niko718
First Post
The History behind this PrC
The Hidden is a project that I wanted to do for some time now but never got a chance to do. At one point I had forgotten all about it, but the post by Daeri Maer'jiir at: [ http://boards.wizards.com/rpg-bin/ultimatebb.cgi?ubb=get_topic&f =116&t=002159&p= ] reminded me of it again.
That post made me think of a time a few years ago when one of my friends was the DM (based on a high campaign AD&D game) in a world where our character’s had to fight humanoids with powers similar to what one would equate to a super villain in the comics today. We all had modified the 2nd edition rules somewhat but maintained the flavor of the AD&D world by using the races that existed there and having these “super powers” be either supernatural in origin or psionic in nature that were activated by chemical drugs created by an evil alchemist. I remember of a half elven leader named twin elemental that could spit into two characters (one eleven using ice-type abilities and spells with a cold calculating personality and a human using fire-type abilities and spells who was easy to anger).
One of the more memorable villains was a human like immortal character from an Asian culture that had the ability to posses people and animals…we never did find his “real” name nor we ever able to kill him. His original body was chained against the cave wall in a monastery that was formed on a side of a natural cliff long in a land that we never could find. The villain was guarded and fed for centuries, as he was immortal. The monks there were afraid to kill him as they feared his spirit would possess someone’s body and run free. But little known to these monks, the villain had possessed one of the servants that brought him food and had in essence escaped and traveled to the other side of the world to where we were. There he created his empire with impunity, as he knew his body was well taken care by the foolish monks. (Actually, he had switched his spirit with the servants, and it was her that lived in his body and although she tried to tell the monks of this, none would believe her as the villain was known to be a master liar).
So this story and the talk of the Infuser made me think of this villain and how cool it would be for me to convert him as a PrC for others to enjoy. I had to modify his a bit, so instead of being immortal, he was in suspended animation and instead of him switching the spirits between bodies, the target’s spirit is trapped in the smallest corner of the target’s mind, but in essence everything else is the same. The villain was a master illusionist and enchanter with the ability to charm his targets before possessing them. I figured, by giving the character the ability to cast spells from these two schools it would pretty much be the same.
Anyway, this is the origin behind this PrC and I hope you all enjoy it. Please make comments if this PrC needs balancing as this PrC is close to my heart and would like to make his playable.
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The Hidden
The Hidden are not thieves per se nor are they assassins as the name may imply. Rather, they are individuals with the ability to posses the bodies of sentient creatures. Rarely will a Hidden walk the realm in their true forms, as they would loathe endangering their true selves. Instead, they hide their mortal bodies in a place of seclusion or relatively safety and comfort, while they use the body of a possessed animal or character to travel the world. Although most Hidden tend to be evilly aligned as they attempt to posses humanoids with impunity, a few neutral-aligned Hidden (as they only posses lesser beasts or animals with lower intelligence) do exist.
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Class Requirements
To qualify to become a Hidden, a character must fulfill all the following criteria:
Alignment: Any non-good
Will Save: +7
Feats: Any four feats from the following: Alluring, Charlatan, Cosmopolitan, Iron Will, Multicultural, Persuasive, Trustworthy
Bluff: 4 ranks
Concentration 8 ranks
Intimidate: 3 ranks
Sense Motive: 6 ranks
Special: Must be able to cast Dominate Person spell or have a similar spell-like or supernatural ability.
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Hit Dice: d4
Class Skills:
Strength: NA
Dexterity: Hide, Move Silently
Constitution: Concentration
Intelligence: Craft, Knowledge (Any), Read Lips, Scry, Spell Craft
Wisdom: Innuendo, Listen, Profession, Sense Motive, Spot, Wilderness Lore
Charisma: Bluff, Diplomacy, Disguise, Intimidate
Skill progression: 2 + Intelligence modifier per level
The Hidden Table Info
BAB:
1. +0
2. +1
3. +1
4. +2
5. +2
6. +3
7. +3
8. +4
9. +4
10. +5
Fort Save
1. +0
2. +0
3. +1
4. +1
5. +1
6. +2
7. +2
8. +2
9. +3
10. +3
Ref. Save
1. +0
2. +0
3. +1
4. +1
5. +1
6. +2
7. +2
8. +2
9. +3
10. +3
Will Save
1. +2
2. +3
3. +3
4. +4
5. +4
6. +5
7. +5
8. +6
9. +6
10. +7
TABLE: Hidden’s spells per day
Level........0...1...2...3...4...5
1.............5....3
2.............6....4
3.............6....5
4.............6....6...3
5.............6....6...4
6.............6....6...5...3
7.............6....6...5...4
8.............6....6...6...5...3
9.............6....6...6...5...4
10...........6....6...6...6...5...3
Spells: Beginning at 1st level, the Hidden gains the ability to cast a small number of arcane spells. To cast a spell, the Hidden must have a Charisma score of at least 10 + the spell's level, so a Hidden with a Charisma of 10 or lower cannot cast these spells. A Hidden’s bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Charisma modifier. The Hidden can casts spells as if she were a Sorcerers, a Hidden has access to any spell that is from the enchantment and illusion schools from the sorcerer/wizard spell list of up to 5th level and need not prepare those spells ahead of time.
