Ghost (Pathfinder Second Edition Archetype)
(art by Denny Ibnu on Artstation)
I’ve had mixed feelings about the universal archetype system of Starfinder and Pathfinder Second Edition since it’s inception. On the one hand, having archetypes be available to usually all classes makes for some interesting creativity when it comes to characters. On the other hand, it does mean the death of archetypes that are integrated with the class they are attached to. No more blood elementalist, no more mad scientist alchemist, et cetera. Sure, Starfinder gave us alternate class feature options which preserved some of the old archetype feel, but it’s definitely an end of an era.
Today’s subject, however, I have no mixed feelings about at all. I LOVE this idea, and it makes perfect sense for it to be available to all classes because every character runs the risk of becoming this in the right circumstances. I present to you, the ghost archetype!
The ghost name is not metaphorical here. This archetype is meant specifically for playing a bona fide undead ghost, an unquiet spirit, a tormented soul bound by their desires and unfinished business.
This archetype is one of a series from Second Edition’s Book of the Dead supplement, which in addition to the skeleton ancestry, provide ways to play a balanced undead character by having various abilities associated with that particular type of undead replace class feats as you level up!
Having the powers of a monstrous transformation be part of your class power set is such a good idea, and honestly reminds me a bit of the old savage species book (and also the playable undead monster classes that followed in libris mortis) from 3.5, and it’s kinda shocking that it hasn’t been implemented in more modern games before then. Certainly First Edition had the corruptions, which were fine for portraying a character struggling with their transformation, but this is a whole other beast.
Having the monstrous abilities be tied to level progression also thematically makes sense as the character grows and learns to better understand what they have become and reliably implement those powers.
Additionally, like certain spellcasting archetypes, it is possible to start at level 1 with this archetype, but of course like those you are required to officially take the dedication at 2nd level.
But we’ve gone a long time just describing this particular class of archetype and how neat it is, but we haven’t actually talked about playing as a ghost!
Stuck on the edge of the material and ethereal planes, ghost are disquiet souls that are burdened with desires and emotions, being unable and unwilling to move on, but not tangled up in the darker emotions and traumas that would give rise to other forms of incorporeal undead. Ghosts can tend to have a variety of powers (a selection of which are available in this archetype) related to what it is they want.
Most ghosts are bound to a location, unable to travel too far without losing substance, and many may struggle to be fully cognizant and realize that they are dead. Not so with these ghostly adventurers. Whether by some fluke or the nature of their determination, these spectral beings are not content to wait for the opportunity to be freed to reveal itself, and venture out into the world, albeit barely able to interact with it, and seek to free themselves from that which pains them… or perhaps refuse to move on at all, depending on the person and the nature of what holds them back.
The dedication to the ghost archetype, if you can call it that, reflects the character’s transformation into and undead being. Much like other undead archetypes, they gain the various benefits of being undead, but also are incorporeal, which has it’s advantages and disadvantages, however they also do not immediately gain the ability to pass through objects, fly, or supernatural resistances to damage from being incorporeal. Instead, those abilities are locked behind other feats, similar to how fly speed is limited for certain ancestries that by rights should already be flying. Your GM can choose to allow you to have a fly speed and phasing early, replacing those feats with ones that make them better, though you should probably keep the ghost damage resistance locked behind a feat. Additionally, when you take this archetype, you must choose a location that you are bound to (for the purposes of rejuvenation if you take that feat) and the nature of the business that binds you to the material world. It is possible to fulfill that business and pass on, but you can also choose to resist the pull of the afterlife, finding something new that needs doing or another bit of unresolved business. It’s also worth noting that these ghosts can spend 10 minutes pulling objects into the ethereal plane to make them effectively enchanted with ghost touch, able to interact with both corporeal and incorporeal friends and foes.
Many ghosts can unleash a frightful moan which chills their foes to the bone, weaponizing their anguish against foes.
Many also develop the resistances being bodiless would normally bring as well. However, doing so truly pushes them into an incorporeal state, which brings with it a somewhat more frail spirit.
Plenty further develop their powers to gain greater undead resistances, as well as gain the ability to sometimes move objects by focusing their will into their incorporeal forms, however, doing so always requires focus.
Those ghosts anchored to the ground can also learn to fly for a few moments at a time.
Others learn to properly phase through solid matter, though they must successfully approach them to do so.
Particularly powerful ghosts truly bind themselves to the location they are bound to, becoming able to rejuvenate their if destroyed as a true ghost would. In this way, only passing on or having their soul destroyed can bring a true end to these beings.
The most powerful among them are fully unrestricted by gravity and may fly wherever they wish, and do so faster than before as well.
Perhaps the most dramatic of the undead transformation archetypes, utterly lacking a body, ghost offers lots of defensive and utility abilities, as well as unique challenges. You might be a terrifying all-too-physical warrior, a spectral thief able to get in almost anywhere, or a ghostly mage bringing torment to their foes. You may not get some of the more nasty ghost abilities like possession, but this is still a fun playable option.
The fun part about this particular undead archetype is that it has a built-in personal plot hook. Resolving your final business, or rejecting that pursuit are integral parts of the character. Whether you start the campaign as a ghost or die and the gm gives you the option to use the next level up you would have had to come back, your character has business to attend to which drives them forward. Also, as a final aside, the art for this archetype is that of a ghostly dwarven warrior arising from their old clan dagger, which lays imbedded in the ground, which I think is a quite evocative image.
Despite being dead, Mikos is on borrowed time, the ghostly man must find his murderer and bring him to justice before the duskwalker that is hunting him catches up, for the spirit-hunter has no concern for justice, only that the cycle of life and death be preserved.
Ripped apart far from home by monstrous quoppopaks, beasts that glide over water on jets of pressurized water, Vokus just wants to see his remains returned home. However, he no longer has the body to see even his skull returned home. As such, he secured them as best he could on an island and made the long quest to the shore to ask someone, anyone to help him find rest.
Bound to her favorite music box, which she now carries with her, Lady Alixia of Vennesburg now wanders the world, though she will not say why, only that she is searching for someone. In truth, she seeks her elvish lover who left for unknown lands and never returned, so that she can say one last proclamation of love… to her grave if necessary.