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<blockquote data-quote="Voidrazor" data-source="post: 4468549" data-attributes="member: 41605"><p>[code]Bladeling Divine Minion of Sebek Psion (Telepath) 5 // Master of Many Forms 1/ Survuvor 1 / Fiend of Possession 1 (+2 LA)</p><p></p><p>Strength 11 +0 (0 cost 8 base -3 Racial [+6 Divine Power])</p><p>Dexterity 10 (0 cost 8 base +2 Racial)</p><p>Constitution 20 +5 (6 cost 14 base +6 Enhancement)</p><p>Intelligence 18 +4 (10 cost 16 base +2 Racial)</p><p>Wisdom 16 +3 (8 cost 15 base +1 Levels)</p><p>Charisma 34 +12 (16 cost 18 base +6 Racial +2 Levels +6 Enhancement +2</p><p>inherent)</p><p></p><p>Initiative 24 [20 no roll, Sign]</p><p>AC 22 (10 base +4 Armor +3 Enhancement +2 Natural +3 Deflection) (20% miss vs. ranged)</p><p>HP 97 [[url=http://invisiblecastle.com/find.py?id=949621]89[/url] (levels 1-10) + 8 ([url=http://invisiblecastle.com/roller/view/1592862/]Hit Point roll (1d10=4)[/url] die roll +4 Con at 11th) + +23 Temporary (d10+9 False Life +7 Divine Power)]</p><p></p><p>Fort +19 (10 base +5 Con +3 Resistance +1 Luck)</p><p>Ref +12 (8 base +3 Resistance +1 Luck)</p><p>Will +32 (14 base +3 Wis +3 Resistance +12 Luck) </p><p></p><p>Attack (melee) +0 [+10 Divine Power]</p><p>Attack (ranged) +3 [+10 Divine Power]</p><p></p><p>Feats:</p><p>Improved Initiative (Domain Bonus)</p><p>Overchannel</p><p>Skill Focus: Hide</p><p>Leadership</p><p>Improved Cohort (9th lvl human artificer, now reduced to 8th from crafting and transformed into a kaorti)</p><p></p><p></p><p>Skills:</p><p>Autohypnosis +6 (0.5 ranks +3 Wis +2 Synergy +1 Luck)</p><p>Bluff +23 (10 ranks +12 Cha +1 Luck)</p><p>Concentration +10 (7 ranks +4 Con -2 Feeble +1 Luck)</p><p>Disguise +23 (10 ranks +12 Cha +1 Luck)</p><p>Hide 32 (14 ranks +0 Dex +3 Skill focus -4 Armor -2 Feeble +1 Luck +20 Forestfold) or 42 (13 ranks +4 Int +3 skill focus +1 Luck [+20 Forestfold])</p><p>Intimidate +23 (10 ranks +12 Cha +1 Luck)</p><p>Know: Arcana +11 (6 ranks +4 Int +1 Luck)</p><p>Know: Architecture +5 (0.5 ranks +4 Int +1 Luck)</p><p>Know: Dungeoneering +5 (0.5 ranks +4 Int +1 Luck)</p><p>Know: Planes +10 (5 ranks +4 Int +1 Luck)</p><p>Know: History +5 (0.5 ranks +4 Int +1 Luck)</p><p>Know: Local +5 (0.5 ranks +4 Int +1 Luck)</p><p>Know: Nobility +5 (0.5 ranks +4 Int +1 Luck)</p><p>Know Religion +5 (0.5 ranks +4 Int +1 Luck)</p><p>Move Silently +16 (0 ranks -4 Armor +20 Forestfold)</p><p>Psicraft +5 (0.5 ranks +4 Int +1 Luck)</p><p>Sense Motive +10 (6 ranks +3 Wis +1 Luck)</p><p>Spellcraft +16 (11 ranks +4 Int +1 Luck)</p><p>Spot +14 (10 ranks +3 wis +1 Luck)</p><p>UMD +30 (7 ranks +12 Cha +10 Competence +1 Luck)</p><p></p><p>Invocation: Dark One's Own Luck (Cha to one save)</p><p>[/code]</p><p></p><p>[sblock=Abilities]Kaorti</p><p> * Exotic Weapon Proficiency (ribbon dagger)</p><p> * Spell-Like Abilities: 1/day alter self, color spray, feather fall, ray</p><p>of enfeeblement, reduce, spider climb Caster level 2nd DC 14+spell level</p><p> * Vile Transformation (Su): A kaorti can infuse any living creature with</p><p>otherworldly essense from the Far Realm, permanently transforming it into a</p><p>mockery of its previous form. The process takes 8 hrs, during which time the</p><p>kaorti's jaws must be locked onto the victim, who must be willing or</p><p>helpless for the duration. After 8hrs the victim must make a DC 11 Fort</p><p>save. Failure indicates that the victim transforms into a kaorti if</p><p>humanoid, or into a kaorti thrall. If the victim suceeds at the save, the</p><p>kaorti can attempt the tranformation again; each additional attempt raises</p><p>the save DC by +1. Creature tranformed into kaortis retain any class</p><p>abilities and modify their ability scores as follows: Str -4, Dex +4, Int</p><p>+4, Cha +6. They become neutral evil and embrace the racial ethos of the</p><p>kaortis. They gain all the other abilities and disadvantages of a standard</p><p>kaorti. This transformation is the only way the kaorti can propagate their</p><p>kind. A victim transformed into a kaorti thrall gains the fiendish creature</p><p>template, except that instead of gaining the smite good SA it gains the</p><p>ability to cast true strike on itself 1/day (the pseudonatural creature</p><p>template (Complete Arcane) may be used instead at DM discretion).