Mù Template (Critiques please)

brdparker

First Post
Mù Template (Critiques please)

In my campaign, I had an NPC bad guy that was just so cool that I wanted to keep him around after he died. So I post-humously gave him the template of Mù, which I made up specifically for him (the name came from me asking a friend of mine to give me a random word, and she said Moo, not too seriously). The Mù does nothing to the actual alive character, only changes what happens to the spirit after it dies. Looking for feedback.

Mù (template)
A mù is a creature template that does very little to the actual creature to which it applies. Mù’s look exactly as they did before the template. When the creature dies, however, the body dissolves and the consciousness lives on as a cloud until it comes to a creature that can inhale it. It lives on in that creature with a symbiotic relationship (or controlling relationship, depending).

CREATING A MÙ
“Mù” is a template that can be added to any creature. The character’s type is the same as base creature. When a Mù dies, its type changes to “symbiote.” It uses all the character’s statistics and abilities except as noted here.

Hit Dice: Increase to d6 if base creature’s HD isn’t as high

Speed: Same as base creature

AC: Same as base creature

Special Qualities:

Uninvited Guest: When a Mù dies (from natural or unnatural causes), its spirit turns into a cloud and is inhaled by the closest creature to it. The spirit is incorporeal and can move through anything, even upper atmosphere and magic walls. The Mù spirit must find a Host within 4 hours per level, or else it dissipates and goes to the plane of its deity. If the Mù’s body died naturally, the Host will probably be some animal, but if it was killed by an adventurer or a monster, usually it will be inhaled by the creature that killed it. However, it cannot be inhaled by a creature that does not need to breathe, such as undead and constructs. The cloud is invisible, non-odorous, and completely imperceptible to any magic and natural sense. It will automatically enter the respiratory system, and then spread itself up into the brain (ie, no save). It is intelligent, so can follow a creature moving away. The cloud has a fly speed of 60 ft. On a plane or in a region with low air pressure (such as the peak of a mountain), the Mù spirit’s fly speed is reduced to 50. On a plane where there is no air, the Mù’s fly speed is reduced to 40.

- When the Mù’s spirit enters the respiratory system, the Host rolls fortitude and a will save (DC 15) to see how deep the Mù’s spirit (hereafter called the Guest) gets lodged into the lungs (or other respiratory organs) and psyche. This affects the Round Counter. The Round Counter is the amount of turns that a creature can be affected by Guest Rage or Guest Takeover (see these abilities below) at one time. These saves only get rolled once. These saves are subconscious. For every point that the Host passes either save by, the Round Counter goes down 1. For every point the Host fails either save by, add 1 to the Round Counter. A roll of 15 has no effect on the Round Counter. For example, the Host rolls a Will of 20 and a Fort of 3, wielding a +5 (20-15=5) and a -12 (3-15=-12), evening out to a -7 (5-12=-7). The Round Counter goes up 7. Another example: Host rolls a Will 15 and a Fort 17 yielding a +0, +2. The Round Counter goes down 2. While the player (if it is a Player’s character) knows that the save is being done, the character does not, nor does any other character. The Mù cannot communicate with the Host or affect it in any way other than Guest Rage and Guest Takeover.

- When a Host takes damage from a weapon (ranged or melee, natural or not, magically enhanced or not, but not from things where the weapon is intangible, such as spells, spell-like abilities, and falling), there is a chance of being affected by either Guest Rage or Guest Takeover. Roll a percentage dice every round until the Host has gone 5 straight rounds without taking damage (unless he/she is affected by Guest rage or Guest Takeover) – 01%-10% Guest Rage and 11%-20% Guest Takeover. This affects the Host for a number of rounds equal to the Round Counter. The Round Counter is equal to the Slain Mù’s level + Slain Mù’s Cha Mod., +/– modifiers from original Fort and Will saves. There is a minimum of 1. If left alone for 5 rounds after a Guest Rage or Guest Takeover ends, the Host returns to normal without possibility of Rage or Takeover again until the he takes damage again from a weapon. The Host may not be affected by Guest Rage and Guest Takeover simulateneously.

- The Guest may be taken out by either a wish spell or the death of the Host. If the Host dies, the Guest may stay in the Host body (if it is salvageable), take it over, and live corporeally for the rest of its days. Or, it can continue to the next creature. The advantage to this is the increased abilities the Mù spirit might get. It retains all the mental abilities that were greater from its previous (now dead) host. For example, the Mù was a Guest for a now-dead dwarf. The dwarf had abilities…
Int11 Wis 09 Cha12
…and the Mù spirit has the abilities (that is, the abilities the Mù had when it was alive, or that it got from its previous Host):
Int10 Wis10 Cha 6
Once the Mù leaves the dwarf corpse, it leaves with the following stats
Int11 Wis10 Cha12
It will give those stats to the next Host that is affected by the Mù’s Takeover ability.

