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[Aid requested] Dreams and nightmares incarnate
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<blockquote data-quote="RangerWickett" data-source="post: 1345597" data-attributes="member: 63"><p><span style="font-size: 12px"><strong>Deception</strong></span></p><p></p><p><strong>Intermediate Incarnation</strong></p><p><strong>Medium Incarnation</strong> (I don't like the 'aberration' creature type in general because it's too diverse, for things like Ranger favored enemies and bane weapons; it's my campaign, so I can create a new creature type if I want, though actually they seem a bit like undead, like ghosts).</p><p></p><p><strong>Hit Dice:</strong> 8d12 (52 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Armor Class:</strong> 17 (+2 Dex, +5 deflection) Loses deflection bonus if made fully physical.</p><p><strong>Base Attack/Grapple:</strong> +4</p><p><strong>Attack:</strong> Tentacle +4 melee (1d6)</p><p><strong>Full Attack:</strong> Six tentacles +4 melee (1d6)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Improved grab, memory alteration, trickery.</p><p><strong>Special Qualities:</strong> Damage reduction 5/invisible weapons, darkvision 60 ft., SR 20, deceptive, incarnation traits.</p><p><strong>Saves:</strong> Fort +2, Ref +3, Will +5</p><p><strong>Abilities:</strong> Str 10, Dex 15, Con -, Int 15, Wis 8, Cha 20</p><p><strong>Skills:</strong> Bluff +46.</p><p><strong>Feats:</strong> Combat Expertise, Improved Feint.</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> Essence</p><p><strong>Alignment:</strong> Lawful Evil</p><p></p><p>Deception is a rather young incarnation, and is not as cunning as his name would suggest. His bluffs get by because of his powers, not because they're particularly well-designed. He can tell you that stabbing yourself will heal you, and there's a good chance you'll believe him. In its manifested form, Deception appears as either an inky black humanoid with multiple tentacles instead of arms, or as a normal human dressed in a heavy black coat and small black hat.</p><p></p><p><strong>Combat</strong></p><p>Deception prefers not to engage in melee combat, instead using his deceptive powers to make enemies defeat themselves.</p><p></p><p><strong>Incarnation Traits:</strong> In their normal form, incarnations are incorporeal, and indeed have no physical form at all, so they cannot be harmed, and though they are limited to their normal movement rate, they are non-localized phenomena. Area of effect abilities can affect them, but they cannot be targeted.</p><p></p><p>Incarnations are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are not subject to critical hit, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution score and thus are immune to any effect requiring a Fortitude save (unless it affects objects).</p><p></p><p><strong>Animate Form (Su):</strong> An incarnation may, once per day, enter an inanimate object that has some form of eyes, such as a statue or dead body. Even if the eyes are no longer present, such as with a skeleton, the incarnation may still animate it. Entering an object in this way takes one minute, during which time the incarnation has all the vulnerabilities of a physical body, but only its telepathic and particular incarnation powers. Lesser incarnations can only enter objects of small size or less. Moderate incarnations can enter medium or large objects. Greater incarnations can enter only objects that are large or huge. Nightmare incarnations can animate objects anywhere between small and gargantuan size.</p><p></p><p>Leaving the object likewise takes a minute, and has the same restrictions. Additionally, the incarnation cannot leave an object if the 'eyes' of the object cannot open. If the containing vessel is destroyed (e.g., if the incarnation is reduced to 0 hp while in such a form, or the form is disintegrated, etc.), the incarnation itself is forced back into its nonmanifested form. The incarnation is unable to take any actions, and unless somehow it is healed in the next ten rounds, it is slain and cannot be raised from the dead.</p><p></p><p>Certain magical effects can force an incarnation to manifest and then become fully solid, as if it were in an animated body. When so affected, an incarnation can be truly killed.</p><p></p><p><strong>Telepathy (Su):</strong> Incarnations can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p><strong>Manifest (Su):</strong> Incarnations may manifest, becoming visible with an incorporeal physical form. They can strike with their natural bodies and use all their abilities as if they were solid, but they gain all the defensive benefits of being incorporeal. Because of the semi-real nature of the incarnations, while manifested they do have a Strength score, and use it to modify their attacks normally. While manifested, incarnations gain a deflection bonus to AC equal to their Charisma modifier, or at least +1.</p><p></p><p>Additionally, all incarnations have some form of damage reduction, and any item that bypasses an incarnation's damage reduction can harm its manifested form just as if it were a ghost touch weapon. </p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, Deception must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle. After a successful grab, Deception can try to attach the remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but Deception gets a +2 circumstance bonus for each tentacle that was attached at the beginning of the opponent's turn.</p><p></p><p><strong>Memory Alteration (Su):</strong> If Deception begins its turn with all six tentacles attached and successfully maintains its hold automatically renders its victim unconscious. For each round it maintains the hold, Deception may rewrite one hour of the creature's memory. After it releases the victim, the creature regains consciousness in a few minutes. Every week thereafter, the creature may make a Will save (DC 19) to recall its true memories.</p><p></p><p><strong>Trickery (Su):</strong> Deception can perform feint in combat as a standard action, because Deception has Improved Feint. In addition to normal feint attempts, Deception can take a -30 penalty to check to make a bluff that functions as a <em>suggestion</em> spell. If Deception instead takes a -40 penalty, it can even give suggestions that are unreasonable and suicidal. These suggestions can be resisted with a successful Sense Motive check or Will save. Because Deception can Take 10 on all Bluff checks, the DC to resist is 26 for a normal suggestion, or 16 for a suicidal suggestion.</p><p></p><p><strong>Deceptive (Su):</strong> Deception gains a +30 bonus to Bluff checks, and can always Take 10 on Bluff checks. Its actual location is displaced somewhat from where it appears, applying to vision, sound, even touch, scent, and taste. Any melee or ranged attack directed at it suffers a 50% miss chance. A true seeing effect allows the user to see Deception's location.</p><p></p><p><strong>Essence (Su):</strong> Any creature that subdues Deception so that it cannot fight gains a piece of Deception's essence, and can, once per day, gain the effects of the Deceptive ability above, lasting for ten minutes. Additionally, it is no longer vulnerable to Deception's trickery powers, and gains a +30 bonus to Will saves and Sense Motive checks against those powers.</p><p></p><p>Any creature that kills Deception, or is within 20 ft. of Deception when it dies, takes 4d6 points of Wisdom damage (Will DC 19 negates). A creature that survives this gains the Deceptive ability permanently.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1345597, member: 63"] [size=3][b]Deception[/b][/size] [b]Intermediate Incarnation Medium Incarnation[/b] (I don't like the 'aberration' creature type in general because it's too diverse, for things like Ranger favored enemies and bane weapons; it's my campaign, so I can create a new creature type if I want, though actually they seem a bit like undead, like ghosts). [b]Hit Dice:[/b] 8d12 (52 hp) [b]Initiative:[/b] +2 [b]Speed:[/b] 30 ft. [b]Armor Class:[/b] 17 (+2 Dex, +5 deflection) Loses deflection bonus if made fully physical. [b]Base Attack/Grapple:[/b] +4 [b]Attack:[/b] Tentacle +4 melee (1d6) [b]Full Attack:[/b] Six tentacles +4 melee (1d6) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Improved grab, memory alteration, trickery. [b]Special Qualities:[/b] Damage reduction 5/invisible weapons, darkvision 60 ft., SR 20, deceptive, incarnation traits. [b]Saves:[/b] Fort +2, Ref +3, Will +5 [b]Abilities:[/b] Str 10, Dex 15, Con -, Int 15, Wis 8, Cha 20 [b]Skills:[/b] Bluff +46. [b]Feats:[/b] Combat Expertise, Improved Feint. [b]Challenge Rating:[/b] 9 [b]Treasure:[/b] Essence [b]Alignment:[/b] Lawful Evil Deception is a rather young incarnation, and is not as cunning as his name would suggest. His bluffs get by because of his powers, not because they're particularly well-designed. He can tell you that stabbing yourself will heal you, and there's a good chance you'll believe him. In its manifested form, Deception appears as either an inky black humanoid with multiple tentacles instead of arms, or as a normal human dressed in a heavy black coat and small black hat. [b]Combat[/b] Deception prefers not to engage in melee combat, instead using his deceptive powers to make enemies defeat themselves. [b]Incarnation Traits:[/b] In their normal form, incarnations are incorporeal, and indeed have no physical form at all, so they cannot be harmed, and though they are limited to their normal movement rate, they are non-localized phenomena. Area of effect abilities can affect them, but they cannot be targeted. Incarnations