</p><p> * Material Vulnerability (Ex): The material plain is painful to an</p><p>unprotected kaorti. An unprotected kaorti must make a Fort svae each hour</p><p>(DC 15 +1 per previous check) or take d6 subdual damage and become fatigued.</p><p>The fatigued condition persists until the kaorti recovers all the subdual</p><p>damage it took from exposure. If a kaorti is rendered unconscious from</p><p>subdual damage (from this or another source), the Material Plane environs</p><p>begin to deal normal damage at the same rate (Fort sve neg. DC continues to</p><p>increase as normal). A Kaorti wearing a resin suit, or a kaorti inside a</p><p>cyst is protected from the effects of the material plane.</p><p> * Outsider Traits: Kaortis have darkvision 60' and cannot be raised or</p><p>resurrected.</p><p> * +8 racial bonus to Heal</p><p>Phrenic</p><p> * 3/day—defensive precognition, empty mind, mind thrust, intellect</p><p>fortress 1/day – force screen, body adjustment, brain lock, aversion,</p><p>psionic blast, psychic crush</p><p> * 1 pp</p><p> * Power Resistance 20</p><p> * May take psionic feats</p><p>Cleric</p><p> * Trickery Domain - Hide,Bluff & Disguise as class skills</p><p> * Time Domain - Improved Initiative as a bonus feat</p><p>Warlock</p><p> * Eldritch Blast 1d6</p><p>Fiend of Possession</p><p> * Ethereal Form(Su): Become Ethereal at will as if casting Etherealness</p><p>(17th caster level). Possessing an object or creature effectively ends a use</p><p>of this ability, so time spent in another body or object doesn't count</p><p>against the duration of this ability.</p><p> * Hide Presence(Ex): When possessing an object or creature a FoP can</p><p>hide it's presence by making a special hide check, DC equals DC of spell[+4</p><p>bonus if FoP isn't controlling the object or creature. A successful check</p><p>allows the FoP to avoid virtually anything that would betray it's presence</p><p>in the possessed creature or object. Thus it can pass through a magic circle</p><p>against evil, enter a temple warded by a forbiddance, or escape detect via</p><p>detect evil. When possessing a creature a FoP can make this hide check to</p><p>protect the possessed creature from the full effects of alignment based</p><p>spells such as holy smite. If the fiend makes a successful hide check, then</p><p>the possessed creatures takes damage appropriate to it's actual alignment,</p><p>but if the check fails the creature is affected as if it were the fiend.</p><p> * Possess Object(Su): Possess item from Tiny to Colossal size,</p><p>unattended nonmagical items are automatically possessed, magic items and</p><p>attended items receive a save [DC28]. A FoP becomes part of the object it</p><p>possesses, so it is no longer ethereal. The FoP is aware of what is going on</p><p>around the object, it can see and hear up to 60 feet away. In any round in</p><p>which it takes no other action [such as using a spell-like ability], it</p><p>extends it's senses to twice it's normal range [120]. The fiend is</p><p>vulnerable to spells that specifically affect outsiders or creatures or the</p><p>fiends alignment such as holy word, holy smite etc, and is affected by</p><p>mind-affecting spells but not physical attacks. Harming the object does not</p><p>harm the fiend, although if the object is destroyed, the FoP is forced back</p><p>into it's ethereal form. When possessing an object a FoP can use any ability</p><p>it has that requires no physical action, such as using a spell-like ability</p><p>or telepathy. It can't cast spells, attack physically, or perform any other</p><p>physical action, until it reaches a high enough level to make the possessed</p><p>object perform these tasks.</p><p> * Curse(Su): Can cause items to radiate a corrupt and befouling nature,</p><p>anyone touching the item must make a will save [DC28] or be subject to a</p><p>bestow curse effect. The affected creature doesn't know that the curse came</p><p>from the item.