her and refuses to continue its former association with her.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.
Lesser Ghost Power (Su): At 2nd level, a ghost gains one of the following ghost powers. Unless otherwise stated, the DC is 10 + 1/2 ghost's HD + ghost's Cha modifier.
Corrupting Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d6 points of damage. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only.
Frightful Moan (Su): A ghost with this ability can emit a frightful moan as a standard action. Each living creature within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This ability is a sonic, necromantic, mind-affecting, fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.
Telekinesis (Su): A ghost with this ability can use telekinesis as a standard action (caster level 12th or equal to the ghost's HD, whichever is higher). Each time she uses this power, she must wait 1d4 rounds before doing so again.
Turn Resistance (Ex): At 2nd level, a ghost gains +2 turn resistance. When she reaches 4th level, her turn resistance increases to +4.
Rejuvenation (Su): At 3rd level, a ghost becomes stubbornly attached to its new existence, so it is difficult to get rid of her permanently. Destruction in combat simply allows her a DC 16 level check. Success means that she reforms in 2d4 days with all of the ethereal equipment she had when she was "destroyed." As a rule, the only way to get rid of a ghost permanently is to determine the reason for her existence and set right whatever prevents her from resting in peace. As mentioned in the opening paragraph, the player and DM should discuss what keeps the ghost from staying dead and what circumstances would allow her to rest in peace before the character enters play.
Greater Ghost Power (Su): At 4th level, the ghost can choose one ghost power from the following list or two from the Lesser Ghost Powers list.
Corrupting Gaze (Su): A ghost with this power can blast living beings with a glance at a range of up to 30 feet. Any creature that meet the ghost's gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Draining Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d4 points of ability drain to any one ability score she selects. With each such successful attack, she heals 5 points of damage to herself. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost with this ability must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost who has this power can merge her body with that of a creature on the Material Plane. This effect is similar to that of a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that no receptacle is required. To use this ability, the ghost must be manifested, and she must try to move into the target's space, but doing so does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + the ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.
you have to take all the monster levels in succession.