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Haunt Paths

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Path of the Ancestor

Rather than a malevolent controller, an ancestor protects those he is attached to.

Path Sphere: Protection Sphere

Path Skill: Knowledge (history)

Path Possession: When a willing creature the ancestor is possessing takes hit point damage, as a free action that can be taken even when it it not his turn, the ancestor may choose to redirect up to half the damage to himself. The damage is determined after the possessed creature’s damage reduction, immunity, resistance, and vulnerability have been calculated and may not be further reduced or redirected by any means.

Additionally, the ancestor may choose to count the possessed willing creature as himself for the purposes of effects that only target self.

Improved Path Possession: A willing creature the ancestor is possessing gains the benefit of one (aegis) talent the ancestor possesses for the duration of the possession. The cost of activating this aegis is reduced by 1 spell point, but the aegis is lost when the possession ends.

Path of the Anima

An anima manipulates the very elements around himself.

Path Sphere: Nature Sphere or Weather Sphere

Path Skill: Knowledge (Nature)

Path Possession: The anima may actively possess natural elements, creating a small elemental or animated plant. The creature dissipates when the possession ends. The created creature counts as willing. There must be a suitable volume of appropriate material. The anima may use talents such as Create Water, Grow Plants, or the Create Fire base ability of the Fire package as part of activating this ability to supply the required material, paying the normal cost for doing so. The available forms depend on the spheres and packages possessed.

Air elementals require the Weather sphere and a given number of 5-ft. cubes of air.

Earth elementals require the Earth geomancing package and a given number of 5-ft. cubes of stone, dirt, or sand.

Water elementals require the Water geomancing package and a given number of 5-ft. cubes of water.

Fire elementals require the Fire geomancing package and a fire of at least the given size.

Animated plants require the Plantlife geomancing package and a plant of at least the given size.

Class Level Maximum
Elemental
Size
Minimum
5-ft. Cubes
2nd Small (halve hp, CR 1/2) 1/4
4th Small 1/4

Improved Path Possession: The anima may possess creatures with the plant type or the elemental subtype corresponding to the spheres and packages possessed, ignoring any typebased immunity to mind-affecting effects. Such creatures take a -2 penalty on saves against the anima’s possession.

Path of the Corruptor

A corruptor marshals an undead army to spread his influence.

Path Sphere: Death Sphere

Path Skill: Knowledge (religion)

Path Possession: The corruptor may actively possess dead bodies. The possessed creature has statistics as if it had been animated per the reanimate ability of the Death sphere, including any talents of that sphere that he possesses, and must meet all requirements of that ability. The target creature may have Hit Dice up to twice the corruptor’s class level. The created creature counts as willing. When the possession ends, the reanimate effect also ends. The possessed body does not count against the number of Hit Dice of undead the wraith can control.

Improved Path Possession: The corruptor may possess creatures of the undead type, ignoring any type-based immunity to mind-affecting effects. Mindless undead both do not receive a save against this ability and count as willing unless they are being controlled by a creature other than the corruptor.

Path of the Cryptid

Able to unlock the primal wrath of wild beasts, cryptids can be fearsome warriors.

Path Sphere: Alteration Sphere

Path Skill: Handle Animal

Path Possession: Creatures of the animal type that are no worse than indifferent to the cryptid are counted as willing targets for possession. Creatures of the animal or magical beast types take a -2 penalty on saves against the cryptids possession.

Improved Path Possession: The cryptid reduces the time required to cast shapeshift targeting a host he is possessing (and no creatures that he is not possessing) by one step (normally a standard action to a move action). This ability cannot reduce the casting time below a swift action. The shapeshift automatically ends when the possession ends. The cryptid may possess swarms of the animal type, ignoring their subtype based immunity to mind-affecting abilities.

Path of the Despoiler

A despoiler feeds on pestilence and decay.

Path Sphere: Death Sphere

Path Skill: Heal

Path Possession: The despoiler may possess any creature of the vermin type, ignoring any type-based immunity to mind-affecting effects. Creatures suffering from the effects of poison or disease take a -2 penalty on saves against the despoiler’s possession.

