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Widow

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Fiend of Possession Handbook
« on: March 19, 2010, 01:51:12 AM »
This is a work in progress. I will post more later

The Fiend of Possession (FoP) PrC is the ultimate puppet master allowing you to possess both the living and the inanimate.  Through you subtle movements and manipulations, you may be able to accomplish your goals without ever being detected or even known to exist by even your own party.  I believe this class provides tremendous role playing potential, but the stiff entry requirements make it an unlikely class in most games.  Here I thought I would construct a handbook focus on gaining entry into the class and what to do once you get there.


FoP AbilitiesBase Classes

There a large number of base classes that can help with entry into the FoP.  The main consideration at this point is to select classes with a high will save and the necessary skills to gain entry into the class.  It is also important to note that to reach the base Will save of +5 as earlier as possible, at least 2 different classes should be taken.

Prime ClassesSecondary ClassesThird Tier ClassesOther ClassesRaces

The most obvious choice of race is an outsider with the evil subtype.  This grants a quick fulfillment of FoP requirements, but is not always an option in low level campaigns.  Here is a list of races that can make it into the FoP PrC one way or another.

LA+0
Human: For all the standard reasons: bonus feat, extra skills, and any favored class.  This also opens up the option of human paragon.  The Champions of Valor book have also made the Otherworldly feat available to humans, converting them to outsiders (more on this later).

Deep Imaskari, Elf, Spirit Folk (Faerun Races): These races are useful only in that they qualify for the otherworldly feat transforming them into outsiders.  Note though, that otherworldly is available to other races by DM approval.

Illumian (Races of Destiny): This human subtype race losses the bonus feat and skill points, but gains power sigils in exchange.  The most useful of which is the +2 bonus to caster level, but cannot go over your character level.  This paired with Practiced spell caster can cover all 6 levels of FoP.  Additionally they can gain a word of power that functions like divine metamagic and can be used with heighten spell for other PrC entry requirements.

Neraphim: (Planar manual) No level adjust and an outsider, enough said.

LA+1http://brilliantgameologists.com/boards/index.php?topic=3364.0

LA+2ECL 3 (1HD + 2LA)ECL 4 (2HD +2 LA) ECL over 4

Unholy Scion LA+5: This template grants the outsider type and evil subtype to humanoids and animals (Thanks Trickydevl).  It also grants charm person as a spell-like-ability for easy entry into Mindbender for telepathy.  If all else fails, this can be added to your favorite humanoid to bypass the need for any tricks.

Phaerimm, Juvenile ECL 7: The next age category for the above hatchling.  The main advantage the juvenile gives is telepathy of 100ft at the cost of another +1LA.  The HD will be good outsider HD by the time we are done with him, and grant more spell casting so it can be worth it if not going mindbender.

Legion Devils ECL 8 (Fiendish Codex II): Outsiders with the evil and baatezu subtype (grants telepathy) that have 3HD and a +5LA.  The key feature is the bonuses they get when other legion devils are near by.  This trick gets interesting with planar binding, leadership, or the thrallherd PrC to start stacking up your bonuses.

Sharn ECL 9 (Anauroch: Empire of Shade): These aberrations have 4HD and +5 LA and a whole lot more.  They have perfect flight, 3 heads, 9 arms, 6 levels of sorcerer and favored soul casting, and +8 to +10 to each stat.  They are very impressive creatures.  Oh, and with the update in Empire of Shade, all their spells are cast as if still, silent, and without materials like the phaerimm.

Dwarf, Midguard ECL 12 (Frostburn): This is your crafting outsider.  This dwarf looks fairly normal compared to the other outsiders, plus has the ability to craft any armor, ring, weapon, or wondrous item without prerequisites.

Succubus ECL 12: The evil outsider that first comes first to my mind with all the Fiend classes.  The Succubus has 6HD with a +6 LA.  She comes with a number of useful spell-like abilities and an energy draining kiss (great with necrotic focus to use the drain ability through the possessed weapon).

Special mentionFoP ENTRY TACTICSCleric Entries

Cleric 5 or 7/ Divine Disciple 5 (Players guide to Faerun)

The 5th level of Divine disciple transforms the character into an outsider with the alignment subtype matching their deity.  The most difficult requirement is you need access to 4th level divine spells.  These can be acquired at level 7, or at level 5 with early entry tricks like sanctuary spell or divine heighten magic.  The skill requirement of 8 prevents even earlier entry.

Cleric 5/ Dweomerkeeper 4

http://www.wizards.com/default.asp?x=dnd/we/20040522aMelee Entry

Divine Minion 1/Full BAB Class 7/ Scourage of Chaos 3 (Bestiary of Krynn, Thanks Nunkuruji)

The scourage of chaos grants you a chaos subtype and outsider status on the third and final level of the class.  The pairing with divine minion can convert that to an evil subtype.  Just add you favorite full BAB class with a good will save.

