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<blockquote data-quote="Cleon" data-source="post: 5546803" data-attributes="member: 57383"><p>It's a good start.</p><p></p><p>I'd increase the damage a bit, since the original killed its victim in 6 rounds. Assuming an average Con of 11 that suggests 1d3 Con damage per round.</p><p></p><p>It also needs something about absorbing the victim's spirit and gaining strength thereby - the obvious approach is modifying the Barghest's Feed...</p><p></p><p></p><p></p><p>How's this...</p><p></p><p><strong>Draining Malevolence (Su):</strong> Once per round, a foregathering spirit can merge its body with a creature. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the foregathering spirit tries move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC X). A creature that successfully saves is immune to that same foregathering spirit'’s malevolence for 24 hours, and the spirit cannot enter the target’s space. If the save fails, the foregathering spirit vanishes into the target’s body.</p><p></p><p>If the attack succeeds, the foregathering spirit deals 1 point Con damage to the victim per minute. A successful DC X Will save negates the damage and expels the foregathering spirit. The save DC is Charisma-based.</p><p></p><p>A foregathering spirit absorbs the soul or life force of any victim it slays with draining malevolence. Such victims can not be brought back to life via <em>raise dead</em> or <em>resurrection</em> spells as long as the foregathering spirit exists. There is a 50% chance that a <em>wish</em>, <em>miracle</em>, or <em>true resurrection</em> spell can restore the victim to life. Check once for each absorbed soul. If the check fails, the creature cannot be brought back to life by mortal magic unless the foregathering spirit is destroyed first.</p><p></p><p>A foregathering spirit advances in Hit Dice by absorbing souls in this fashion. For every six souls the spirit consumes, it gains 1 Hit Die.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5546803, member: 57383"] It's a good start. I'd increase the damage a bit, since the original killed its victim in 6 rounds. Assuming an average Con of 11 that suggests 1d3 Con damage per round. It also needs something about absorbing the victim's spirit and gaining strength thereby - the obvious approach is modifying the Barghest's Feed... How's this... [B]Draining Malevolence (Su):[/B] Once per round, a foregathering spirit can merge its body with a creature. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the foregathering spirit tries move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC X). A creature that successfully saves is immune to that same foregathering spirit'’s malevolence for 24 hours, and the spirit cannot enter the target’s space. If the save fails, the foregathering spirit vanishes into the target’s body. If the attack succeeds, the foregathering spirit deals 1 point Con damage to the victim per minute. A successful DC X Will save negates the damage and expels the foregathering spirit. The save DC is Charisma-based. A foregathering spirit absorbs the soul or life force of any victim it slays with draining malevolence. Such victims can not be brought back to life via [I]raise dead[/I] or [I]resurrection[/I] spells as long as the foregathering spirit exists. There is a 50% chance that a [I]wish[/I], [I]miracle[/I], or [I]true resurrection[/I] spell can restore the victim to life. Check once for each absorbed soul. If the check fails, the creature cannot be brought back to life by mortal magic unless the foregathering spirit is destroyed first. A foregathering spirit advances in Hit Dice by absorbing souls in this fashion. For every six souls the spirit consumes, it gains 1 Hit Die. [/QUOTE]
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