Wraith Emulating powerful and perilous creatures such as ghosts and shadow demons, wraiths gain the power to fade into the ether. A diverse group, each wraith is attuned to certain types of creatures or states of mind. This attunement can be exploited to seize control, turning foes into puppets. Some gain their talents from exposure to possessing entities, others obtain their power as part of returning from death themselves, or via other, more esoteric, paths.
Role: Eerie casters able to slip out of phase with reality and leap into susceptible minds, seizing control, making them perfect for infiltration and espionage.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier
Class Features表:缚灵
等级
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
| 基本攻击加值
+0 +1 +2 +3 +3 +4 +5 +6 /+1 +6 /+1 +7 /+2 +8 /+3 +9 /+4 +9 /+4 +10 /+5 +11 /+6 /+1 +12 /+7 /+2 +12 /+7 /+2 +13 /+8 /+3 +14 /+9 /+4 +15 /+10 /+5
| 强韧豁免
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
| 反射豁免
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
| 意志豁免
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
| 特殊能力
Casting, haunt path (path sphere), spell pool, wraith form Haunt path (path possession), possession Wraith haunt Haunt path (path skill) Wraith haunt Possession (extraordinary abilities) Wraith haunt Haunt path (improved path possession) Wraith haunt Greater possession Wraith haunt Possession (supernatural abilities) Wraith haunt Haunt path (greater path possession) Wraith haunt Possession (spell-like abilities) Wraith haunt Possession (spheres) Wraith haunt Wraith form mastery
| CL
+0 (1) +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 +13 +14 +15
| 魔域天赋
0 (+2) 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15
|
Weapon and Armor ProficienciesThe wraith is proficient with all simple weapons, scythes, and light armor.
CastingA wraith may combine spheres and talents to create magical effects. A wraith is a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
Spell PoolA wraith gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic TalentsA wraith gains 3/4ths of a magic talent per level, according to Table: The Wraith.
Haunt PathAt 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.
At 2nd level, the wraith gains a path possession, granting additional options for his possession ability.
At 4th level, the wraith gains an insight bonus to the listed skill equal to half his class level.
At 8th level, the wraith gains an improved path possession, granting further options to his possession ability.
At 14th level, the wraith gains a greater path possession, granting a final expansion of options to his possession ability.
Wraith Form (Su)At 1st level, for a number of rounds per day equal to his class level plus his casting ability modifier, 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 feet with maneuverability (perfect), but falling 1 foot for every 5 feet traveled (unless possessing a fly speed).
- Activating this ability is a move action and ending it is a free action. He may not activate this ability if carrying a load greater than his maximum load. Should the wraith become corporeal while in a solid object, he is immediately shunted to the nearest empty space, taking 1d6 untyped damage per 5 feet traveled.
Possession (Su)At 2nd level, the wraith may attempt to possess a creature within his natural reach as a standard action. This is a mind-affecting possession effect. The challenge rating of the creature determines the duration of the possession, per the Table: Possession Duration (creatures such as animal companions, Conjuration sphere companions, and familiars are treated as having a CR of their Hit Dice - 2 for this purpose).
This effect can be resisted with a Will save with a DC of 10 + half his wraith level + his casting ability modifier. A successful save to resist or end a possession increases the spell point cost for that individual wraith to possess that creature by 1 for 24 hours. This cost increase is cumulative, but is reset by a successful possession. Unless otherwise noted, creatures are aware of a failed possession attempt, having a feeling of a hostile force, but gain no other information. If the wraith is successful, 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.
表:Possession Duration
CR
> level +5 Level +2 to level +5 Level +1 to level -4 < level -4
| Active Possession Duration
1 round/level (free action save to end possession each round) 1 round/level 1 minute/level 10 minutes/level
| Unwilling Passive Possession Duration
1 minute/ level 1 minute/ level 1 hour/level 1 day/level
| Willing Passive Possession Duration
1 hour/level 1 hour/level 8 hours/level 1 day/level
|
There are two types of possession: passive and active. The wraith chooses which to initiate as part of attempting possession.
表:Active Possession
Use the host’s
Strength, Dexterity, and Constitution scores (this modifies the total modifiers for ability checks, armor class, attack rolls, CMB, CMD, skill checks, save DCs based on physical abilities) Bonuses to Strength, Dexterity, and Constitution-based skills (except those from feats the wraith cannot access) Defensive abilities (such as damage reduction, immunity, resistance, spell resistance) Physical weaknesses (light blindness, vulnerability to damage types) Reflex and Fortitude saving throws Space and reach Racial movement speeds Natural attacks Racial senses (such as blindsense, blindsight, darkvision, low-light vision, scent) Hit points Fast healing (only affects host body) Regeneration (only affects host body) Armor class Racial skill modifiers Passive special abilities (do not recalculate save DCs) Continuous magic items that affect physical ability scores, skills, and other bonuses to physical form and prowess. Extraordinary special abilities and special attacks that require active use, such as freeze, grab, pounce, rend, and swallow whole (do not recalculate save DCs) (requires 6th level) Supernatural special abilities that require activation, such a breath weapons (do not recalculate save DCs) (requires 12th level) Spell-like abilities (do not recalculate save DCs) (requires 16th level) Combat spheres, feats from Hit Dice, class levels, and bonus feats, magic spheres, spellcrafted spells (in addition to the wraith’s, requires 18th level) Auras (do not recalculate save DCs) Ongoing effects that target the body Use the alignment subtypes of both wraith and host Use both wraith and host racial bonus feats Use both wraith and host weapon and armor proficiencies
| Use the wraith’s
Intelligence, Wisdom, and Charisma scores Intelligence, Wisdom, and Charisma based skill modifiers Base attack bonus Strength, Dexterity, and Constitution-based skill ranks Will saving throw Class abilities (abilities that require specific anatomy may not be accessible while possessing a host lacking that anatomy) Feats from Hit Dice, class, and bonus feats Combat talents Magic talents Caster level Spell points Languages Mythic abilities Traits Alignment (other than alignment subtypes) Continuous magic items that affect mental ability scores, skills, and other bonuses to mental form and prowess. - - - - - Ongoing mind-affecting effects 同左 同左 同左
|
Passive PossessionPassive possession grants no control over the possessed creature, though shares the creature’s senses and may communicate telepathically with it. Attempting to passively possess an unwilling target costs a spell point.
