The latest draft of the Field Guide has a completely re-written Ghost entry. Here is that text:Solomoriah wrote:1. I brought in the ghost from the Field Guide, but I wasn't entirely happy with it. Too much "3E" to suit me, for one thing, but more important, it included aging as an attack form. Since BFRPG has no official aging rules, this seemed a bit off to me; I switched it to a straight Con loss, which is more "normal" for BFRPG.
Ghost*
Armor Class: 20 ‡
Hit Dice: 10***
No. of Attacks: 1 touch/1 gaze
Damage: 1d6 + special
Movement: 30'
No. Appearing: 1
Save As: Fighter: 10
Morale: 10
Treasure Type: E, N, O
XP: 1,570
Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. One resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.
Simply encountering a particular ghost for the first time is so terrifying that the creature must save vs. spells or flee for 2d6 rounds. A ghost's gaze attack is effective up to 30 feet causing the affected target to save vs. spells or be paralyzed in fright for 2d4 rounds. A ghost that hits a living target with its touch attack deals 1d6 points of damage and drains the victim 1d4 points of Constitution while healing itself of an equal amount of damage.
The Constitution damage is permanent, a result of physical and psychic drain. Due to longevity and/or vitality traits, elves can ignore the first 10 points of Constitution drain; dwarves the first 4 points, and halflings the first 2 points of loss. Lost Constitution can be regained at a rate of 1 point per casting of restoration; nothing else (except a wish) can restore Constitution lost to a ghost. If a character's Constitution falls to 0, he or she dies permanently and can not be raised (but still may be reincarnated).
Once per round, a ghost can merge its body with that of another creature. This ability is similar to a magic jar spell (10th level caster), except that it does not require a receptacle. The target can resist the attack with a successful save vs. spells. A creature that successfully saves is immune to that same ghost’s magic jar attack for 24 hours, and the ghost cannot again enter the target’s body. If the save fails, the ghost controls the target's body and vanishes into it. A ghost can use telekinesis (as per the 5th level Magic-User spell) as if a 10th level Magic-User. When a ghost uses this power, it must wait 1d4 rounds before using it again.
Ghosts can be Turned by a Cleric (as vampire on clerical turning table but with a -4 penalty to the roll), and are immune to sleep, charm or hold magic. Being incorporeal, ghosts may be hit only by magical weapons or spells. Rarely one might encounter even more powerful ghosts with additional powers or abilities.
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I thought it came out well. It took a fair amount of forum discussion to get it redesigned. However, if you are set upon your version, we can scrap the Field Guide version (does not need to appear in both editions anyway). Cheers. I look forward to latest edition getting Print-Ready.