Difference between revisions of "Geist (3.5e Template)"
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''Poltergeist {{Su}}:'' A geist of CR 4 or lower can replicate the effect of [[SRD:Mage Hand|mage hand]] at will. Starting at CR 5 it can replicate the effect of [[SRD:Telekinesis|telekinesis]] at will. At CR 11 this ability further improve to [[Improved Telekinesis (3.5e Spell)|''improved telekinesis'']] | ''Poltergeist {{Su}}:'' A geist of CR 4 or lower can replicate the effect of [[SRD:Mage Hand|mage hand]] at will. Starting at CR 5 it can replicate the effect of [[SRD:Telekinesis|telekinesis]] at will. At CR 11 this ability further improve to [[Improved Telekinesis (3.5e Spell)|''improved telekinesis'']] | ||
− | ''Possession {{Su}}:'' Once per round a geist is able to possess a corporeal creature much like [[SRD:Magic Jar|''magic jar'']], except that it does not require a receptacle. The geist need to pass through the creature's square, which provoke an attack of opportunity, the creature is allowed a [[will] save as | + | ''Possession {{Su}}:'' Once per round a geist is able to possess a corporeal creature much like [[SRD:Magic Jar|''magic jar'']], except that it does not require a receptacle. The geist need to pass through the creature's square, which provoke an attack of opportunity, the creature is allowed a [[will]] save as normal. If the possession fail the geist materialize in a square adjacent to the creature it attempted to possess as is unable to take any action until the beginning of it next turn. The creature it attempted to possess is immune to further possession attempt for 24 hours. |
''Spectral Malleability:'' A geist is capable of re-arranging it appearance as per [[Alter Form (3.5e Spell)|''alter form'']] as a standard action. Most geist are unaware of this ability. | ''Spectral Malleability:'' A geist is capable of re-arranging it appearance as per [[Alter Form (3.5e Spell)|''alter form'']] as a standard action. Most geist are unaware of this ability. |
Revision as of 04:15, 30 November 2014
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Contents
Geist
A geist is the spectral form a formely living creature. They are powerful incorporeal undead with multiple abilities and rather fearsome nature. Despite being undead a geist look a lot like is corporeal counterpart and it alignment is unchanged from it living self. Many ghost however change over the years, often becoming bitter and angry, although case where a geist get better also exist.
Creating a Geist
Geist is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant.
Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Armor Class: A geist lose it natural armor bonus to AC, however it gain it charisma as a deflection bonus to AC.
Feat: A geist receive the anima toughness feat as a bonus feat without needing to meet the prerequisites.
Special Attacks: A geist receive the following special attacks:
Poltergeist (Su): A geist of CR 4 or lower can replicate the effect of mage hand at will. Starting at CR 5 it can replicate the effect of telekinesis at will. At CR 11 this ability further improve to improved telekinesis
Possession (Su): Once per round a geist is able to possess a corporeal creature much like magic jar, except that it does not require a receptacle. The geist need to pass through the creature's square, which provoke an attack of opportunity, the creature is allowed a will save as normal. If the possession fail the geist materialize in a square adjacent to the creature it attempted to possess as is unable to take any action until the beginning of it next turn. The creature it attempted to possess is immune to further possession attempt for 24 hours.
Spectral Malleability: A geist is capable of re-arranging it appearance as per alter form as a standard action. Most geist are unaware of this ability.
Spook (Su): As a standard action a geist may attempt to frighten a creature that has a line of sight with the geist. The creature is allowed a will save, if it fail it start cowering for 1 round and become shaken and clumsy for 1 hour. If the giest successfully use it spook ability three time on a creature within 3 round, the creature must make a fortitude save or die from fright. This ability is a [fear] effect.
Special Qualities: A geist receive the following special attacks:
Invisible Nature (Su): A geist is always invisible as per persistent invisibility, it may suppress or resume this ability as a free action.
Ghostly Gears (Su): Any gears or weapons a geist pick up and/or wield gain the ghost-touched enhancement for free for as long as the phantom carry it. Additionally ghost are capable of making non-magical non-masterwork clothes, armor and weapon out of ectoplasm as a standard action, these items only exist for as long as the ghost use or hold them and will vanish into the ether once discarded.
Perfectly Silent (Su): A geist make no sound as per the silence spell, it may resume or suppress this ability as a free action.
Rejuvenation (Su): A geist is extremely hard to destroy. When destroyed by conventional means it will simply dissolve into nothing, taking all it ghostly gears with it. Destroying a geist this way only disperse it for 24 hours after which it will return to the material world unharmed. If a geist is slain by a holy weapon or due to the result of being turned all it ghostly gears drop on the ground and the geist will be dispersed for 2d6 days.
Finally while not extraplanar, a geist is vulnerable to the banishment spell when weakened, causing it to disperse for a year per caster level. The geist is able to return early, each year it can make a character level check against the caster level of the banisher, if the geist is successful it reform as normal. Only geist with 50% hit points remaining or less are vulnerable to banishment.
Turn Resistance (Ex): A geist has +4 turn resistance.
Challenge Rating: +3
Level Adjustment: +3
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