Difference between revisions of "Haunted (3.5e Feat)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
 
Line 12: Line 12:
 
|prereqs=1st Level Only
 
|prereqs=1st Level Only
 
|fluff=A voice whispered in Shufen's mind, promising power and wealth if she is just willing to take it.
 
|fluff=A voice whispered in Shufen's mind, promising power and wealth if she is just willing to take it.
|benefit=You are possessed by a powerful spirit, which guide and influence you. This feat grant any weapon you wield (including unarmed strike) the Guided<sup>Paizo</sup> enhancement, you also gain benefit of Slippery Mind as a [[SRD:Rogue|Rogue]]. The spirit's nature, alignment, goals and personality are decided upon taking this feat. The spirit possess an influence score over it host, and it risk wrestling away control if allowed. It influence score start at 0 and certain action gradually increase or decrease it.  
+
|benefit=You are possessed by a powerful spirit, which guide and influence you. This feat grant any weapon you wield (including unarmed strike) the [https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Guided Guided] enhancement, you also gain benefit of Slippery Mind as a [[SRD:Rogue|Rogue]]. The spirit's nature, alignment, goals and personality are decided upon taking this feat. The spirit possess an influence score over it host, and it risk wrestling away control if allowed. It influence score start at 0 and certain action gradually increase or decrease it.  
  
 
If you perform an action that is strongly against the spirit's nature it gain a point of influence over you, although you cannot gain more than 1 point this way each hour. You may accept 1 point of influence as part of a d20 roll to roll 2d20 instead taking the better result. Once per encounter you may accept 2 points of influence to gain an extra standard action during your turn. Whenever you rest for 8 hours you clear 2 points of influence.
 
If you perform an action that is strongly against the spirit's nature it gain a point of influence over you, although you cannot gain more than 1 point this way each hour. You may accept 1 point of influence as part of a d20 roll to roll 2d20 instead taking the better result. Once per encounter you may accept 2 points of influence to gain an extra standard action during your turn. Whenever you rest for 8 hours you clear 2 points of influence.

Latest revision as of 19:24, 4 February 2020

Homebrew.png
Author: Leziad (talk)
Date Created: 4th February 2020
Status: Finished
Editing: Clarity edits only please
Scale.png Unquantifiable
ArticleUndiscussed.png
Rate this article
Discuss this article


Haunted [General] A voice whispered in Shufen's mind, promising power and wealth if she is just willing to take it.Prerequisites: 1st Level OnlyBenefit: You are possessed by a powerful spirit, which guide and influence you. This feat grant any weapon you wield (including unarmed strike) the Guided enhancement, you also gain benefit of Slippery Mind as a Rogue. The spirit's nature, alignment, goals and personality are decided upon taking this feat. The spirit possess an influence score over it host, and it risk wrestling away control if allowed. It influence score start at 0 and certain action gradually increase or decrease it.

If you perform an action that is strongly against the spirit's nature it gain a point of influence over you, although you cannot gain more than 1 point this way each hour. You may accept 1 point of influence as part of a d20 roll to roll 2d20 instead taking the better result. Once per encounter you may accept 2 points of influence to gain an extra standard action during your turn. Whenever you rest for 8 hours you clear 2 points of influence.

If you accrue a number of point of influence equal to 2 + half your character level you become fully influenced. The spirit's goals, alignment and personality override the character's, this does not result in the permanent loss of class features but might temporarily disable them. The spirit stay in power for 24 hours and during this time it cannot accrues more influence. After 24 hours, the character regain their senses with full memories of their action and take 1d4 points of Wisdom and Charisma Burn. Special: The player retain control of their character during full possession, although her actions must be in-line with the spirit's alignment, goals and personality.



Back to Main Page3.5e HomebrewCharacter OptionsFeats

Leziad's Homebrew (4510 Articles)
Leziadv
Facts about "Haunted (3.5e Feat)"
Article BalanceUnquantifiable +
AuthorLeziad +
Identifier3.5e Feat +
Prerequisite1st Level Only +
RatingUndiscussed +
SummaryYou are haunted by a powerful spirit, which guide you and influence you. +
TitleHaunted +
TypeGeneral +