Difference between revisions of "Ghostly Curse (Apath)"
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At 10th level, you can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. Enemies have total concealment (50% miss chance) when you are inside an object. In order to see beyond the object you are in and attack normally, you must emerge. While inside an object you have total cover, but when emerged you only have cover until the beginning of your next turn. You cannot pass through a force effect. If you are affected by a force effect, such as ''mage armor'' or ''leashed shackles''<sup><sup><sup>UM</sup></sup></sup>, you cannot enter an object. | At 10th level, you can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. Enemies have total concealment (50% miss chance) when you are inside an object. In order to see beyond the object you are in and attack normally, you must emerge. While inside an object you have total cover, but when emerged you only have cover until the beginning of your next turn. You cannot pass through a force effect. If you are affected by a force effect, such as ''mage armor'' or ''leashed shackles''<sup><sup><sup>UM</sup></sup></sup>, you cannot enter an object. | ||
− | At 15th level, you assume a state very close to being incorporeal. You can be harmed only by incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source. You take full damage from effects that specifically deal full damage to incorporeal creatures (such as ''ghost touch'' weapons) as well as light, negative energy, and positive energy. You take 2d4 damage from either holy or unholy water | + | At 15th level, you assume a state very close to being incorporeal. You can be harmed only by incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source. You take full damage from effects that specifically deal full damage to incorporeal creatures (such as ''ghost touch'' weapons) as well as force effects, light, negative energy, and positive energy. You take 2d4 damage from either holy or unholy water. All your melee attacks gain the same bonuses as your unarmed attacks gained at level 5. |
<noinclude>{{OGL}}</noinclude> | <noinclude>{{OGL}}</noinclude> |
Revision as of 10:54, 19 August 2016
Unofficial rules compendium | |
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Ghostly
Your form is not wholly material and become closer and closer to insubstantial as you advance in level. You can only carry half the weight indicated by your strength and are easily mistaken for a ghost. You cannot wear armor (you can still use a shield) and receive no natural armor bonuses but gain a profane bonus to Armor Class equal to your Charisma bonus (minimum +1). This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of Way of Life martial arts.
At 5th level, manufactured weapons deal only half damage to you unless the weapon is magical or silver. Your natural attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. If you are a monk or other character with the ability to treat your unarmed attacks as both a manufactured weapon and a natural weapon, your unarmed attacks count as weapons and cannot use this ability until level 15.
At 10th level, you can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. Enemies have total concealment (50% miss chance) when you are inside an object. In order to see beyond the object you are in and attack normally, you must emerge. While inside an object you have total cover, but when emerged you only have cover until the beginning of your next turn. You cannot pass through a force effect. If you are affected by a force effect, such as mage armor or leashed shacklesUM, you cannot enter an object.
At 15th level, you assume a state very close to being incorporeal. You can be harmed only by incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source. You take full damage from effects that specifically deal full damage to incorporeal creatures (such as ghost touch weapons) as well as force effects, light, negative energy, and positive energy. You take 2d4 damage from either holy or unholy water. All your melee attacks gain the same bonuses as your unarmed attacks gained at level 5.
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