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[Aid requested] Dreams and nightmares incarnate
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<blockquote data-quote="RangerWickett" data-source="post: 1345876" data-attributes="member: 63"><p><span style="font-size: 12px"><strong>Weakness</strong></span></p><p></p><p><strong>Lesser Incarnation</strong></p><p><strong>Small Incarnation</strong></p><p></p><p><strong>Hit Dice:</strong> 2d12 (13 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>Armor Class:</strong> 12 (+1 Dex, +1 deflection) Loses deflection bonus if made fully physical.</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> Weakness touch -1 melee touch attack (1d6 Strength and 1 negative level)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Weakening touch.</p><p><strong>Special Qualities:</strong> Damage reduction 5/power attacked weapons, darkvision 60 ft., SR 10, weakness, incarnation traits.</p><p><strong>Saves:</strong> Fort +0, Ref +1, Will +1</p><p><strong>Abilities:</strong> Str 6, Dex 13, Con -, Int 8, Wis 7, Cha 12</p><p><strong>Skills:</strong> None important</p><p><strong>Feats:</strong> None.</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Essence</p><p><strong>Alignment:</strong> Neutral Evil</p><p></p><p>Like most lesser incarnations, Weakness actually comes in several different forms, all typically resembling some small, fragile creature. The most common form is that of a slender Elvish girl, barely 3 feet tall, with weary eyes. When in a monstrous form, Weakness sometimes appears as a flock of six emaciated birds with moulting white feathers. Weakness barely ever communicates, and even its telepathic voice is weak and uncertain.</p><p></p><p><strong>Combat</strong></p><p>Weakness instills weakness in its foes with its touch.</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>Weakening Touch (Su):</strong> If Weakness hits with its touch attack, the victim takes 1d6 points of Strength damage and receives 1 negative level. This negative level cannot kill, and it only lasts ten minutes, so it cannot cause actual permanent level loss.</p><p></p><p><strong>Weakness (Su):</strong> Weakness can never have a Strength greater than 3, but it is also immune to any sort of Strength-reducing effect (aside from things like shrinking).</p><p></p><p><strong>Essence (Su):</strong> Any creature that kills Weakness, or is within 20 ft. of Weakness when it dies, takes 1d6 points of Wisdom damage and gains the Weakness ability, detailed above (Will DC 12 negates).</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1345876, member: 63"] [size=3][b]Weakness[/b][/size] [b]Lesser Incarnation Small Incarnation[/b] [b]Hit Dice:[/b] 2d12 (13 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 20 ft. [b]Armor Class:[/b] 12 (+1 Dex, +1 deflection) Loses deflection bonus if made fully physical. [b]Base Attack/Grapple:[/b] +1/-3 [b]Attack:[/b] Weakness touch -1 melee touch attack (1d6 Strength and 1 negative level) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Weakening touch. [b]Special Qualities:[/b] Damage reduction 5/power attacked weapons, darkvision 60 ft., SR 10, weakness, incarnation traits. [b]Saves:[/b] Fort +0, Ref +1, Will +1 [b]Abilities:[/b] Str 6, Dex 13, Con -, Int 8, Wis 7, Cha 12 [b]Skills:[/b] None important [b]Feats:[/b] None. [b]Challenge Rating:[/b] 4 [b]Treasure:[/b] Essence [b]Alignment:[/b] Neutral Evil Like most lesser incarnations, Weakness actually comes in several different forms, all typically resembling some small, fragile creature. The most common form is that of a slender Elvish girl, barely 3 feet tall, with weary eyes. When in a monstrous form, Weakness sometimes appears as a flock of six emaciated birds with moulting white feathers. Weakness barely ever communicates, and even its telepathic voice is weak and uncertain. [b]Combat[/b] Weakness instills weakness in its foes with its touch. [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]Weakening Touch (Su):[/b] If Weakness hits with its touch attack, the victim takes 1d6 points of Strength damage and receives 1 negative level. This negative level cannot kill, and it only lasts ten minutes, so it cannot cause actual permanent level loss. [b]Weakness (Su):[/b] Weakness can never have a Strength greater than 3, but it is also immune to any sort of Strength-reducing effect (aside from things like shrinking). [b]Essence (Su):[/b] Any creature that kills Weakness, or is within 20 ft. of Weakness when it dies, takes 1d6 points of Wisdom damage and gains the Weakness ability, detailed above (Will DC 12 negates). [/QUOTE]
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