Improved Path Possession: The despoiler may possess swarms of the vermin type, ignoring their subtype based immunity to mind-affecting abilities. By spending 1 minute attracting local vermin, the despoiler can create a swarm to actively possess.This swarm disperses when the possession ends.

To create the swarm, use the statistics of a Conjuration sphere companion summoned with a caster level equal to the despoiler’s class level and the following base form:

Speed 20 ft., Climb 20 ft.; AC +2 natural armor; Fort (good), Ref (good), Will (bad); Attack NA; Str 12, Dex 16, Con 13, Int -, Wis 10, Cha 11.

The swarm has the swarm subtype, with constituent members of Tiny size and a 10-ft. space. It’s swarm damage is 1d6 +1d6 per 3 Hit Dice and has a distraction DC of 10 + 1/2 Hit Dice + the despoiler’s casting ability modifier. The appearance of the constituent members of the swarm formed will be based on the GM’s discretion given the environment. If the despoiler is of at least 5th level, he may spend an additional spell point as part of beginning the possession to grant the swarm a fly speed of 20 ft. (perfect).

Creatures of the vermin type are always counted as willing when the despoiler attempts to possess them unless they are already controlled by another creature (such as being an animal companion, being under a (compulsion) effect, or being tame per the Beastmastery sphere).

Path of the Poltergeist

A poltergeist is adept at moving creatures and objects as well as possessing and animating objects.

Path Sphere: Telekinesis Sphere

Path Skill: Fly

Path Possession: The poltergeist may actively possess unattended objects, animating them to serve. These objects count as being willing. The object must be of a size the wraith could animate per the Animate Objects talent of the Enhancement sphere, using his class level as his caster level. The object gains the statistics and abilities as an animated object per the Animate Object talent of the Enhancement sphere.

Improved Path Possession: The poltergeist may possess creatures of the construct type, ignoring any type-based immunity to mind-affecting effects. The poltergeist may also lift, as the Telekinesis sphere, an animated object or construct as a free action immediately after successfully possessing it. Normal size limits on lift apply. Additionally, your path possession ability now also applies to attended objects, which receive a Will save as usual for possession.

Path of the Phantasm

Hunters that hide inside their illusion, deceiving their prey into a false security.

Path Sphere: Illusion Sphere

Path Skill: Disguise

Path Possession: Creatures within the area of an illusion created by the phantasm take a -2 penalty on saves against the phantasm’s possession.

Improved Path Possession: When attempting to possess a creature within the area of an illusion that the phantasm created, the phantasm may attempt an MSB check against the MSD of any magical effect that would prevent possession, such as the Hallow word of the Fate sphere, the protection from evil spell, or similar effects. If successful, the phantasm may possess the creature and is unaffected by the bypassed effect for the duration of the possession.

Path of the Shadow

A shadow lurks in darkness, seizing those foolish enough to enter their penumbra.

Path Sphere: Dark Sphere

Path Skill: Stealth

Path Possession: Creatures within the area of a darkness created by the shadow take a -2 penalty on saves against the shadow’s possession.

Improved Path Possession: When attempting to possess a creature within the area of a darkness that the shadow created, the shadow may attempt an MSB check against the MSD of any magical effect that would prevent possession, such as the Hallow word of the Fate sphere, the protection from evil spell, or similar effects. If successful, the shadow may possess the creature and is unaffected by the bypassed effect for the duration of the possession.

Path of the Spook

A spook feeds on fear and insanity.

Path Sphere: Mind Sphere

Path Skill: Intimidate

Path Possession: Creatures the spook is passively possessing take a -2 penalty on saves against the spook’s charm abilities of the Mind sphere. Creatures that are cowering, panicked, or paralyzed take an additional -2 penalty on saves against the spook’s possession ability.

Improved Path Possession: Creatures that are shaken or frightened take an additional -2 penalty on saves against the spook’s possession ability. This does not stack with the penalty from the spook’s path possession. Creature’s that are confused or panicked count as willing for the spook’s possession ability.