Note: the Hidden can use its spells regardless on whose body it has possessed so long as that body is humanoid and able to cast spells and has the material components (e.g., human, dwarven, lizardman, but not if the target possessed is a dog or monkey).
Level / Special
1. Possession by touch (any creature, animal, or humanoid with 3 levels/hit dice or less)
2. Possession by touch (any creature, animal, or humanoid with 6 levels/hit dice or less)
3. Possession by gaze (any creature, animal, or humanoid with 2 levels/hit dice or less)
4. Possession by gaze (any creature, animal, or humanoid with 4 levels/hit dice or less)
5. Possession by touch (any creature, animal, or humanoid with 9 levels/hit dice or less)
6. Possession by touch (any creature, animal, or humanoid with 12 levels/hit dice or less)
7. Possession by gaze (any creature, animal, or humanoid with 6 levels/hit dice or less)
8. Possession by gaze (any creature, animal, or humanoid with 8 levels/hit dice or less)
9. Possession by touch (any creature, animal, or humanoid with 15 levels/hit dice or less)
10. Detect Thoughts
Note: It is possible for a hidden to try to posses a target that has greater hit dice or levels the those mentioned in parentheses for touch attacks only. However, to do so, the target’s will save will be easier (see below about will save). For every level above the target level in the above table that the Hidden tries to possess, the target receives a +1 bonus to its will save.
Information regarding the Hidden’s use of possession:
Limit to use:
A Hidden villain and perhaps an NPC have no real limits as to how often he or she can possess a target. If a Hidden however is a PrC, then for balance purposes, it is suggested that the Hidden only be allowed to attempt to possess a target an equal number of times per day as the character or the host’s body has constitution modifiers (to a minimum of once per day).
Possessing a target:
A supernatural ability
There are three ways that a Hidden can posses a body.
To successfully posses a target:
Depending on the way the Hidden tries to posses a target (via touch, gaze or ranges touch attack), that Target needs to fail a Will Save. The DC for the Will Save depends on how the Hidden tried to possess its target as seen below:
The Target that makes its will save:
If the target succeeds in its will save, the Hidden’s spirit must wait a week before it can attempt to possess the same target again. It is important to remember that although the Hidden can attempt to possess a target with higher levels than those illustrated on the table above, the target does gain bonuses to its will save (see note under the special abilities table for more information).
The Target that fails its will save:
If the target fails his or her saving throw, the Hidden’s spirit is able to enter and take control of the target’s mind and body and possess it as if it was his own (such a body is now considered as a host for the Hidden). When possessed, the target remains aware of its surroundings and knows what the Hidden is forcing the target’s mind and body to do/perform. The target is however, unable to resist such commands as it is trapped in the smallest recess of its mind.
Hidden’s access of host’s memories and skills:
When the Hidden takes over a target, it may be able to attain access to the host’s memories (which include access to the host’s skills, and special abilities (like rage, bardic music and bardic knowledge). The Hidden does not however have access to a host’s divine special abilities (e.g., turning undead, healing hands, detect evil, etc.) as most deities are very possessive as to who can use their god given powers. To determine exactly how successful the Hidden is at acquiring these memories from the host, the Hidden must make a concentration skill check with a DC determined by the host’s level/hit dice + the host’s wisdom modifier + the host’s cumulative will save bonuses. For example, if a host is a 7th level Monk with a wisdom of 17, then a Hidden with 8 ranks in concentration will need to make a DC of 7 to use any of the monk’s skills (like hide), special abilities (like Wholeness of body), or feats (like improved unarmed strike). This is how the DC was done: DC= 7 (7th level) + 5 (Monk’s Will Save) + 3 (wisdom modifier of 17) – 8 (Hidden’s concentration ranks) = 7. Note: A separate concentration check to access a specific memory or to perform skill. Even performing the same skill within the same minute (e.g., disable device) requires that the Hidden make more then one concentration check.
