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Communal Possession (3.5e Class)

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Date Created: 10/14/10
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{{#set:Summary=Anyone and everyone who's dead wants a chance at controlling your body. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Other |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Other |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Communal PossessionEdit

In Soviet Russia, the power has YOU!
—Alexandrei Putinov, dwarf bard

The Communal Possession is a person who is for some reason or another, very attractive and accessible to bored dead people waiting around in their afterlives.

Making a Communal PossessionEdit

Communal Possession's party roles depend a great deal upon who is currently possessing them.

Abilities: Communal Possessions prefer to have pretty good Wisdom modifiers, as they are otherwise incapable of getting rid of the spirits possessing them when they really need to. They also benefit from a high Charisma modifier, so they can cajole the spirits into making them do things they want to do. Dumping any stat is probably a bad idea, though, since you never know what class abilities you'll have that need synergizing.

Races: Communal Possessions come from all sorts of races.

Alignment: Any.

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: Simple.

Table: The Communal Possession

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Entice Lesser Spirit, Self-Exorcism
2nd +0 +3 +3 +3 Frighten Animals
3rd +0 +3 +3 +3
4th +0 +4 +4 +4
5th +0 +4 +4 +4 Entice Medium Spirit
6th +0 +5 +5 +5
7th +0 +5 +5 +5
8th +0 +6 +6 +6
9th +0 +6 +6 +6
10th +0 +7 +7 +7 Entice Greater Spirit
11th +0 +7 +7 +7
12th +0 +8 +8 +8
13th +0 +8 +8 +8
14th +0 +9 +9 +9 Entice Grand Spirit
15th +0 +9 +9 +9
16th +0 +10 +10 +10
17th +0 +10 +10 +10
18th +0 +11 +11 +11 Entice Legendary Spirit
19th +0 +11 +11 +11
20th +0 +12 +12 +12

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class FeaturesEdit

All of the following are class features of the Communal Possession.

Weapon and Armor Proficiency: Communal Possessions are proficient with three simple weapons of their choice, and light armor.

Entice Spirit (Su): As a full-round action while the Communal Possession is not currently being possessed, she may give a random spirit control over her body. She gets to choose the magnitude of the Spirit; When she gains the ability to entice Medium Spirits, she can still choose to entice Lesser Spirits, and so on.

If the Communal Possession is unconscious for any reason, there is a 50% chance that a Spirit of the highest power she can entice will possess her when she wakes up.

While possessed, the Communal Possession is not in control of her body, although she still perceives what she normally would, and may communicate with the spirit possessing her. While the Communal Possession may not be in control of her body, the player playing her gets to control the spirit possessing her, and may have all sorts of crazy internal dialogue.

Whenever she becomes possessed, roll on the Random Skills and BAB chart and the appropriate Random Special Abilities chart. If she has never been possessed by a Spirit with that combination of abilities before, also roll for Random Race and Alignment chart. If she has, use the race and alignment of the previous Spirit that possessed her and had that combination of abilities; it is the same Spirit, so it has the same name, backstory, etcetera.

Random Skills and BAB: Roll 1d4 for a Lesser Spirit, 1d6 for a Medium Spirit, 1d8 for a Greater Spirit, 1d10 for a Grand Spirit, and 1d12 for a Legendary Spirit.

Table: Random Skills and BAB
Die Roll Skill Bonuses BAB Bonus
1 None +Class level
2 +3 +Class level Rank bonus to all Communal Possession Class skills +3/4 Class level
3 +3 +Class level Rank bonus to all Skills for one random ability score +3/4 Class level
4 +3 +Class level Rank bonus to all Skills for two random ability scores +1/2 Class level
5 +3 +Class level Rank bonus to all Skills for three random ability scores +1/2 Class level
6 +3 +Class level Rank bonus to all Communal Possession Class skills +Class level
7 +3 +Class level Rank bonus to all Skills +1/2 Class level
8 +3 +Class level Rank bonus to all Skills for three random ability scores +3/4 Class level
9 +3 +Class level Rank bonus to all Skills for four random ability scores +Class level
10 +3 +Class level Rank bonus to all Skills +3/4 Class level
11 +3 +Class level Rank bonus to all Skills +Class level
12 +3 +Class level Rank bonus to all Skills +Class level

