Unbodied
From Titan's Teeth
Main > > Archetypes > Unbodied |
Hit Die: d8
1st Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Base Caster Level |
Magic Talents |
Base Spell Pool |
---|---|---|---|---|---|---|
+0 | +0 | +2 | +2 | 0 (+1) | 0 (+2) | 2 |
Casting
A wraith may combine spheres and talents to create magical effects. You use Charisma as your casting ability modifier.
Spell Pool
A wraith gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool replenishes once per day after roughly 8 hours of rest.
Calculate: Calculate your spell pool: Base Spell Pool + your casting ability modifier (minimum: 1).
Magic Tradition
Wraiths use the Wild Magic tradition.
Wraith Form (Su)
The wraith may gain the incorporeal subtype, with the following modifications:
- The wraith takes half damage from non-magic weapons.
- The wraith cannot make weapon or natural weapon attacks while in wraith form unless he uses a weapon with the ghost touch special ability.
- Effects originating from corporeal sources that do not deal damage have a 20% chance to fail against the wraith instead of the normal 50%. Force effect are not subject to this failure chance.
- The wraith retains all worn equipment not exceeding his maximum load as well as the benefits from any magic items that grant a continuous effect, but gains no benefit from physical armor or shields.
- The wraith uses normal movement speeds (treat moving through solid objects as ground movement).
- When not on or in a solid or liquid, the wraith falls slowly and may glide, moving with a speed of 30 ft. with maneuverability (perfect), but falling 1 ft. for every 5 ft. traveled (unless possessing a fly speed)
The wraith does not need to eat, gains no further bonuses or penalties from aging and cannot die from old age.
Note: While incorporeal you:
- Gain a deflection bonus to AC equal to your Charisma modifier.
- Take half damage from corporeal sources (except for channgel energy and force effects).
- Have no natural armor.
- Cannot be moved by physical effects.
- Cannot move corporeal objects (preventing you from using combat maneuvers).
- Has only a visual presence and leaves no trail, though may choose to be heard.
- Can pass through objects not thicker than your space.
- Are immune to falling damage.
Hostile World
If the wraith died ends his turn neither possessing a creature or object, he takes 1 point of nonlethal damage. This increases to 2 points at 5th character level. This damage can’t be healed by any means other than by time spent possessing a creature or object and bypasses immunity and resistance to nonlethal damage. Nonlethal damage from this ability can’t be reduced or redirected. While possessing a creature or his refuge object (see the object ride class ability), this damage heals at the rate of 1 point per minute. While possessing any other object, it heals at a rate of 1 point per hour.
An wraith whose damage taken from this ability exceeds his maximum hit points automatically returns to his refuge object (if within 100 ft. + 10 ft. per class level) or else discorporates, becoming a mindless haunt occupying his space. This haunt attempts to possess any creature (or his refuge object) that enters his space. If successful, the wraith is restored to his normal function. While in haunt form, the wraith recovers all spell points after 8 hours of not attempting to possess an unwilling creature (it cannot make such an attempt if out of spell points).
Possession (Su)
The wraith may passively possess a willing creature or object within his natural reach as a standard action. This is a mind-affecting possession effect. During a possession, his body is absorbed by and his life force occupies the host body. The duration of an ongoing possession may be reset with the same action and spell point cost that was required to initiate it. Passive possession grants no control over the possessed creature, though shares the creature’s senses and may communicate telepathically with it.
The wraith may always end the possession early as a free or immediate action, appearing in an adjacent square of the wraith’s choice (or the nearest available square, if all adjacent squares are occupied).
Should the host become dazed, stunned, or unconscious, the wraith may control their body as normal as if actively possessing the host for the duration of the dazed, stunned, or unconscious condition. If the wraith possesses a creature that is unconscious due to being in negative hit points, the wraith remains conscious and can cause the body to act, but it remains staggered (though the wraith can still take additional mental-only actions, only the body is staggered) and may suffer hit point loss as normal. The host body may still make stabilization checks using its normal modifiers. If the host body is slain, the possession ends and the wraith is dazed for 1 round with no saving throw.
The wraith maintains his Intelligence, Wisdom, Charisma, level, class, base attack bonus, alignment, mental abilities, extraordinary abilities not derived from physical form, combat talents, supernatural abilities, and magical abilities such as spells, sphere abilities, and spell-like abilities.
If the wraith is concentrating on a spell or other effect and the host body is subject to an effect that would force a concentration check, the wraith makes the concentration check. Magical effects granting the wraith armor, deflection, resistance, and shield bonuses, polymorph effects, disease, poison, and other effects that alter or benefit the physical body of the wraith are suppressed for the duration of the possession but do not expend time from their durations.
Targeted mind-affecting effects apply only to the mind in control of the body; if the wraith is not controlling the host, then the wraith is not the target. Effects targeting the possessed body (such as hit point damage, disease, healing, or poison) affect the possessed body and do not transfer to the wraith unless able to effect possessing creatures.
If another creature attempts to possess a creature the wraith is possessing, it must make an MSB check against the wraith’s MSD. Success forces the wraith out; failure causes the attempt to fail.
The host’s abilities and statistics derived from mental attributes are not altered by the possession. For example, a wraith with high Charisma does not increase the hit points of a zombie by possessing it, nor would it improve the zombie’s Fortitude save. A possessed nymph would not change its deflection bonus to AC.
Object Ride (Su)
The wraith may spend a spell point to passively possess an object for up to 1 hour per level. Attended objects receive a Will save. The object can be no smaller than Tiny and no larger than Huge. The wraith retains his normal senses while possessing an object and can telepathically communicate with creatures touching the object.
The wraith designates one object as his refuge object, and can possess it with a permanent duration at no spell point cost. Changing to a different refuge object takes 8 hours.
Haunt Path
At 1st level, the wraith chooses a haunt path. Once selected, this choice cannot be changed.
Path skills are always class skills for wraiths with that path.
At 1st level, each path grants the listed path sphere, or a talent from that sphere if it is already possessed, as a bonus magic talent and uses his class level as his caster level with the path sphere. This stacks normally with caster levels gained from other sources.
Default: Pick Path of the Shadows and gain the Dark Sphere.
Alternatively: Pick Path of the Ancestor and gain the Protection Sphere.
Feats
The wraith gains no extra feats on first level.
Default: Pick Extra Magic Talent as your level 1 feat and gain the Fearful Darkness talent or Peacebound talent depending on your choice of path.
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Champions of the Spheres, Copyright 2017, Drop Dead Studios LLC
Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC;
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing
Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.
Psionics Unleashed. Copyright 2010, Dreamscarred Press
Spheres of Might, Copyright 2017, Drop Dead Studios LLC
Spheres of Power, Copyright 2014, Drop Dead Studios LLC
Shapeshifter’s Handbook, Copyright 2016, Drop Dead Studios LLC