Possessor (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search


Possessor[edit]

The greatest ally, the worst enemy. A true Visage of any situation.
—Qualoth-Kala, Human Possessor

Students of both the martial and arcane face a bewildering array of powerful techniques and paths, each with its own allure. However, few of these are anywhere as tempting as the ability to control the actions of another creature at will, whether this be to aid the helpless girl in the ally or cause your enemy to kill his own best friend. By utilizing the power of ever present magical forces commonly used to serve any caster through sheer force of will, whether it be through practice or natural skill, they learn to control the body of those whose minds they look into and in time, even control their minds as well.

Becoming a Possessor[edit]

Who wouldn't quest for the ability to control others. Every man, woman or creature at some points asks, tells or wishes for someone else to do their bidding, be that it be some simple task or to simply have them no longer endanger their lives.

Those who typically pursue this career are martial artists, such as monks and Sohei. Their rigorous training, discipline and understanding of the magical arts allows them to enter a state of possession easier than most others. Spellcasters with natural talent take up this career far more often than practiced ones, simply due to it's combination of combat and magic.

Possessors need either Intelligence or Wisdom for all of their abilities.

Entry Requirements
Alignment: Any
Base Attack Bonus: +8
Race: Any creature with a discernible anatomy and at least a single functioning eye.
Skills: Concentration 10 ranks, Knowledge (Religion/Nature/Arcane/The Planes) 8 ranks, Sense Motive 10 ranks.
Feats: Alertness, Iron Will, and Stunning Fist
Table: The Possessor

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Body Possession, Monk Abilities
2nd +1 +3 +0 +3 Spiritual Merge
3rd +2 +3 +1 +3 Possession Enhancement
4th +3 +4 +1 +4 Mind Possession
5th +3 +4 +1 +4 Mind As One, Possession Enhancement

Class Skills (2 + Int modifier per level)
The Possessor's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (All taken individually) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis) and Tumble (Dex).


Class Features[edit]

All of the following are class features of the Possessor.

Weapons and Armour Proficiency: Possessor's gain no proficiencies with any weapon or armour.

Monk Abilities: A possessor's level stacks with a Monks for determining unarmed damage, Armour Class, Speed and Stunning attempts. Also, a possessor may also return to his or her monk career, even if he or she multi-classed into something else prior to this prestige.

Body Possession: At 1st level, the possessor gains the extraordinary ability to acquire control over the actions (Not the mind, the possessed creature still retains its own thoughts and is fully aware of what's happening around him or her, though not neccessarily what's happening to themselves) of a single creature. This ability requires you to be within 30 ft. of the target creature when you make your gaze attack and you must study the creature for 3 rounds. Creatures immune to gaze attacks or are otherwise blind are immune to this ability. Once you meet these requirements the target must succeed a Fort Save (DC 10 + 1/2 your ECL, Effective Character Level, + your Int or Wis modifier, whichever is higher) or have their actions possibly controlled by you.

During your turn, you can forego your standard, move or even full-turn and instead use these actions whatever creature you currently control. You must make a concentration check for each action you wish to do with the controlled creature. The creature may make a Fort save (DC equals your concentration check) to resist performing that action. Should they fail or succeed, that action is spent for your turn. The only actions you may make a controlled creature perform are simple actions, such as; move, melee or ranged attack (Not a spell or special ability) or full-round attack. During the creatures turn, they may attempt the Fort save again to release themselves from your control; this is a standard action.

Spiritual Merge: At 2nd level, a possessor may merge their body with the creatures body if the creature is within their reach when they make a possession attempt. To use this ability, the possessor must succeed a touch attack. When using this ability, the DC for Possession increases by the possessor's class levels (+2 at 2nd level to a max of +5 at 5th level). Should the creature resist possession, the possessor does not merge with the creature.

Should the creature resist control of a possessor while merged, the possessor is shunted into the nearest free square and takes 1d6 points of damage for every 5 ft. square he or she is shunted.

Possession Enhancement: On a successful possession attempt, a possessor may grant his or her base (Unmodified)ability scores to the possessed creature for a number of rounds equal to 3 + possessor's Int or Wis Modifier. The ability scores that may be granted are Strength, Dexterity and Constitution.

At 5th level, a possessor may also grant their Intelligence, Wisdom and Charisma.

Mind Possession: At 4th level, the possessor gains the extraordinary ability to control the mind of a creature. Creatures with an intelligence score less than 10 are immune to this ability.

This ability functions like Body Possession with the following changes: The DC is a WIll save instead of a Fort save. A possessor may cause the creature to perform any of its abilities, spells, etc. The possessor must merge with the creature to use this ability.

Mind As One: At 5th level, a possessor may not only use the creatures abilities when controlling them but also their own. To do this, the possessor must grant the creature all of its ability scores and have control over its mind. Thus a controlled creature that normally couldn't cast spells, use Stunning Fist, or perform any of the actions or abilities that the possessor has can through the possessor.

Possessors in the World[edit]

I blend in with any society, any culture, any world.
—Qualeth-Kala, Human Possessor

NPC Reactions: NPC's react mainly in horror if witnessing a Possessor at work, if they understand what is happening. Otherwise, most NPC's don't even realize Possessor's exist or believe it's the work of a powerful spellcaster (Utilizing Suggestion or some similar spell or ability).

Possessor Lore[edit]

Characters with ranks in Knowledge (History) can research Possessors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
11 Possessors are powerful spellcasting warriors who control the battlefield.
16 Possessors can enter the bodies of others with a touch.
21 Those possessed by a possessor usually have no knowledge of what they're doing.
26 Possessors can cause those possessed by them to perform feats that they normally couldn't.

Possessors in the Game[edit]

Possessors generally seek to help out those in need, follow a group with a common goal or idea or seek to build up powerful followers through commitment or fear.

Adaptation: Any campaign that allows spellcasting warriors can fit this into their world with ease, though they possibly make the best NPC Masterminds.

Sample Encounter: A Possessor may be behind a demonic invasion, a controlled city, or underground network.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: