Now, in death, scavenger spirits are cursed to steal from the living. Scavenger spirits can pickpocket with a 70% chance of success. To do this, they must assume a semimaterial form. When the scavenger spirit has acquired an item of value, the spirit will flee to its lair and add the ill-gotten gains to its hoard. Characters who are successfully pickpocketed do not see the scavenger spirit.
They long so desperately for the wealth carried by the dead that they will whisper a suggestion to passing humans and demi-humans to stop and take the objects left behind. Once a living person has acquired the wealth, the scavenger spirits are free to steal it. The spirits can use their suggestion ability once each turn.
When two or more scavenger spirits are together, they can combine their energies to cast a dig spell. This can be used up to three times a day. The spirits often unearth coffins or clear the way to buried tombs in the hopes passing adventurers will stop and loot the dead. The spirits will add a suggestion or two if necessary. Again, once the living have acquired the treasure, the spirits are free to steal it from them.
In combat, scavenger spirits attack with their filthy claws -- up to four of them depending on the form chosen. Each claw attack causes 1-6 points of damage. In addition, victims must save vs. spells, at a -2 penalty, or be paralyzed with fear and disgust for 1d6 rounds. If the scavenger spirit is not involved in any other melees, it will loot the paralyzed body and return to its lair. Lawful good priests are immune to the paralysis touch.
Scavenger spirits must remain in their semi-material state during combat. The spirits can be harmed only by silver or magical weapons. They are immune to sleep, charm, hold, death magic, poisons and cold-based spells. These spirits are turned as "special" on the priest undead turning table.
Animals can sense scavenger spirits' unnatural origins and instinctively avoid them.
Absolutely on both of these! How about this?Shade said:Hmmm...they probably need some sort of "ghost touch pickpocketing" ability, eh?
Also, a +8 racial bonus on Sleight of Hand checks?
Suggestion as a 1/minute SLA?
After looking up move earth, I think I like dig better for this. What do you think? (Dig was for the mole dragonet, I think, if you're trying to remember.)We can borrow the dig ability freyar came up with for a recent creature, or simply go with move earth.
Let's go with 1d6 round paralysis but negate with a Will save. I think no on the immunity, but a cleric will probably have a good chance to make the save anyway.Stick with 1d6 rounds? Do we keep the LG cleric immunity (I'm thinking "no").
Let's go with DR 5 since they're already incorporeal and tough enough to hit. Yes to the rest.DR x/silver? (Incorporeality already requires magic)
Immunity to cold?
+4 turn resistance?
Unnatural presence like wraiths?
freyar said:Should we put some limitation on the Incorporeal Pickpocket? Maybe that they are restricted by their strength like usual?
freyar said:Item Link sort of makes sense, but since these are compelled to steal anything and everything, I don't think it's necessary.
freyar said:Should we put in the section about "ghostly equipment" from the SRD?
freyar said:CL 4th for everything?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.