Ghost

Not all ghosts are wailing shades that haunt the boundary between life or death or your kitchen. Even in the Aegis, not all of them are pitiful, confused slaves.

Some have become a ghost willingly, throwing off all shackles of physical existance. Others broke free of the controls and spell-programs that held them bound, becoming people and Aegis citizens in their own right. Still others were unconnected to the aegis but could not pass on and/or broke free of their need to haunt a person or place, and have found themselves alone and lost, a spirit in a living world.

Ghost
While ethereal, it is a mere spirit: it cannot effect and is not effected by things in the mortal world. It can pass through obstacles with ease, and it can choose to be visible and communicate to others in the mortal world. Spells effect incorporeal and ethereal creatures normally but cannot affect material creatures.
 * A ghost's type is Undead
 * It's hit dice become d12s
 * Ghosts have a fly speed of 30ft with perfect maneuverability. They can appear to walk, but they cannot actually walk.
 * A ghost retains all attacks of the base creature, but, unless it manifests, it cannot effect creatures on the material plane at all, and only other ethereal creatures.
 * Telekinesis: A ghost can use [[Telekinesis] as a standard action
 * Restoration: As long as the soul gem it is bound to remains intact and available, a destroyed ghost will return in 2d4 days. If the soul gem is destroyed, then the ghost is dragged to the spirit realm and cannot be brought back by most normal means. If the ghost does not have a soul gem, it returns to the place it haunted or used to haunt. If the ghost has no such place, then it will fade away into the spirit realm.
 * +8 racial skill bonus to stealth checks. A ghost's movement is always silent unless it wills it otherwise.
 * Manifestation: A ghost has two states: ethereal and incorporeal.

As a free action it can become incorporeal. In this form, it can manipulate and effect the mortal world. It takes half damage from normal, corporeal sources, but can pass through solid objects at will (with a bit less comfort). It can use normal weapons at a -4 penalty, and ghost touch weapons and magic affect it normally. Spells cast by the ghost work normally, though an intermediary object is required for touch attacks.
 * A ghost has no constitution score.
 * A ghost gains -2 strength, +4 charisma in addition to other modifiers.

Other Ethereal Creatures
D&D and pathfinder have other templates for ethereal undead. Please use at your risk, as these templates often give you a level adjustment.

Spectre

Wraith