are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are not subject to critical hit, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution score and thus are immune to any effect requiring a Fortitude save (unless it affects objects). [b]Animate Form (Su):[/b] An incarnation may, once per day, enter an inanimate object that has some form of eyes, such as a statue or dead body. Even if the eyes are no longer present, such as with a skeleton, the incarnation may still animate it. Entering an object in this way takes one minute, during which time the incarnation has all the vulnerabilities of a physical body, but only its telepathic and particular incarnation powers. Lesser incarnations can only enter objects of small size or less. Moderate incarnations can enter medium or large objects. Greater incarnations can enter only objects that are large or huge. Nightmare incarnations can animate objects anywhere between small and gargantuan size. Leaving the object likewise takes a minute, and has the same restrictions. Additionally, the incarnation cannot leave an object if the 'eyes' of the object cannot open. If the containing vessel is destroyed (e.g., if the incarnation is reduced to 0 hp while in such a form, or the form is disintegrated, etc.), the incarnation itself is forced back into its nonmanifested form. The incarnation is unable to take any actions, and unless somehow it is healed in the next ten rounds, it is slain and cannot be raised from the dead. Certain magical effects can force an incarnation to manifest and then become fully solid, as if it were in an animated body. When so affected, an incarnation can be truly killed. [b]Telepathy (Su):[/b] Incarnations can communicate telepathically with any creature within 100 feet that has a language. [b]Manifest (Su):[/b] Incarnations may manifest, becoming visible with an incorporeal physical form. They can strike with their natural bodies and use all their abilities as if they were solid, but they gain all the defensive benefits of being incorporeal. Because of the semi-real nature of the incarnations, while manifested they do have a Strength score, and use it to modify their attacks normally. While manifested, incarnations gain a deflection bonus to AC equal to their Charisma modifier, or at least +1. Additionally, all incarnations have some form of damage reduction, and any item that bypasses an incarnation's damage reduction can harm its manifested form just as if it were a ghost touch weapon. [b]Improved Grab (Ex):[/b] To use this ability, Deception must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle. After a successful grab, Deception can try to attach the remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but Deception gets a +2 circumstance bonus for each tentacle that was attached at the beginning of the opponent's turn. [b]Memory Alteration (Su):[/b] If Deception begins its turn with all six tentacles attached and successfully maintains its hold automatically renders its victim unconscious. For each round it maintains the hold, Deception may rewrite one hour of the creature's memory. After it releases the victim, the creature regains consciousness in a few minutes. Every week thereafter, the creature may make a Will save (DC 19) to recall its true memories. [b]Trickery (Su):[/b] Deception can perform feint in combat as a standard action, because Deception has Improved Feint. In addition to normal feint attempts, Deception can take a -30 penalty to check to make a bluff that functions as a [i]suggestion[/i] spell. If Deception instead takes a -40 penalty, it can even give suggestions that are unreasonable and suicidal. These suggestions can be resisted with a successful Sense Motive check or Will save. Because Deception can Take 10 on all Bluff checks, the DC to resist is 26 for a normal suggestion, or 16 for a suicidal suggestion. [b]Deceptive (Su):[/b] Deception gains a +30 bonus to Bluff checks, and can always Take 10 on Bluff checks. Its actual location is displaced somewhat from where it appears, applying to vision, sound, even touch, scent, and taste. Any melee or ranged attack directed at it suffers a 50% miss chance. A true seeing effect allows the user to see Deception's location. [b]Essence (Su):[/b] Any creature that subdues Deception so that it cannot fight gains a piece of Deception's essence, and can, once per day, gain the effects of the Deceptive ability above, lasting for ten minutes. Additionally, it is no longer vulnerable to Deception's trickery powers, and gains a +30 bonus to Will saves and Sense Motive checks against those powers. Any creature that kills Deception, or is within 20 ft. of Deception when it dies, takes 4d6 points of Wisdom damage (Will DC 19 negates). A creature that survives this gains the Deceptive ability permanently. [/QUOTE]
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