Guest Rage: With the Guest in the mind (benevolent or not), the strain on the Host’s brain and respiratory system is immense. Every round where there is combat, there is a 10% chance of the Host going into a mindless rage (similar to the Barbarian’s Rage, with different ability enhancements). Host gets +8str, +8Con, -4Int, -4Wis, -4Cha, and -4 AC for the remainder of the rage and attacks in a random direction (whether there is an enemy, a friend. or just space – the Host believes that there is an enemy there, DM’s choice of “enemy”) to the best of his or her ability. Roll a d8 to see direction.
1 – N 3 – E 5 – S 7 – W
2 – NE 4 – SE 6 – SW 8 – NW

- While raging, the Host cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he or she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He or she can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. He or she cannot move from the spot he or she is at (since the enemy apparition will not move) unless made to by an outside source, such as Bull Rush or a Spell.

- The rage lasts the amount of turns equal to the Round Counter of the Uninvited Guest ability unless the Host makes a successful save. The host can attempt to stop a Rage (after the first round) by making a Will save (DC Round Counter+10). The Will save may be repeated every round until it succeeds or the Rage ends. At the end of the rage, the Host loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level character, at which point this limitation no longer applies; see below).

Guest Takeover: With the Guest in the mind (benevolent or not), the strain on the brain and respiratory system is immense. Every round where there is combat, the Guest has a 10% chance to take over the Host’s mind. Host gets the Int, Wis, and Cha of the slain Mù. The Guest has complete control over what the Host says and does. If the Guest wishes, he or she may give back control to the Host (this would occur if the Guest is benevolent toward the Host, Lawful, or Good). Control, if exercised, lasts the amount of turns equal to the Round Counter. The Host can attempt to halt a Takeover (after the first round) by making a Will save (DC Round Counter+10). The Will save may be repeated every round until it succeeds or the Takeover ends.

- When the Host is in Guest Takeover mode, creatures close to the Host (such as fellow campaigners) can make Wisdom checks versus the Mù Spirit’s Disguise check to find out that something is wrong (if they didn’t know already). The Mù gets +8 because the body is a perfect match (as it IS the body, and the Mù need not fabricate that), and friends gets bonuses as well according to the chart below.

Just met/Never met Host before +0
Family members that does not spend a lot of time with Host (ie, second cousin) +2
Acquaintances, seen Host around a few times +4
Starting to become good friends with Host or companion with the Host +6
Lover, close friend, or close family member with the Host +8

- If the Mù’s spirit makes the Host do something that he or she would never do (such as making a religious Host desecrate a temple of his or her deity), the companions get farther bonuses to this disguise check at the DM’s discretion. Also, if made to do something he or she would normally never do, the Host gets a bonus to his or her will save against the Host Takeover, DM’s discretion.
Saves: Same as the base creature
Abilities: Same as base creature. When dies, may take some of the abilities of the Host once it leaves
Skills: Same as the base creature
Feats: Same as the base creature
Climate/Terrain: Same as base creature
Organization: Same as base creature
Challenge Rating: Same as base character (no more difficult to kill, just a bitch to make it go away)
Treasure: Same as base creature
Alignment: Same as base creature
Advancement: By character class

So, whatdoyathink?
 

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Welcome to the boards!

This is the Rules forum, where we discuss existing rules. The proper place to post this is in House Rules.

Cheers,

Andargor
 


This is a really cool idea, but it's execution seems way too complicated.

As a suggestion, think about changing the whole round counter and initial will save thing. Maybe when the 10% chance for rage or takeover comes up, you could make the Guest and Host roll opposed Charisma checks, with the victor deciding what happens. And for duration (should the Guest win), have it be a number of rounds equal to the Guest's Wisdom modifier.

Also, having a wish be the only way to rid a character of the Guest is a bit extreme. It pretty much means that the Guest won't be gotten rid of until the PC's have a huge amount of cash, or 9th level spells and xp to burn.
 

Sorry about that, and thanks for the welcome.

Icycool said:
Maybe when the 10% chance for rage or takeover comes up, you could make the Guest and Host roll opposed Charisma checks, with the victor deciding what happens.
good idea, thanks.

Maybe once a week or so (because it's so exhausting), the Host can do a will check (at a pretty high DC) to get rid of the Guest. I'll think about it some more.
 


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