Regarding ability scores and skill modifiers:
It is important to note that when a Hidden does take over a target, the Hidden uses the target’s Strength, Dexterity and Constitution primary abilities as his own (or for purposes of skill checks) but keeps the Hidden’s original Intelligence, Wisdom and Charisma ability score for his own even when inside the host. In other words, to use the Host’s Hide skill check, the Hidden must use the Host’s dexterity modifier while to use a spot check, the Hidden uses his own wisdom modifier and not that of the hosts.
Hidden’s access of host’s arcane spells and psionic powers:
In order of the Hidden to acquire access to the host’s available arcane spells (those memorized or prepared if host is a wizard) or the host’s psionic powers, the Hidden must a concentration skill check with a DC determined by the host’s cumulative will save bonuses + the desired spell or psionic power level + the host’s wisdom modifier + the penalty that may exists if the host is higher level then normally allowed by the Hidden (see the note under the table). For example, if a Hidden with 8 ranks in concentration wants access to a 5th level Wizard’s spell from the host (that is a 9th level Wizard with a Wisdom of 15), the Hidden needs to make a DC of 5 to acquire this spell. This is how the DC was done: DC= 5 (5th level spell or psionic ability) + 6 (Wizard’s Will Save) + 2 (wisdom modifier of 15) – 8 (Hidden’s concentration ranks) = 5. Note: Even though the Hidden may be able to cast spells or use psionic power’s that were available by the host, the Hidden is unable to memorize lost spells or regain psionic points for the host as the host is never truly at rest. Reminder: Druid, Clerical, Paladin and Ranger spells are divine spells and unable to be cast by a Hidden.
Use of Divine spells and abilities:
As mentioned before, a hidden does not gain access to any divine spells or abilities that a host may have possessed as gods are possessive as to who has access to their granted gifts. There are some exceptions to this rule. If a Hidden is evil and worships the same deity as the host (who was a cleric), the Hidden may at the DM’s discretion allow the Hidden to gain access to such divine spells and abilities (like controlling undead) so long as the Hidden serve’s the god’s purposes. If the Hidden was originally a cleric (had clerical core class levels) of the same god, then the DM can decide if the Hidden’s spells and abilities stack or not (it is suggested that they do not). Similarly, a neutral deity may allow a Neutral or even Evil aligned Hidden to use their host’s divine spells and abilities so long as it further’s the deity’s goals (DM will determine). A good Deity will never allow the Hidden access to such spells as it goes against the deity’s alignment (although DM has last word especially when dealing with Chaotic Good aligned deities).
Host’s alignment chance:
When the Hidden’s spirit has control of a target and the host’s spirit/mind is trapped within deep within the host’s mind, the host’s alignment will change to that of the Hidden’s if someone uses know alignment or such spells. If the Hidden is evil, then a Paladin using the Detect Evil ability will notice that the host is “now” evil. In addition, if the Hidden is evil, the then host becomes susceptible to spells like protection from evil and smite evil.
Resistance to possession once possessed:
When the Hidden’s spirit has control of a target, it must at first constantly struggle to suppress the target’s mind and natural tendency to merge once more with its body. For every day that passes, the target is allowed to make another Will Save with a cumulative penalty of 1, as it is harder to wrest control from the Hidden as it becomes acclimated to the host. When the penalty is so overwhelming that the Will Save can no longer be made, then the Hidden has full possession of the target and can no longer be removed unless the Hidden decides to leave this shell (host) and go back to its original body or to another target. Regardless, at such time, the current host’s true spirit has died and if the Hidden does vacate the target body, the target body will die as well. Certain exceptions do apply, such as if the host had the strong soul feat in which case, the host will be in a comma till a restoration spell or the like is cast upon it. If this is done, the host will recover within two weeks time.
Ways to thwart a possession
Although a Hidden can possess a qualified target that failed to make a Will Save, this possession can be thwarted if the target is treated with a dispel evil (as possessing another is an evil act) or remove curse before a week from the initial possession elapses. It is for this reason that the Hidden will try to avoid attracting attention and limit interaction with all party characters when it initially possesses its target (remember the Hidden may not always have access to the target’s memories and worries that it will cast suspicion on itself). If the possessed target does receive the benefit of one of the above-mentioned spells or if the target is able to make a successful will save on after being possessed, the Hidden is wrenched from the target’s mind and body and forced back into its own.
The Hidden’s original body when it possess a host:
While retaining control of the target’s body, the Hidden’s original body is left helpless and can not defend itself. It is however, left in the form of suspended animation or a magical form of hibernation in the sense that the body will not age, starve or die of thirst. It can however be killed by outside forces ranging from ordinary weapons or attacks of animals to spells and for all intensive purposes consider the Hidden’s original body as being helpless. It is for this reason that the Hidden goes to great lengths to protect its original body from harm. When a Hidden is wrenched back into its own body, the Hidden’s body will be free from its magical stasis/hibernation within d4 rounds…until that time, the Hidden within its original body is still helpless.
