Incarnate/pf


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Minor Incarnate

Minor Incarnate
CR 1 (400 XP)
Varies Diminutive outsider (Extraplanar (varies), Incorporeal)
Init +2; Senses Darkvision 60 ft.; Perception +7
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 22 (4d10+0)
Fort -1, Ref +6, Will +4
Defensive Abilities incorporeal, natural invisibility
Immune cold, electricity, fire, mind-affecting effects
Offense
Speed fly 50 ft. (perfect)
Melee None
Space 1 ft.; Reach 0
Special Attacks fatigue touch +8
Statistics

Str —, Dex 14, Con —, Int 4, Wis 10, Cha 4
Base Atk +4; CMB +2; CMD 12

Feats Skill Focus (Diplomacy), Skill Focus (Knowledge (planes))
Skills Diplomacy +7; Fly +16; Knowledge (planes) +7; Perception +7
Languages None
SQ inhabit host, outsider traits
Ecology
Environment Outer Planes
Organization Solitary
Treasure None
Special Abilities

Fatigue Touch (Ex): On a successful touch attack, an incarnate has a chance to fatigue its target. The target must pass a DC 12 Fortitude save or become fatigued or, if already fatigued, exhausted. On either success or failure, the target feels nothing.

Inhabit Host (Ex): An incarnate may inhabit an exhausted host. The target must pass a DC 16 Will save to prevent this; on a successful save, the incarnate cannot attempt to inhabit that host again for the next 24 hours.

Upon inhabiting a host, the incarnate merges with the target's aura. The target immediately loses exhaustion, and gains inherent bonuses and penalties and a single special ability as described below according to the variety of incarnate inhabiting them. Further, while hosting an incarnate, the host is immune to all compulsion or possession-like effects (including the inhabit host ability of other incarnates).

The incarnate gains the mental ability scores of its host, and its skills vary appropriately. Any new skill points it would receive manifest as Int-, Wis-, or Cha-based skills appropriate for the incarnate's concept; any such skills are class skills. The incarnate can speak to its host telepathically, and may attempt to take control of the host's actions at will as dominate monster; the host may attempt a DC 20 Will save to prevent this, and on a failure may attempt again every minute until a success. On a successful save, an incarnate may not again attempt to take control of the host for the next 24 hours. Any natural immunity to compulsion effects does not apply to this, nor does the immunity granted by the incarnate itself.

Once an incarnate inhabits a host, the habitation is permanent, ending naturally only on the host's death; the host cannot expel the incarnate, nor can the incarnate leave willingly. However, with regard to all magical effects, habitation may be ended as though it were a magic jar effect at CL 15.

This is a mind-affecting effect.

Natural Invisibility (Ex): This ability is constant — an incarnate remains invisible at all times. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the incarnate gains a +20 bonus on Stealth checks when moving, or +40 when standing still — these bonuses are not included in the statistics above.

Concepts

Minor incarnates may hold any concept which can serve as the focus of strong belief. The below are among the most commonly known varieties, however. All spell-like abilities are cast at CL 1.

  • Anger
    • Str +2, Cha -2
    • 1/day: wrath
  • Charity
    • Cha +2, Con -2
    • 1/day: cure light wounds
  • Courage
    • Will +3, Int -2
    • The host is immune to fear, magical or otherwise.
  • Covetousness
    • Dex +2, Cha -2
    • 1/day: borrow skill
  • Curiosity
    • Int +2, Str -2
    • 1/day: comprehend languages
  • Envy
    • Will +3, Cha -2
    • 1/day: forbid action
  • Faith
    • Will +3, Dex -2
    • 1/day: shield of faith
  • Freedom
    • Will +3, Str -2
    • 1/day: burst bonds
  • Greed
    • Dex +2, Wis -2
    • 1/day: ant haul
  • Hope
    • Wis +2, Int -2
    • 1/day: sanctuary
  • Justice
    • Str +2, Reflex -3
    • 1/day: true strike
  • Lust
    • Cha +2, Int -2
    • 1/day: disguise self
  • Pride
    • Cha +2, Wis -2
    • 1/day: unseen servant
  • Sloth
    • Fortitude +3, Dex -2
    • 1/day: restful sleep
  • Temperance
    • Will +3, Con -2
    • 1/day: unbreakable heart

