Easing up on possession


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Dark Archive

Pathfinder Rulebook Subscriber

I'm currently running a game of Carrion Crown and one of the big plans that I have is to possess one of the characters with the Splatter Man (hopefully). The player unintentionally made their character very similar to the wizard's repertoire but as a female halfling and the idea of a battle of will between the two is too good to exist. However, I want this to be more of a long-term goal and the possession rules are not forgiving in Horror Adventures.

I don't want the player to lose her character within 15 days so how do you guys think I should make it so that she can be possessed for a longer time?


Well, the Splatter Man is an 8th level ghost wizard.

The Malevolence Ability:

Spoiler:

The Malevolence ability of a Ghost is similar to a magic jar effect (caster level 10th or the ghost's Hit Dice, whichever is higher), but doesn't require a receptacle. The Ghost keeps its Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body (the hapless character) retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow the Ghost to make more attacks (or more advantageous two-weapon attacks) than normal. Likewise, the Ghost can’t choose to activate the body’s extraordinary or supernatural abilities. The body’s spells and spell-like abilities do not stay with the body.

The possessor retains the use of his spells and spell-like abilities, and can use his non-magical and magical class abilities (such as a wizard’s arcane school power).

The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.

Use the Possession spell:

Spoiler:

Occult Adventures added a new spell (Possession), which acts very similar to magic jar... but without the weirdness of needing a gem and jumping around bodies and works how it works with monsters and then provided rules to say what actually is carried over to the body your possessing when it comes to stats. And then suggests that whenever the game would give a monster magic jar, give them possession instead.

Use the Fiendish Possession Rules (Council of Thieves: The Infernal Syndrome, pp.56-63)

Spoiler:

Initial Advantages: If a fiend has possessed an object, like a weapon, it can imbue the item to mimic magical enchantment granting it magical properties equal to 1,000 gp per Hit Die of the fiend.

Disadvantages: This might seem advantageous at first to the unassuming and ignorant wielder, however it's got to be remembered that the fiend is in control of the properties of the item and can remove those properties at will. Resultingly, you could lose a major advantage at a moment's notice if the fiend thinks that you've outlived your usefulness, or needs to get you close to unconsciousness to screw with your mind, or flat out possess your body. However, before the character even knows that his item is possibly possessed the fiend will have read his thoughts, and implant a reasonable suggestion at another -1 or -2 penalty to Will save. This might go on for a while to lull the character into a false sense of security until it has have had enough time to not only alter the character's alignment but also to subtly undermine the character's Will Save by -4. If the fiend is subtle it will then move into the character's body, remove any memories of actual possession, and subvert the mind by implanting telepathic suggestions.
If the takeover was anything but willing the fiend might unleash animated objects and/or undead upon the wielder for daring to resist. Once the fiend is in possession of the body it will start to manifest its presence on the body, defile it, erase memories, and alter the moods of the character, drain its ability scores and finally dominate it into submission. One way or another the character will eventually submit to make a pact usually taking the form of an arrangement where the host allows the fiend to perform some act without his resistance and the fiend allows the host freedom to undertake some act without its interference.

Later Advantages: At that point the character might be able to gain a +2 bonus to one of his ability scores, gaining spell-like abilities, or even doing a reenactment of the infamous pea soup scene from The Exorcist - only in a 15 foot cone of acid, fire, cold, or sonic energy.

Use the Object Possession rules from Book of Vile Darkness

Spoiler:

A fiend can possess an object of at least Tiny size and no larger than Huge. An item held, worn, or carried by a character (including magic items) uses its owner’s saving throw to resist possession. Unattended magic items gain a saving throw as if a spell was being cast upon the
item. In each case, the Will save DC is 10 + 1/2 the fiend’s HD + the fiend’s Charisma modifier. A fiend with the possession ability automatically succeeds when attempting to possess an unattended, nonmagical item. A fiend possessing an object becomes a part of the object.

A possessing fiend can see and hear up to 60 feet away from the object, but it can’t use darkvision or blindsight while possessing an object, even if it ordinarily has these abilities. The possessing fiend remains vulnerable to spells that affect outsiders, extraplanar creatures, or evil creatures (such as holy word and holy smite) and mind-affecting spells and effects. Physical attacks and most spells (such as fireball) don’t affect the fiend, but they might affect the object. Harming the object does not harm the possessing fiend; if the object is destroyed,
the fiend takes ethereal form and can choose a new host object (or creature).

A fiend can attempt to hide its presence within a possessed object, allowing it to pass through a magic circle, enter a forbiddance-warded church, and escape detection via spells such as detect evil. Use the same rules as when a fiend hides in a creature. If the spell ordinarily detects or targets only creatures, the fiend gains a +8 circumstance bonus on its Hide check because it is within an object. The fiend can also attempt this Hide check to avoid taking damage from alignment-
based damaging spells, such as holy smite. If the fiend fails its Hide check, the possessed object takes damage as if it were the fiend.
A fiend can also possess a substance that has no fixed shape (such as a pool of water or a dust cloud) or is part of a larger object (such as a section of a wall). When it does so, a fiend cannot possess an area or a volume larger than 10 feet on a side. Some fiends possess an item as a stepping stone for a possession attempt on a character. The possessing fiend gets a bonus on attempts to possess creatures that carry, hold, or wear the item. For each day the possessed item was worn, held, or carried by the target prior to the possession attempt, the DC for the target’s Will save increases by +1, up to a maximum of +10.

Bestow Curse:
Make use of the Bestow Curse spell to whittle away at the Wizard's Will save or affect his abilities in other ways. Get creative.

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