Possessing a new host:
The Hidden’s Spirit is able to jump and possess another target so long as the Hidden’s host (possessed body) make the appropriate attack (touched, gaze or in certain cases ranged touch attacks) and the qualified target (as before) fails its saving throws. Once the Hidden leaves one host for the other, the now free host (assuming its spirit has not died due to overextended possession period) will loose consciousness and remain unconscious for an equal number of minutes as the number of days the Hidden had taken over its mind and body. After this duration, the target is back to normal and recalls all that has happened prior to its becoming unconscious.
When the Hidden is wrenched from its host:
Although it does have a single chance to possess another host when the above does occur, if that last desperate attempt does not succeed, the Hidden is wrenched from the possessed body and back go its original. Once back, the Hidden is unable to use its possession abilities until it too makes a successful Will Save (DC 15). Once per day, the Hidden must attempt to make the will save with a cumulative penalty of 1 for each day that passes before it can acquire its special ability to possess once again. If the save becomes so great that it can never be made due to the cumulative penalties, then the Hidden can no longer possess a target and may no longer gain levels in this prestige class.
How far can a Hidden go:
Once a Hidden has taken over a target, there is no limit to how far the Hidden can take the possessed body from its natural one. Theoretically, a Hidden can travel to the other side of the world (e.g., by possessing an eagle). Similarly, the Hidden when wrenched out of its target will have its spirit return back into its original body instantaneously if its last desperate attempt to posses an new host fails
Detect Thoughts (Sp): In addition to being able to discern lies, the Hidden has the spell-like ability to detect thoughts exactly like the spell of the same name. The Hidden can use this ability a number of times as the Hidden has wisdom modifiers (minimum of once per day). This ability takes a standard action to activate that provides attacks of opportunity. The ability’s duration is Concentration, up to 1 round/level. Note: The Hidden most often uses this ability to be better able to blend in with a party after it has taken over a party member. It is perhaps the best way (in addition to its ability to bluff) from preventing discovery when in the mist of a group of friends.
To the DM:
If you like this PrC as a villain and wish to make the Hidden as an immortal then the following suggestion could apply to make it so:
Technically, it is possible for the Hidden to live extreme lengths of time but is not immortal as this Hidden can be killed (just by killing it original body). However, if the DM wishes for the Hidden to be truly immortal, I suggested that the DM allow the Hidden’s spirit to still exist (destined to remain to haunt within 20 feet from where its original dead body or where the body once died). If this is done, the it is suggested that the Hidden be able to make a single ranged touch attack once per day on anyone that stays within the vicinity. If the Hidden finds an appropriate target that fails its will save, the hidden can takes it body as a host and is free to roam once again. If that host dies, the Hidden that lacks an original body will have its spirit once more be transported to its original starting point (where its body was once killed) as before and wait for another opportunity to control another host. This can go on forever or if the DM wishes can end the cycle by having a high level cleric (DM will decide what level) cast a concentrate spell followed by a dispel evil spell within the resting-place that the Hidden’s spirit haunts.
The Hidden is a project that I wanted to do for some time now but never got a chance to do. At one point I had forgotten all about it, but the post by Daeri Maer'jiir at: [ http://boards.wizards.com/rpg-bin/ultimatebb.cgi?ubb=get_topic&f =116&t=002159&p= ] reminded me of it again.
That post made me think of a time a few years ago when one of my friends was the DM (based on a high campaign AD&D game) in a world where our character’s had to fight humanoids with powers similar to what one would equate to a super villain in the comics today. We all had modified the 2nd edition rules somewhat but maintained the flavor of the AD&D world by using the races that existed there and having these “super powers” be either supernatural in origin or psionic in nature that were activated by chemical drugs created by an evil alchemist. I remember of a half elven leader named twin elemental that could spit into two characters (one eleven using ice-type abilities and spells with a cold calculating personality and a human using fire-type abilities and spells who was easy to anger).
One of the more memorable villains was a human like immortal character from an Asian culture that had the ability to posses people and animals…we never did find his “real” name nor we ever able to kill him. His original body was chained against the cave wall in a monastery that was formed on a side of a natural cliff long in a land that we never could find. The villain was guarded and fed for centuries, as he was immortal. The monks there were afraid to kill him as they feared his spirit would possess someone’s body and run free. But little known to these monks, the villain had possessed one of the servants that brought him food and had in essence escaped and traveled to the other side of the world to where we were. There he created his empire with impunity, as he knew his body was well taken care by the foolish monks. (Actually, he had switched his spirit with the servants, and it was her that lived in his body and although she tried to tell the monks of this, none would believe her as the villain was known to be a master liar).