</p><p> * Magic Item(Su): Can cause weapons or armour to function as magical</p><p>items. Powers up to the FoP class level[+6] can be bestowed upon the item,</p><p>if the item is already magical the FoP can increase the powers of the item</p><p>equal to his class level. If a FoP possessing an item attempts to possess a</p><p>creature that uses the item or keeps it on it's person, the target's save DC</p><p>increases by 1 for each day the possessed item has been on it's person [to a</p><p>maximum of +10]. A character making a search check [DC25] while examining</p><p>the possessed item can tell that there is something strange about it.</p><p> * Control Object(Su): When possessing an item with inherent mobility, a</p><p>FoP can control the objects movement. The FoP can cause the vehicle or</p><p>similar object to move at a speed up to the fiends own land speed in it's</p><p>corporeal form. Other moving parts such as a clocks hands or a crossbows</p><p>firing mechanism, are under the FoP control. Thus a FoP could make a wagon</p><p>steer towards a pedestrian, or roll out of a stable without a horse</p><p>attacked. It could make a crossbow arm and fire [but not aim itself].</p><p>Exerting control is a free action, though actually moving an object requires</p><p>a move action.</p><p> * Animate Object(Su): A FoP may animate [as the animate object spell] an</p><p>object with no inherent moving parts.</p><p> * Possess Creature(Su): A FoP may possess creatures as well as objects,</p><p>an unprotected target must make a will save [DC28, evil creatures have a -2</p><p>save], if the save is successful the target is immune to this ability for 24</p><p>hours. A FoP which possess a creature becomes part of the victim, thus it</p><p>can't be targeted by spells or attacks separately from the victim. Damage</p><p>taken by the possessed creature has no effect on the FoP. If the victim dies</p><p>the FoP is forced back into it's ethereal form. The FoP ca sense anything</p><p>the victim can, at any time the FoP can telepathically communicate with the</p><p>victim by projecting words in any language the victim understands. The FoP</p><p>is constantly aware of the victims current thoughts and it can choose to</p><p>probe it's memories as well, but the victim is allowed a Will save [DC24].</p><p> * Ally or Enemy(Su): A FoP may reward of punish any willing creature it</p><p>possesses, the FoP may bestow a +4 or -4 profane bonus to any of the</p><p>creatures ability scores as a free action.</p><p> * Possess Noncontinuous Object(Su): A FoP possess object ability becomes</p><p>more loosely defined, thus a FoP may possess a pool of water, a cloud of</p><p>dust, or a section of wall or floor.</p><p> * Control Creature(Su): A FoP may exert direct control over a creature</p><p>it is possessing. Attempting to establish control is a standard action, the</p><p>victim must make a Will saving throw [DC25 or DC27 buffed] each round until the FoP</p><p>abandons the attempt, or the victim fails the save or the victims make three</p><p>consecutive saves, indicating that the FoP can't control the victim that</p><p>day. Once control is established the FoP automatically maintains control for</p><p>12+ [6 + Cha mod + 1 for each previous occasion] rounds. When in control of</p><p>a victim, the FoP has access to all of the creatures skills, feats, and</p><p>spell knowledge. The fiend now acts as though it is the creature in all</p><p>respects. The FoP uses it's own Int, Wis and Cha scores, but adopts all of</p><p>the victims physical ability scores. The FoP can make use of it's own</p><p>spell-like abilities as well. The FoP retains the creatures type and is</p><p>affected by spells and other effects as if it were the possessed creature.</p><p>The Fiend can choose whether the possessed creature retains awareness of</p><p>it's bodies senses and actions, in which case it mentally communicates with</p><p>the fiend, or simply blacks out for the duration of the control.