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. 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. 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. When successfully attempting a passive possession, if the wraith is unobserved by the target, he may attempt a Stealth check opposed by the target creature’s Perception check. If successful, the creature is not aware that it has failed a Will save or that it has become passively possessed.
Active PossessionActive possession involves taking control of the possessed creature. Attempting active possession requires a spell point. The wraith maintains his abilities as in passive possession. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow the wraith to make more attacks (or more advantageous two-weapon or two-handed attacks) than normal.
The wraith gains no automatic knowledge of and cannot choose to activate the body’s extraordinary abilities until 6th level or supernatural abilities until 12th level. The creature’s combat talents, feats that require active use, magic talents, spells, sphere abilities, and spell-like abilities cannot be accessed until the levels shown on Table: Active Possession.
An actively possessed creature (the host) is capable of taking mental only actions while possessed and may attempt a new save to end the possession early any time the wraith would force it to do something against its nature (see the Mind sphere for guidelines), though additional saves cannot be made more than once per round.
The wraith cannot cause the host to unwillingly harm itself (attacking itself, allowing others to attack it without defending itself, moving into obviously harmful positions, etc.).
The wraith may attempt to change an active possession to a passive possession or vise versa as a move action. Unwilling creatures are allowed a save to prevent the wraith from going from passive to active possession. Each time unit expended from a passive possession (usually minutes or hours) reduces the time available for an active possession by 1 time unit (usually minutes or rounds) and vice versa.
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 attempt stabilization checks using its normal modifiers. When possessing an unconscious creature, effects that would wake the creature do not end the possession, though the possessed creature is allowed to attempt a save to end the possession once it would be awakened.
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). When possessing a willing host, the wraith may increase the duration by its normal time as a free action, paying any spell point cost as usual. When ending a possession, the wraith may choose to reappear with his wraith form ability active by spending a round of that ability as part of ending the possession. If the host body is slain, the possession ends and the wraith is dazed for 1 round with no saving throw and cannot activate wraith form as a free action as part of the possession ending.
Mind-affecting effects that target the actively possessed body or a passively possessed body while the wraith is in control (such as when the host is dazed or stunned) continue to affect the wraith after the possession ends and do not affect the former host. The wraith does not benefit from any immunity to mind-affecting effects that the host possesses. 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 attempts 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. 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 affect possessing creatures. Effects capable of targeting possessing creatures may target and affect the wraith while he is possessing another creature, including dealing damage to the wraith.
If another creature attempts to possess a creature the wraith is possessing, it must attempt a magical skill check against the wraith’s MSD. Success forces the wraith out; failure causes the attempt to fail. Effects that would allow a creature to command an actively possessed host are ineffective for the duration of the possession unless they would also affect the wraith.
Effects that grant protection from mind control such as the Hallow word of the Fate sphere or the protection from evil spells function against his ability.
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.
At 6th level, the wraith gains knowledge of a possessed creature’s extraordinary abilities and may activate them as normal for that creature.
At 12th level, the wraith gains knowledge of a possessed creature’s supernatural abilities and may activate them as normal for that creature.
At 16th level, the wraith gains knowledge of a possessed creature’s spell-like abilities and may activate them as normal for that creature.
At 18th level, the wraith gains access to any combat spheres, magic spheres, magic talents, and spellcrafted spells possessed by the creature for the duration of the possession, but must supply his own spell points. The wraith gains access to spells as well, casting them from the possessed creature’s spell slots, though must pay spell points based on the level of the slot to do so: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. Cantrips and orisons may be used without spell point cost.
Wraith HauntsAt 3rd level and every odd level thereafter, the wraith gains one haunt from the following list. Each haunt may only be selected once unless otherwise noted. If a haunt calls for a saving throw, the DC is 10 + 1/2 his wraith level + his casting ability modifier. All wraith haunts are considered supernatural abilities unless noted.
Greater PossessionAt 10th level, when the wraith succeeds in actively possessing a target, he may choose to maintain control of that target while moving on to another. The wraith may choose to exit the creature, appearing in an adjacent square or the nearest available square. The wraith may act normally, dividing his actions between the actively possessed creature and himself. Multiple creatures may be actively possessed; actions are divided between all possessed creatures and the wraith. For example, if the wraith possesses an orc, the wraith may spend his next standard action to possess the nearby goblin, then move the orc up to its speed (a move action), and cast a quickened sphere effect (a swift action). The following round, the goblin could reload a light crossbow (a move action), the orc could make an attack action (a standard action), and the wraith would still have a swift action. The number of creatures possessed at one time may not exceed the wraith’s casting ability modifier (minimum 2). The wraith may choose to end his control of any possessed creature as a free action.
Wraith Form MasteryAt 20th level, the wraith may remain in wraith form for any number of rounds in a day. Any instances of the extra wraith form and lingering incorporeality wraith haunts may immediately be retrained for other wraith haunts for which the wraith qualifies.