So this story and the talk of the Infuser made me think of this villain and how cool it would be for me to convert him as a PrC for others to enjoy. I had to modify his a bit, so instead of being immortal, he was in suspended animation and instead of him switching the spirits between bodies, the target’s spirit is trapped in the smallest corner of the target’s mind, but in essence everything else is the same. The villain was a master illusionist and enchanter with the ability to charm his targets before possessing them. I figured, by giving the character the ability to cast spells from these two schools it would pretty much be the same.
Anyway, this is the origin behind this PrC and I hope you all enjoy it. Please make comments if this PrC needs balancing as this PrC is close to my heart and would like to make his playable.
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The Hidden
The Hidden are not thieves per se nor are they assassins as the name may imply. Rather, they are individuals with the ability to posses the bodies of sentient creatures. Rarely will a Hidden walk the realm in their true forms, as they would loathe endangering their true selves. Instead, they hide their mortal bodies in a place of seclusion or relatively safety and comfort, while they use the body of a possessed animal or character to travel the world. Although most Hidden tend to be evilly aligned as they attempt to posses humanoids with impunity, a few neutral-aligned Hidden (as they only posses lesser beasts or animals with lower intelligence) do exist.
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Class Requirements
To qualify to become a Hidden, a character must fulfill all the following criteria:
Alignment: Any non-good
Will Save: +7
Feats: Any four feats from the following: Alluring, Charlatan, Cosmopolitan, Iron Will, Multicultural, Persuasive, Trustworthy
Bluff: 4 ranks
Concentration 8 ranks
Intimidate: 3 ranks
Sense Motive: 6 ranks
Special: Must be able to cast Dominate Person spell or have a similar spell-like or supernatural ability.
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Hit Dice: d4
Class Skills:
Strength: NA
Dexterity: Hide, Move Silently
Constitution: Concentration
Intelligence: Craft, Knowledge (Any), Read Lips, Scry, Spell Craft
Wisdom: Innuendo, Listen, Profession, Sense Motive, Spot, Wilderness Lore
Charisma: Bluff, Diplomacy, Disguise, Intimidate
Skill progression: 2 + Intelligence modifier per level
The Hidden Table Info
BAB:
1. +0
2. +1
3. +1
4. +2
5. +2
6. +3
7. +3
8. +4
9. +4
10. +5
Fort Save
1. +0
2. +0
3. +1
4. +1
5. +1
6. +2
7. +2
8. +2
9. +3
10. +3
Ref. Save
1. +0
2. +0
3. +1
4. +1
5. +1
6. +2
7. +2
8. +2
9. +3
10. +3
Will Save
1. +2
2. +3
3. +3
4. +4
5. +4
6. +5
7. +5
8. +6
9. +6
10. +7
TABLE: Hidden’s spells per day
Level........0...1...2...3...4...5
1.............5....3
2.............6....4
3.............6....5
4.............6....6...3
5.............6....6...4
6.............6....6...5...3
7.............6....6...5...4
8.............6....6...6...5...3
9.............6....6...6...5...4
10...........6....6...6...6...5...3
Spells: Beginning at 1st level, the Hidden gains the ability to cast a small number of arcane spells. To cast a spell, the Hidden must have a Charisma score of at least 10 + the spell's level, so a Hidden with a Charisma of 10 or lower cannot cast these spells. A Hidden’s bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Charisma modifier. The Hidden can casts spells as if she were a Sorcerers, a Hidden has access to any spell that is from the enchantment and illusion schools from the sorcerer/wizard spell list of up to 5th level and need not prepare those spells ahead of time.
Note: the Hidden can use its spells regardless on whose body it has possessed so long as that body is humanoid and able to cast spells and has the material components (e.g., human, dwarven, lizardman, but not if the target possessed is a dog or monkey).
Level / Special
1. Possession by touch (any creature, animal, or humanoid with 3 levels/hit dice or less)
2. Possession by touch (any creature, animal, or humanoid with 6 levels/hit dice or less)
3. Possession by gaze (any creature, animal, or humanoid with 2 levels/hit dice or less)
4. Possession by gaze (any creature, animal, or humanoid with 4 levels/hit dice or less)
5. Possession by touch (any creature, animal, or humanoid with 9 levels/hit dice or less)
6. Possession by touch (any creature, animal, or humanoid with 12 levels/hit dice or less)
7. Possession by gaze (any creature, animal, or humanoid with 6 levels/hit dice or less)
8. Possession by gaze (any creature, animal, or humanoid with 8 levels/hit dice or less)
9. Possession by touch (any creature, animal, or humanoid with 15 levels/hit dice or less)
10. Detect Thoughts
Note: It is possible for a hidden to try to posses a target that has greater hit dice or levels the those mentioned in parentheses for touch attacks only. However, to do so, the target’s will save will be easier (see below about will save). For every level above the target level in the above table that the Hidden tries to possess, the target receives a +1 bonus to its will save.