</p><p>Ending Possession: Spells such as dismissal and banishment are among the</p><p>only effects that can target a FoP separately from the object or creature it</p><p>inhabits. When these spells are directed against the FoP, the spell effect</p><p>is resolved as if the fiend were in its normal, corporeal form, using its</p><p>own Hit Dice, saving throws, ability scores etc. If successful, these spells</p><p>drives the fiend out of the victim and back to it's home plane. Holy Word</p><p>and similar spells can also drive out a possessing fiend and send it back to</p><p>it's home plane, but a FoP can hide it's presence to escape the effect of</p><p>such spells. Certain other special abilities (such as the granted power of</p><p>the Exorcism prestige domain) can force a FoP out of a victim and back into</p><p>it's ethereal form.[/sblock]</p></blockquote><p></p>
[QUOTE="Voidrazor, post: 4468549, member: 41605"] [code]Bladeling Divine Minion of Sebek Psion (Telepath) 5 // Master of Many Forms 1/ Survuvor 1 / Fiend of Possession 1 (+2 LA) Strength 11 +0 (0 cost 8 base -3 Racial [+6 Divine Power]) Dexterity 10 (0 cost 8 base +2 Racial) Constitution 20 +5 (6 cost 14 base +6 Enhancement) Intelligence 18 +4 (10 cost 16 base +2 Racial) Wisdom 16 +3 (8 cost 15 base +1 Levels) Charisma 34 +12 (16 cost 18 base +6 Racial +2 Levels +6 Enhancement +2 inherent) Initiative 24 [20 no roll, Sign] AC 22 (10 base +4 Armor +3 Enhancement +2 Natural +3 Deflection) (20% miss vs. ranged) HP 97 [[url=http://invisiblecastle.com/find.py?id=949621]89[/url] (levels 1-10) + 8 ([url=http://invisiblecastle.com/roller/view/1592862/]Hit Point roll (1d10=4)[/url] die roll +4 Con at 11th) + +23 Temporary (d10+9 False Life +7 Divine Power)] Fort +19 (10 base +5 Con +3 Resistance +1 Luck) Ref +12 (8 base +3 Resistance +1 Luck) Will +32 (14 base +3 Wis +3 Resistance +12 Luck) Attack (melee) +0 [+10 Divine Power] Attack (ranged) +3 [+10 Divine Power] Feats: Improved Initiative (Domain Bonus) Overchannel Skill Focus: Hide Leadership Improved Cohort (9th lvl human artificer, now reduced to 8th from crafting and transformed into a kaorti) Skills: Autohypnosis +6 (0.5 ranks +3 Wis +2 Synergy +1 Luck) Bluff +23 (10 ranks +12 Cha +1 Luck) Concentration +10 (7 ranks +4 Con -2 Feeble +1 Luck) Disguise +23 (10 ranks +12 Cha +1 Luck) Hide 32 (14 ranks +0 Dex +3 Skill focus -4 Armor -2 Feeble +1 Luck +20 Forestfold) or 42 (13 ranks +4 Int +3 skill focus +1 Luck [+20 Forestfold]) Intimidate +23 (10 ranks +12 Cha +1 Luck) Know: Arcana +11 (6 ranks +4 Int +1 Luck) Know: Architecture +5 (0.5 ranks +4 Int +1 Luck) Know: Dungeoneering +5 (0.5 ranks +4 Int +1 Luck) Know: Planes +10 (5 ranks +4 Int +1 Luck) Know: History +5 (0.5 ranks +4 Int +1 Luck) Know: Local +5 (0.5 ranks +4 Int +1 Luck) Know: Nobility +5 (0.5 ranks +4 Int +1 Luck) Know Religion +5 (0.5 ranks +4 Int +1 Luck) Move Silently +16 (0 ranks -4 Armor +20 Forestfold) Psicraft +5 (0.5 ranks +4 Int +1 Luck) Sense Motive +10 (6 ranks +3 Wis +1 Luck) Spellcraft +16 (11 ranks +4 Int +1 Luck) Spot +14 (10 ranks +3 wis +1 Luck) UMD +30 (7 ranks +12 Cha +10 Competence +1 Luck) Invocation: Dark One's Own Luck (Cha to one save) [/code] [sblock=Abilities]Kaorti * Exotic Weapon Proficiency (ribbon dagger) * Spell-Like Abilities: 1/day alter self, color spray, feather fall, ray of enfeeblement, reduce, spider climb Caster level 2nd DC 14+spell level * Vile Transformation (Su): A kaorti can infuse any living creature with otherworldly essense from the Far Realm, permanently transforming it into a mockery of its previous form. The process takes 8 hrs, during which time the kaorti's jaws must be locked onto the victim, who must be willing or helpless for the duration. After 8hrs the victim must make a DC 11 Fort save. Failure indicates that the victim transforms into a kaorti if humanoid, or into a kaorti thrall. If the victim suceeds at the save, the kaorti can attempt the tranformation again; each additional attempt raises the save DC by +1. Creature tranformed into kaortis retain any class abilities and modify their ability scores as follows: Str -4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace the racial ethos of the