Rules for Possession


Homebrew and House Rules

Liberty's Edge

I put together some rules for a possession template for a campaign idea. Any suggestions or comments would be appreciated.

Spoiler:

Possession
Possession is an acquired template that can be applied to any outsider of the evil subtype. Such an outsider gains the incorporeal subtype when on the material plane. Unless summoned by a spell, a possessing outsider can only manifest on the material plane as an incorporeal creature.

While on the material plane, the outsider can attempt to possess a creature. To be a target of possession, a creature (called a “host”) must be living and corporeal. Constructs, oozes, plants, and undead are immune to possession. The potential host must also have an Intelligence score. When an outsider attempts to possess a potential host, the target creature must make a Will save (DC = 10 + ½ the outsider’s hit dice + the outsider’s Charisma modifier). If the creature succeeds, the outsider cannot attempt to possess that creature for 24 hours. If the creature fails, the outsider’s incorporeal form merges with its new host.

Once an outsider has possessed its host, it has full access to all of the host’s senses and can perceive the world as the host does. It does not have to reveal its presence to its host. In fact, the outsider can possess a host without the host even being consciously aware of it. While possessed, the host will have an aura of evil equal to that of the outsider, regardless of his or her true alignment.

Using the host’s form, the outsider can take any of the following actions:

Speak through the host: At any time, the outsider can take control of the voice of its host. It can choose to speak in any language known to it or to its host. Doing so, of course, will immediately alert the host of its presence (if the host did not already know) and may make any creatures listening suspect that the host is possessed, though they may think the host is insane or evil instead.

Communicate with the host: At will, the outsider can communicate telepathically with its host.

Spell-like abilities: The outsider can use any spell-like abilities it possesses, normally.

Torment host: At will, the outsider can cause the host to become wracked with pain, causing them to become nauseated for 1d6 rounds. This is often used by the outsider to force obedience from the host.

Control the host: At any time, the outsider can attempt to take control of the host’s body. To resist control, the host must make a Will save (DC = 10 + ½ the outsider’s hit dice + the outsider’s Charisma modifier). If the host succeeds, the outsider cannot make another attempt to control the host for 24 hours. If the host fails, the outsider takes complete control and can make use of any of the host’s abilities, including any extraordinary, supernatural, spell-like abilities the host may possess, including any abilities gained through class levels. The outsider can still use any of its own spell-like abilities as well. While under the outsider’s control, the host remains conscious, but is unable to take any actions whatsoever, including mental actions other than telepathic communication with the outsider. Control lasts until the outsider voluntarily relinquishes it or is forced out of the host’s body (see below).

Transform the host: At will, the outsider can attempt to transform its host into a fiendish creature. The host may make a Fortitude save (DC = 10 + ½ the outsider’s hit dice + the outsider’s Charisma modifier) to resist transformation. If the host succeeds, the outsider cannot attempt to transform the host again for 24 hours. If the host fails, the host gains the fiendish template for 10 minutes/per the number of hit dice the outsider has. While transformed, the host’s alignment shifts to match that of the outsider and behaves accordingly.
At any time, the outsider can leave the host’s body and elect to possess another creature. The outsider can attempt to possess the same host again, however the host is entitled to another Will save to avoid possession.

Exorcism.
Possession can been ended by forcing the outsider to leave the host’s body. A successful use of dismissal or banishment can exorcise the outsider from the host’s body and immediately force it to return to its home plane. Dispel magic or break enchantment can also force the outsider out of its host’s body (use the outsider’s caster level for its spell-like abilities for the caster check), but not send it back to its home plane. An outsider exorcised in this manner remains on the material plane as an incorporeal creature and can attempt to possess any creature, including the host it just vacated. Powerful spells like wish or miracle will also exorcise the outsider and send it back to its home plane. Finally, a cleric or paladin with the Alignment Channel (evil) feat can use their channel energy ability to damage the outsider. If the outsider is reduced to zero hit points by this method, it is immediately forced to return to its home plane.
CR = 0.


Greatbear wrote:

I put together some rules for a possession template for a campaign idea. Any suggestions or comments would be appreciated.

** spoiler omitted **...

I think it is easier to make it into a special ability that allows for possession of objects or creatures.

I would vote for SLA but supernatural works also.

The shadow demon has magic jar, IIRC, as a spell-like ability. I would look to that as a starting point.

Then you can add your special abilities on to it.

PS:What you have above actually reads more like a special ability not at all like a template, except for the fact that the creature is forced to be incorporeal which I see as a limitation.

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