Information regarding the Hidden’s use of possession:
Limit to use:
A Hidden villain and perhaps an NPC have no real limits as to how often he or she can possess a target. If a Hidden however is a PrC, then for balance purposes, it is suggested that the Hidden only be allowed to attempt to possess a target an equal number of times per day as the character or the host’s body has constitution modifiers (to a minimum of once per day).
Possessing a target:
A supernatural ability
There are three ways that a Hidden can posses a body.
- The Hidden is able to take over the body of an animal, creature, or humanoid by touch provided that such targets have and intelligence of at least 1 and are not undead. To do this, is important to note that the Hidden makes a successful touch attack and that the target fails its Will Save (see below).
- The Hidden is able to take over the body of an animal, creature, or humanoid by eye contact (i.e., a gaze attack ) provided that such targets have and intelligence of at least 1 and are not undead. To do this, is important to note that the target has eye contact with the Hidden and fails its Will Save (see below).
- When the Hidden is expelled or its host is dead, the Hidden’s spirits has a single chance to take over any nearby target (see below) before it is forced back to its original body. To do this, it is important to note that the target fails its Will Save and that the Hidden makes a successful touch attack (consider this as a ranged touch attack ).
To successfully posses a target:
Depending on the way the Hidden tries to posses a target (via touch, gaze or ranges touch attack), that Target needs to fail a Will Save. The DC for the Will Save depends on how the Hidden tried to possess its target as seen below:
- Touch attack: Upon a successful touch attack to a qualified target, the target must make a Will Save (DC 10 + the Hidden’s Charisma modifier + the Hidden levels). The Target does however gain a +1 synergy bonus to its Will Save for every 5 ranks of Sense Motive that it has. This ability is activated as a standard action and provides attacks of opportunity. Note: See text in parenthesis in special table (above) as to what is considered a qualified target. For all purposes, this touch attack can not be converted into a range touch attack through the use of feats. Here is an example of a mock situation: If a 7th level Hidden with an 18 charisma tries to posses a 9th level fighter with a 16 level wisdom and 5 ranks in sense motive, the DC to save is 13. [Base DC 10 + 7 (for the Hidden’s levels) + 4 (due to Hidden’s charisma modifier) – 2 from Fighter’s wisdom modifier – 3 (for base Will Save) –2 (for the fighter being 2 levels above the hidden’s ability to possess) – 1 (from 5 ranks in sense motive) = 13].
- Gaze attack: So long as the Hidden attains eye contact with a qualified target, (consider this ability to be a gaze attack) that target needs to make a will save of (DC 12 + the Hidden’s Charisma modifier + the Hidden levels). The Target does however gain a +1 synergy bonus to its Will Save for every 5 ranks of Sense Motive that it has. This ability is activated as a full action and provides attacks of opportunity. The Hidden can only select one target per round which must be within a range of 20 feet to the Hidden. Note: See text in parenthesis in special table (above) as to what is considered a qualified target.
- Ranged touch attack: If the Hidden has already possessed a body (this possessed body is termed as the host) that dies, the Hidden’s spirit has one last opportunity to possess another host before it is sent back to its original body. Upon a successful ranged touch attack (range of 5 feet per Hidden level) to a qualified target, that target must make a Will Save (DC 10 + the Hidden’s Charisma modifier). The Target does however gain a +2 synergy bonus to its Will Save for every 5 ranks of Sense Motive that it has. This ability is activated as a full action and does not provide attacks of opportunity.
The Target that makes its will save:
If the target succeeds in its will save, the Hidden’s spirit must wait a week before it can attempt to possess the same target again. It is important to remember that although the Hidden can attempt to possess a target with higher levels than those illustrated on the table above, the target does gain bonuses to its will save (see note under the special abilities table for more information).
The Target that fails its will save:
If the target fails his or her saving throw, the Hidden’s spirit is able to enter and take control of the target’s mind and body and possess it as if it was his own (such a body is now considered as a host for the Hidden). When possessed, the target remains aware of its surroundings and knows what the Hidden is forcing the target’s mind and body to do/perform. The target is however, unable to resist such commands as it is trapped in the smallest recess of its mind.
