Note: Halflings Only
Ghost Walkers are a secretive halfling order that venture out into the world to track and return foes that in some way have harmed a halfling community. Secretive in nature, it is rare for a non halfling to know of their existence and will only divulge their existence to close trustworthy friends. They typically gravitate towards mid to large-sized settlements in order to better gather information on their targets. It is not uncommon for a Ghostwalker to take on bounty hunting jobs within their community, however if another halfling seeks their aid as a result of an injustice performed by an individual that harmed a halfling community, the service is free of charge.
Members of the secretive order of Ghost Walkers can summon an almost black magical coin that holds no monetary value. Marked on one side with a wight in chains and the other with the head of a noble halfling female holding scales of justice.
The Ghost Walker can meditate intently for 10 minutes (as a ritual). At the end of the meditation, the coin appears and slightly radiates divination magic. If given to a halfling, that halfling can sense the direction to travel in order to find you in a time of need. If given to a non-halfling, the coin turns into a faceless stone coin and the magic fades after a few minutes.
While the coin is in the possession of a halfling trying to find the ghost walker, it probes the halflings mind for details about the foe that caused their distress. Once given back to the Ghost Walker, the details surrounding the distress are relayed and can be recalled as if the deliverer had the Keen Mind feat. Once delivered the memories keen mind feat wears off.
Oathbound, the Ghost Walker will stop at nothing to bring the offender to justice, becoming agitated with distractions from their cause. Slight deviations are acceptable as long as those deviations will give them some kind of advantage in bringing their foe to justice.
- Skill Proficiencies: Investigation, Perception
- Tool Proficiencies: Thieves Tools, Rope Knots (binding)
- Languages: Elvish
- Equipment: Thieves' Tools (1), Rope, Hempen (50 feet) (1), Manacles (3)
Or
Calligrapher's Supplies (1), Cartographer's Tools (1), Forgery Kit (1)
You can choose between Hunter, or Investigator backgrounds. If Investigator is chosen, see the Investigator Variant below.
| d2 | Suggested Backgrounds |
|---|---|
| 1 | Hunter |
| 2 | Investigator |
Ear to the ground:
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Suggested Characteristics
Optional characteristics
| d8 | Personality Trait |
|---|---|
| 1 | I’m always polite and respectful. |
| 2 | I’m haunted by memories of war. I can’t get the images of violence out of my mind. |
| 3 | I’ve lost too many friends, and I’m slow to make new ones. |
| 4 | I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. |
| 5 | I can stare down a hell hound without flinching. |
| 6 | I enjoy being strong and like breaking things. |
| 7 | I have a crude sense of humor. |
| 8 | I face problems head-on. A simple, direct solution is the best path to success. |
| d6 | Ideal |
|---|---|
| 1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) |
| 2 | Responsibility. I do what I must and obey just authority. (Lawful) |
| 3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
| 4 | Might. In life as in war, the stronger force wins. (Evil) |
| 5 | Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) |
| 6 | Nation. My city, nation, or people are all that matter. (Any) |
| d6 | Bond |
|---|---|
| 1 | I would still lay down my life for the people I served with. |
| 2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
| 3 | My honor is my life. |
| 4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
| 5 | Those who fight beside me are those worth dying for. |
| 6 | I fight for those who cannot fight for themselves. |
| d6 | Flaw |
|---|---|
| 1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
| 2 | I have little respect for anyone who is not a proven warrior. |
| 3 | I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret. |
| 4 | My hatred of my enemies is blind and unreasoning. |
| 5 | I obey the law, even if the law causes misery. |
| 6 | I’d rather eat my armor than admit when I’m wrong. |
To the public eye, information gathering is your specialty. You have positioned yourself in your city as a scholar or lore keeper. You are well versed in local laws and have a knack for deducing the locations of suspects based upon their descriptions and actions aka connecting the dots. Law enforcement routinely consult you when trying to deduce the whereabouts of suspects.
For Ghost Walker hunters, the knowledge you share with them gives them advantage on investigation / perception checks when tracking a foe for the period of 3 days after consulting with you.
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
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