Random Special Abilities: For each chart, roll 1d6 and get the ability. Only roll on charts with a power level no greater than the power of the Spirit

Table: Lesser Special Abilities
Die Roll Special Ability Repeatable?
1 Uncanny Dodge Once
2 Evasion Once
3 Turn or Rebuke Undead No
4 Rage 2/day Yes; Halve the time to recharge each time
5 Divine Grace No
6 Unarmed Strike and Fast Movement No
Table: Medium Special Abilities
Die Roll Special Ability Repeatable?
1 Mettle No
2 Sneak Attack +1d6 per two Class levels No
3 Damage Reduction X/-, where X is her Class level Once
4 The Communal Possession can hide without cover or concealment No
5 The Communal Possession gets one extra iterative attack, at full BAB Yes
6 Roll twice on the Lesser chart; reroll repeats if they don't work Yes
Table: Greater Special Abilities
Die Roll Special Ability Repeatable?
1 Spell Resistance of 11 + her class level Yes; increase Spell Resistance by 2 each time
2 Cast fireball 1/minute, with no caster level limit, using her character level as her caster level, and a Save DC of 10 + half her character level + her Charisma modifier Yes; Apply one level of metamagic each time
3 Cast dimension door 1/minute, using her character level as her caster level. Yes; Apply one level of metamagic each time
4 Fast Healing equal to her class level Yes
5 Gain the benefits of Horde Breaker and Wolfpack Tactics No
6 Roll twice on the Medium chart; reroll repeats if they don't work Yes
Table: Grand Special Abilities
Die Roll Special Ability Repeatable?
1 Jump as a Jumper of her Class level No
2 Mighty Rage 2/day Yes; Halve time to recharge each time
3 If the Communal Possession is affected by a spell or effect with a duration that permits a saving throw that she fails, she can attempt the saving throw again 1 round later at the same DC. She only gets this one extra chance to save against the effect. Yes; Get one extra attempt 1 more round later each time
4 Putrid Toughness as a Dreg Knight of her Class level Yes; Get 2 more HP/HD each time
5 The Communal Possession may hide while being observed. No
6 Roll twice on the Greater chart; reroll repeats if they don't work Yes
Table: Legendary Special Abilities
Die Roll Special Ability
1 Cast Sculpt Sound 1/minute, using her character level as her caster level, and a Save DC of 10 + half her character level + her Charisma modifier
2 Cast Greater Teleport 1/minute, using her character level as her caster level, and a Save DC of 10 + half her character level + her Charisma modifier
3 The ranges of all ranged attacks and abilities the Communal Possession uses are tripled
4 The Communal Possession's move speed is doubled, she provokes no attacks of opportunity for movement, and she may take her standard action in the middle of her move action.
5 The Communal Possession can take a full attack action as a standard action.
6 Roll twice on the Grand chart; reroll repeats if they don't work

Random Race and Alignment: Roll 1d6 for each of the ethical and moral axes (1-2 is Good or Lawful, 3-4 is Neutral, 5-6 is Evil or Chaotic). Also, roll on one of the two Random Race charts. Once you have that, quickly come up with some sort of life story and personality for this Spirit; It doesn't need to be very complicated until a situation arises when it matters.

Self-Exorcism (Ex): As a free action that may only be done on her turn, the Communal Possession may attempt to free herself from the possession of a Spirit. Doing so requires a Will save with a DC dependent on the power of the Spirit (15 if Lesser, 20 if Medium, 25 if Greater, 30 if Grand, 35 if Legendary). If this attempt fails, the Communal Possession cannot try to free herself from that Spirit for 1d4 hours.

If the Communal Possession is knocked unconscious for any reason, there is a 50% chance that the Spirit that's currently possessing her will leave.

Frighten Animals (Ex): At level 2, animals that have nothing better to do will run away from the Communal Possession if she comes closer than within 30' of them.





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