Hidden’s access of host’s memories and skills:
When the Hidden takes over a target, it may be able to attain access to the host’s memories (which include access to the host’s skills, and special abilities (like rage, bardic music and bardic knowledge). The Hidden does not however have access to a host’s divine special abilities (e.g., turning undead, healing hands, detect evil, etc.) as most deities are very possessive as to who can use their god given powers. To determine exactly how successful the Hidden is at acquiring these memories from the host, the Hidden must make a concentration skill check with a DC determined by the host’s level/hit dice + the host’s wisdom modifier + the host’s cumulative will save bonuses. For example, if a host is a 7th level Monk with a wisdom of 17, then a Hidden with 8 ranks in concentration will need to make a DC of 7 to use any of the monk’s skills (like hide), special abilities (like Wholeness of body), or feats (like improved unarmed strike). This is how the DC was done: DC= 7 (7th level) + 5 (Monk’s Will Save) + 3 (wisdom modifier of 17) – 8 (Hidden’s concentration ranks) = 7. Note: A separate concentration check to access a specific memory or to perform skill. Even performing the same skill within the same minute (e.g., disable device) requires that the Hidden make more then one concentration check.
Regarding ability scores and skill modifiers:
It is important to note that when a Hidden does take over a target, the Hidden uses the target’s Strength, Dexterity and Constitution primary abilities as his own (or for purposes of skill checks) but keeps the Hidden’s original Intelligence, Wisdom and Charisma ability score for his own even when inside the host. In other words, to use the Host’s Hide skill check, the Hidden must use the Host’s dexterity modifier while to use a spot check, the Hidden uses his own wisdom modifier and not that of the hosts.
Hidden’s access of host’s arcane spells and psionic powers:
In order of the Hidden to acquire access to the host’s available arcane spells (those memorized or prepared if host is a wizard) or the host’s psionic powers, the Hidden must a concentration skill check with a DC determined by the host’s cumulative will save bonuses + the desired spell or psionic power level + the host’s wisdom modifier + the penalty that may exists if the host is higher level then normally allowed by the Hidden (see the note under the table). For example, if a Hidden with 8 ranks in concentration wants access to a 5th level Wizard’s spell from the host (that is a 9th level Wizard with a Wisdom of 15), the Hidden needs to make a DC of 5 to acquire this spell. This is how the DC was done: DC= 5 (5th level spell or psionic ability) + 6 (Wizard’s Will Save) + 2 (wisdom modifier of 15) – 8 (Hidden’s concentration ranks) = 5. Note: Even though the Hidden may be able to cast spells or use psionic power’s that were available by the host, the Hidden is unable to memorize lost spells or regain psionic points for the host as the host is never truly at rest. Reminder: Druid, Clerical, Paladin and Ranger spells are divine spells and unable to be cast by a Hidden.
Use of Divine spells and abilities:
As mentioned before, a hidden does not gain access to any divine spells or abilities that a host may have possessed as gods are possessive as to who has access to their granted gifts. There are some exceptions to this rule. If a Hidden is evil and worships the same deity as the host (who was a cleric), the Hidden may at the DM’s discretion allow the Hidden to gain access to such divine spells and abilities (like controlling undead) so long as the Hidden serve’s the god’s purposes. If the Hidden was originally a cleric (had clerical core class levels) of the same god, then the DM can decide if the Hidden’s spells and abilities stack or not (it is suggested that they do not). Similarly, a neutral deity may allow a Neutral or even Evil aligned Hidden to use their host’s divine spells and abilities so long as it further’s the deity’s goals (DM will determine). A good Deity will never allow the Hidden access to such spells as it goes against the deity’s alignment (although DM has last word especially when dealing with Chaotic Good aligned deities).
Host’s alignment chance:
When the Hidden’s spirit has control of a target and the host’s spirit/mind is trapped within deep within the host’s mind, the host’s alignment will change to that of the Hidden’s if someone uses know alignment or such spells. If the Hidden is evil, then a Paladin using the Detect Evil ability will notice that the host is “now” evil. In addition, if the Hidden is evil, the then host becomes susceptible to spells like protection from evil and smite evil.
Resistance to possession once possessed:
When the Hidden’s spirit has control of a target, it must at first constantly struggle to suppress the target’s mind and natural tendency to merge once more with its body. For every day that passes, the target is allowed to make another Will Save with a cumulative penalty of 1, as it is harder to wrest control from the Hidden as it becomes acclimated to the host. When the penalty is so overwhelming that the Will Save can no longer be made, then the Hidden has full possession of the target and can no longer be removed unless the Hidden decides to leave this shell (host) and go back to its original body or to another target. Regardless, at such time, the current host’s true spirit has died and if the Hidden does vacate the target body, the target body will die as well. Certain exceptions do apply, such as if the host had the strong soul feat in which case, the host will be in a comma till a restoration spell or the like is cast upon it. If this is done, the host will recover within two weeks time.