kaortis. They gain all the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of gaining the smite good SA it gains the ability to cast true strike on itself 1/day (the pseudonatural creature template (Complete Arcane) may be used instead at DM discretion). * Material Vulnerability (Ex): The material plain is painful to an unprotected kaorti. An unprotected kaorti must make a Fort svae each hour (DC 15 +1 per previous check) or take d6 subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from exposure. If a kaorti is rendered unconscious from subdual damage (from this or another source), the Material Plane environs begin to deal normal damage at the same rate (Fort sve neg. DC continues to increase as normal). A Kaorti wearing a resin suit, or a kaorti inside a cyst is protected from the effects of the material plane. * Outsider Traits: Kaortis have darkvision 60' and cannot be raised or resurrected. * +8 racial bonus to Heal Phrenic * 3/day—defensive precognition, empty mind, mind thrust, intellect fortress 1/day – force screen, body adjustment, brain lock, aversion, psionic blast, psychic crush * 1 pp * Power Resistance 20 * May take psionic feats Cleric * Trickery Domain - Hide,Bluff & Disguise as class skills * Time Domain - Improved Initiative as a bonus feat Warlock * Eldritch Blast 1d6 Fiend of Possession * Ethereal Form(Su): Become Ethereal at will as if casting Etherealness (17th caster level). Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object doesn't count against the duration of this ability. * Hide Presence(Ex): When possessing an object or creature a FoP can hide it's presence by making a special hide check, DC equals DC of spell[+4 bonus if FoP isn't controlling the object or creature. A successful check allows the FoP to avoid virtually anything that would betray it's presence in the possessed creature or object. Thus it can pass through a magic circle against evil, enter a temple warded by a forbiddance, or escape detect via detect evil. When possessing a creature a FoP can make this hide check to protect the possessed creature from the full effects of alignment based spells such as holy smite. If the fiend makes a successful hide check, then the possessed creatures takes damage appropriate to it's actual alignment, but if the check fails the creature is affected as if it were the fiend. * Possess Object(Su): Possess item from Tiny to Colossal size, unattended nonmagical items are automatically possessed, magic items and attended items receive a save [DC28]. A FoP becomes part of the object it possesses, so it is no longer ethereal. The FoP is aware of what is going on around the object, it can see and hear up to 60 feet away. In any round in which it takes no other action [such as using a spell-like ability], it extends it's senses to twice it's normal range [120]. The fiend is vulnerable to spells that specifically affect outsiders or creatures or the fiends alignment such as holy word, holy smite etc, and is affected by mind-affecting spells but not physical attacks. Harming the object does not harm the fiend, although if the object is destroyed, the FoP is forced back into it's ethereal form. When possessing an object a FoP can use any ability it has that requires no physical action, such as using a spell-like ability or telepathy. It can't cast spells, attack physically, or perform any other physical action, until it reaches a high enough level to make the possessed object perform these tasks. * Curse(Su): Can cause items to radiate a corrupt and befouling nature, anyone touching the item must make a will save [DC28] or be subject to a bestow curse effect. The affected creature doesn't know that the curse came from the item. * Magic Item(Su): Can cause weapons or armour to function as magical items. Powers up to the FoP class level[+6] can be bestowed upon the item, if the item is already magical the FoP can increase the powers of the item equal to his class level. If a FoP possessing an item attempts to possess a creature that uses the item or keeps it on it's person, the target's save DC increases by 1 for each