Major Incarnate

Major Incarnate
CR 4 (1200 XP)
Varies Diminutive outsider (Extraplanar (varies), Incorporeal)
Init +6; Senses Darkvision 60 ft.; Perception +13
Defense
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 size)
hp 55 (10d10+0)
Fort +1, Ref +11, Will +7
Defensive Abilities incorporeal, natural invisibility
Immune cold, electricity, fire, mind-affecting effects
Offense
Speed fly 50 ft. (perfect)
Melee None
Space 1 ft.; Reach 0
Special Attacks fatigue touch +14
Statistics

Str —, Dex 14, Con —, Int 4, Wis 10, Cha 4
Base Atk +10; CMB +8; CMD 18

Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus (Knowledge (planes))
Skills Diplomacy +16; Fly +16; Knowledge (planes) +16; Perception +13
Languages None
SQ inhabit host, outsider traits
Ecology
Environment Outer Planes
Organization Solitary
Treasure None
Special Abilities

Fatigue Touch (Ex): On a successful touch attack, an incarnate has a chance to fatigue its target. The target must pass a DC 15 Fortitude save or become fatigued or, if already fatigued, exhausted. On either success or failure, the target feels nothing.

Inhabit Host (Ex): A major incarnate may inhabit an exhausted host. The target must pass a DC 19 Will save to prevent this; on a successful save, the major incarnate cannot attempt to inhabit that host again for the next 24 hours. If the host has fewer hit dice than the major incarnate, they cannot be inhabited and on a failed save they will simply collapse into unconsciousness for the next 24 hours. If the host's alignment differs diametrically from the major incarnate (a major incarnate of Law attempting to inhabit a chaotic person, for example), then upon failing the save, the host receives 10d8 nonlethal damage; if this is enough to render them unconscious, then they will remain in that state for the next 24 hours rather than being inhabited.

If the host remains conscious following the attempt, they are successfully inhabited. Upon inhabiting a host, the major incarnate merges with the target's aura. The target immediately loses exhaustion, though they keep any nonlethal damage incurred, and gains inherent abilities as described below according to the variety of major incarnate inhabiting them. Further, while hosting a major incarnate, the host is immune to all compulsion or possession-like effects (including the inhabit host ability of other incarnates).

The major incarnate gains the mental ability scores of its host, and its skills vary appropriately. Any new skill points it would receive manifest as Int-, Wis-, or Cha-based skills appropriate for the major incarnate's concept; any such skills are class skills. The major incarnate can speak to its host telepathically, and may attempt to take control of the host's actions at will as dominate monster; the host may attempt a DC 26 Will save to prevent this, and on a failure may attempt again every minute until a success. On a successful save, a major incarnate may not again attempt to take control of the host for the next 24 hours. Any natural immunity to compulsion effects does not apply to this, nor does the immunity or the protection ability granted by the major incarnate itself.

Once a major incarnate inhabits a host, the habitation is permanent, ending naturally only on the host's death; the host cannot expel the incarnate, nor can the incarnate leave willingly. However, with regard to all magical effects, habitation may be ended as though it were a magic jar effect at CL 20.

This is a mind-affecting effect.

Natural Invisibility (Ex): This ability is constant — a major incarnate remains invisible at all times. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the major incarnate gains a +20 bonus on Stealth checks when moving, or +40 when standing still — these bonuses are not included in the statistics above.

Concepts

Major incarnates embody those four concepts that are most central to the planes.

  • Chaos
    • +2 to a stat of the host's choice
    • Low-light vision
    • Resistance: acid 10, sonic 10
    • Immunity to petrification
    • Constant: detect law, protection from law (self only)
  • Evil
    • +2 to a stat of the host's choice
    • Low-light vision
    • Resistance: cold 10, fire 10
    • Immunity to poison
    • Constant: detect good, protection from good (self only)
  • Good
    • +2 to a stat of the host's choice
    • Low-light vision
    • Resistance: electricity 10
    • Immunity to petrification
    • +3 to saves vs. poison
    • Constant: detect evil, protection from evil (self only)
  • Law
    • +2 to a stat of the host's choice
    • Low-light vision
    • Resistance: fire 10, electricity 10
    • Immunity to poison
    • Constant: detect chaos, protection from chaos (self only)

Reference

  • Planescape Monstrous Compendium, pp.58-60
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