Ways to thwart a possession
Although a Hidden can possess a qualified target that failed to make a Will Save, this possession can be thwarted if the target is treated with a dispel evil (as possessing another is an evil act) or remove curse before a week from the initial possession elapses. It is for this reason that the Hidden will try to avoid attracting attention and limit interaction with all party characters when it initially possesses its target (remember the Hidden may not always have access to the target’s memories and worries that it will cast suspicion on itself). If the possessed target does receive the benefit of one of the above-mentioned spells or if the target is able to make a successful will save on after being possessed, the Hidden is wrenched from the target’s mind and body and forced back into its own.
The Hidden’s original body when it possess a host:
While retaining control of the target’s body, the Hidden’s original body is left helpless and can not defend itself. It is however, left in the form of suspended animation or a magical form of hibernation in the sense that the body will not age, starve or die of thirst. It can however be killed by outside forces ranging from ordinary weapons or attacks of animals to spells and for all intensive purposes consider the Hidden’s original body as being helpless. It is for this reason that the Hidden goes to great lengths to protect its original body from harm. When a Hidden is wrenched back into its own body, the Hidden’s body will be free from its magical stasis/hibernation within d4 rounds…until that time, the Hidden within its original body is still helpless.
Possessing a new host:
The Hidden’s Spirit is able to jump and possess another target so long as the Hidden’s host (possessed body) make the appropriate attack (touched, gaze or in certain cases ranged touch attacks) and the qualified target (as before) fails its saving throws. Once the Hidden leaves one host for the other, the now free host (assuming its spirit has not died due to overextended possession period) will loose consciousness and remain unconscious for an equal number of minutes as the number of days the Hidden had taken over its mind and body. After this duration, the target is back to normal and recalls all that has happened prior to its becoming unconscious.
When the Hidden is wrenched from its host:
Although it does have a single chance to possess another host when the above does occur, if that last desperate attempt does not succeed, the Hidden is wrenched from the possessed body and back go its original. Once back, the Hidden is unable to use its possession abilities until it too makes a successful Will Save (DC 15). Once per day, the Hidden must attempt to make the will save with a cumulative penalty of 1 for each day that passes before it can acquire its special ability to possess once again. If the save becomes so great that it can never be made due to the cumulative penalties, then the Hidden can no longer possess a target and may no longer gain levels in this prestige class.
How far can a Hidden go:
Once a Hidden has taken over a target, there is no limit to how far the Hidden can take the possessed body from its natural one. Theoretically, a Hidden can travel to the other side of the world (e.g., by possessing an eagle). Similarly, the Hidden when wrenched out of its target will have its spirit return back into its original body instantaneously if its last desperate attempt to posses an new host fails
Detect Thoughts (Sp): In addition to being able to discern lies, the Hidden has the spell-like ability to detect thoughts exactly like the spell of the same name. The Hidden can use this ability a number of times as the Hidden has wisdom modifiers (minimum of once per day). This ability takes a standard action to activate that provides attacks of opportunity. The ability’s duration is Concentration, up to 1 round/level. Note: The Hidden most often uses this ability to be better able to blend in with a party after it has taken over a party member. It is perhaps the best way (in addition to its ability to bluff) from preventing discovery when in the mist of a group of friends.
To the DM:
If you like this PrC as a villain and wish to make the Hidden as an immortal then the following suggestion could apply to make it so:
Technically, it is possible for the Hidden to live extreme lengths of time but is not immortal as this Hidden can be killed (just by killing it original body). However, if the DM wishes for the Hidden to be truly immortal, I suggested that the DM allow the Hidden’s spirit to still exist (destined to remain to haunt within 20 feet from where its original dead body or where the body once died). If this is done, the it is suggested that the Hidden be able to make a single ranged touch attack once per day on anyone that stays within the vicinity. If the Hidden finds an appropriate target that fails its will save, the hidden can takes it body as a host and is free to roam once again. If that host dies, the Hidden that lacks an original body will have its spirit once more be transported to its original starting point (where its body was once killed) as before and wait for another opportunity to control another host. This can go on forever or if the DM wishes can end the cycle by having a high level cleric (DM will decide what level) cast a concentrate spell followed by a dispel evil spell within the resting-place that the Hidden’s spirit haunts.
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