day the possessed item has been on it's person [to a maximum of +10]. A character making a search check [DC25] while examining the possessed item can tell that there is something strange about it. * Control Object(Su): When possessing an item with inherent mobility, a FoP can control the objects movement. The FoP can cause the vehicle or similar object to move at a speed up to the fiends own land speed in it's corporeal form. Other moving parts such as a clocks hands or a crossbows firing mechanism, are under the FoP control. Thus a FoP could make a wagon steer towards a pedestrian, or roll out of a stable without a horse attacked. It could make a crossbow arm and fire [but not aim itself]. Exerting control is a free action, though actually moving an object requires a move action. * Animate Object(Su): A FoP may animate [as the animate object spell] an object with no inherent moving parts. * Possess Creature(Su): A FoP may possess creatures as well as objects, an unprotected target must make a will save [DC28, evil creatures have a -2 save], if the save is successful the target is immune to this ability for 24 hours. A FoP which possess a creature becomes part of the victim, thus it can't be targeted by spells or attacks separately from the victim. Damage taken by the possessed creature has no effect on the FoP. If the victim dies the FoP is forced back into it's ethereal form. The FoP ca sense anything the victim can, at any time the FoP can telepathically communicate with the victim by projecting words in any language the victim understands. The FoP is constantly aware of the victims current thoughts and it can choose to probe it's memories as well, but the victim is allowed a Will save [DC24]. * Ally or Enemy(Su): A FoP may reward of punish any willing creature it possesses, the FoP may bestow a +4 or -4 profane bonus to any of the creatures ability scores as a free action. * Possess Noncontinuous Object(Su): A FoP possess object ability becomes more loosely defined, thus a FoP may possess a pool of water, a cloud of dust, or a section of wall or floor. * Control Creature(Su): A FoP may exert direct control over a creature it is possessing. Attempting to establish control is a standard action, the victim must make a Will saving throw [DC25 or DC27 buffed] each round until the FoP abandons the attempt, or the victim fails the save or the victims make three consecutive saves, indicating that the FoP can't control the victim that day. Once control is established the FoP automatically maintains control for 12+ [6 + Cha mod + 1 for each previous occasion] rounds. When in control of a victim, the FoP has access to all of the creatures skills, feats, and spell knowledge. The fiend now acts as though it is the creature in all respects. The FoP uses it's own Int, Wis and Cha scores, but adopts all of the victims physical ability scores. The FoP can make use of it's own spell-like abilities as well. The FoP retains the creatures type and is affected by spells and other effects as if it were the possessed creature. The Fiend can choose whether the possessed creature retains awareness of it's bodies senses and actions, in which case it mentally communicates with the fiend, or simply blacks out for the duration of the control. Ending Possession: Spells such as dismissal and banishment are among the only effects that can target a FoP separately from the object or creature it inhabits. When these spells are directed against the FoP, the spell effect is resolved as if the fiend were in its normal, corporeal form, using its own Hit Dice, saving throws, ability scores etc. If successful, these spells drives the fiend out of the victim and back to it's home plane. Holy Word and similar spells can also drive out a possessing fiend and send it back to it's home plane, but a FoP can hide it's presence to escape the effect of such spells. Certain other special abilities (such as the granted power of the Exorcism prestige domain) can force a FoP out of a victim and back into it's ethereal form.[/sblock] [/QUOTE]
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