Incorporeal (3.5e Subtype)

Incorporeal Subtype
Summary::Creatures with this subtype are not completely there, often ghosty, spirit-like, or immaterial. Such creatures usually have no real flesh, instead focusing on their very force of will to negate blows, and are hard to hit with non-magic weaponry. Often undead or the like become incorporeal, but with the right abilities or spells, any creature may do so.

Traits
The following traits and abilities are common in every incorporeal creature. These traits override all others if there is a conflict.
 * Immunity to poison.
 * Immunity to critical hits.
 * Incorporeal creatures may enter within 5' of a solid object, though they cannot completely enter it. Doing so grants them a +2 bonus to AC and Reflex saves against area-of-effect abilities, but a -2 penalty to attack rolls.
 * It requires a move action to enter or exit a solid object, and movement through (or rather, along the surface of) the solid object counts as difficult terrain.
 * Incorporeal creatures may enter another creature's space, and may have their space entered. However, they count as difficult terrain if another creature attempts to enter their space, and entering their space triggers an attack of opportunity.
 * Incorporeal creatures cannot fall or take falling damage.
 * Incorporeal creatures operate in water as easily as they do in air.
 * When struck by a weapon, incorporeal creatures have a 20% chance to ignore the attack. This chance increases by 10% for every 4 CR they possess to a maximum of 50% (20% at CR 1, 30% at CR 4, 40% at CR 8, and so on).
 * If the weapon they are struck by is magical, the miss chance is reduced by 20% and another 10% per +1 enhancement bonus the weapon possesses.
 * Thus, a +1 weapon would reduce the miss chance by 30%, while a +3 weapon would reduce the miss chance by 50%.
 * The miss chance cannot be reduced below 0%.
 * Incorporeal creatures cannot trip or be tripped.
 * Incorporeal creatures cannot grapple or be grappled.
 * Incorporeal creatures take 50% less damage from weapon attacks and targeted abilities, but 50% more damage from area-of-effect abilities.
 * Force effects and other incorporeal creatures deal full damage to incorporeal creatures.
 * Incorporeal creatures have their HD for all classes or racial HD reduced by two sizes (d12 becomes d8, d10 becomes d6, d8 becomes d4, d6 becomes d3, and d4 becomes d2).
 * If a creature becomes incorporeal, they immediate reduce their current and maximum HP by the amount of HP they would lose from their changed HD.
 * Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
 * Incorporeal creatures do not leave footprints and have no scent.
 * Incorporeal creatures possess no natural armor; instead, their natural armor bonus to AC becomes a deflection bonus to AC which stacks with any other deflection bonus to AC they might have.