Wizard Entry

Illurian 1 half-fiend template class/ Dread necromancer 1/ Wizard 7

Versatile spell caster, Extend Spell, Persistent Spell

Versatile spell caster allows use to use two spells of one level to cast a higher level spell.  The FAQ has cleared this for casting spells of a level higher than you currently have access to.  The requirements include the ability to cast spontaneously which is covered by the dread necromancer level.  The wizard can therefore use two level 4 spell slots to memorize draconic polymorph (level 5) which can be made persistent.  Persistent spell can be applied using the Illurian word of power with dread necromancer rebuke undead.  Polymorph will grant you the type and more importantly the subtype of your new form.  The otherworldly feat can be used in play of the half-fiend level if it is available.  The outsider type cannot be gained through use of a low LA outsider race, unless you can find one that has wizard as a favored casting class.  There are regional feats to add one arcane spell casting class to your list of favored classes, but if you have access to these you can probably access otherworldly.
« Last Edit: November 14, 2010, 10:18:59 PM by Widow »

Widow

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Re: Fiend of Possession Handbook
« Reply #1 on: March 19, 2010, 01:51:23 AM »
Builds

THE FoPThe Psion

Psionics are perfect since most of them are purely mental actions, which the FoP can perform while possessing an object or person.  There are two main options.  Go for the straight forward telepath which is more versatile but losses out on high level powers.  Or go for the limited power list and play an ardent.  I listed the Illumian as the race of choice, but this depends on wether your DM uses psion/magic transparency.  The +2 caster level would work great for your manifestor level.  

Race Human

Telepath 5/ Thrallherd 1/ FoP 6/Thrallherd 8

Feats
L1 Otherworldly
L1 Inquistor
L3 Practiced Manifestor
L5 Alternative Class Feature, Telepathy (25 Ft)
L6 Mindsight
L9 Open
L12 Open
L15 Open
L18 Open

Or

Race Illumian
Ardent 5/Thrallherd 1/FoP5/Thrallherd 9

Feats
L1 Otherworldly
Flaw Inquistor
L3 Extra Power
L6 Practiced Manifestor
L9 Open
L12 Open
L15 Open
L18 Open

Chameleon

This is just a straight forward FoP build with chameleon thrown in for all of its usual tricks.  The Illumian caster bump will help get you into mindbender and be useful for early chameleon levels.

Illumian
Beguiler 1/ Human Paragon 2/ FoP 2/ Mindbender 1/ FoP 4/ Chameleon 10

L1 Able Learner
L3
L3 Improved Sigil
L6 Mindsight
L9
L12
L15
L18

Phaerimm TrickeryShadowcraft Mage, FoP light

The illusion flavor of the master specialist gets free still, silent, and eschew materials with illusion spells, but not until level 10 in the class.  You can always switch the order of Master Specialist and Shadowcraft mage.  

Whisper Gnome

3 Wizard/ 3 Master Specialist/ 2 FoP/ 7 Master Specialist/ 5 Shadowcraft Mage

L1 Otherworldly
L3 Spell Focus Illusion
L4 Spell craft skill focus (Master Specialist Bonus)
L6 Martial Maneuver (Shadow hand)
L6 Greater Spell Focus Illusion (Master Specialist Bonus)
L9 Open
L12 Open
L15 Open
L18 Open

9th level spells and a caster level of 20 with all the normal shadowcrafter mage goodness.
« Last Edit: September 10, 2010, 02:50:59 AM by Widow »

Widow

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Re: Fiend of Possession Handbook
« Reply #2 on: March 19, 2010, 01:51:37 AM »
Theoretical builds

Warlocks and Eldritch blastCleric and a Half

The idea here is to be a full cleric/wizard and a FoP.  We are going to use the usual Other Worldly/ritual of alignment for entry to FoP.  Afterwards we are going to enter the Eldrich Master PrC from dragon mag #280.  It does not progress spell casting, but grants a bonus spell slot 1 level higher than you can currently cast and bonus metamagic feat at level 3.  Add this slot to cleric to pick up level 2 spells.  Then at level 4 it lets you add a spell list from another casting class to your exsisting spell casting classes.  These spells are all cast as arcane spells regardless of how the spells are usually cast.  That means you cleric is now both an arcane and divine casting class.  Use Mystic Theurge then to double progress the class.  You end up with 9th level spells cast off of one stat and set of spells slots, but come from both the cleric list and another list of your choice (probably wizard).  Use Arcane thesis for orb of force of another spell of choice to get free still and silent spell added for free.

Cleric 1/ Wu Gen 1/ Cleric 1/FoP 5/Eldrich Master 4/Mystic Theurge 8

L1 Other Worldly
L1 Extend Spell (Human)
L2 Persistent Spell (Wu Gen)
L3 Eschew materials
L6 Divine Metamagic
L9  Easy Metamagic Persistent Spell
L12 Still Spell
L12 (EM Bonus) Silent Spell
L15 Open
L18 Arcane Thesis

Domains of interest:
Undead for Extra Turning
Planning for Extend Spell
« Last Edit: September 10, 2010, 03:17:35 AM by Widow »

Widow

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Re: Fiend of Possession Handbook
« Reply #3 on: March 19, 2010, 01:51:52 AM »
Cohorts

Fiends of Possession make optimal cohorts for characters of the appropriate alignment.  The key feature is their ability to augment your character and remain out of sight.  One of the biggest problems I have with leadership is picking a cohort that is useful, out of the way, and does not overshadow other party members.

The Fixer

This cohort can make any armor, ring, weapon, or wonderous item, plus buy and sell things at the best prices.  You can leave him at home when you want or take him on the go.  The xp mechanic with leadership makes the cohort useful even after he hits his max level, just continue to burn the xp or hide it with the link below.

Midguard Dwarf 8 HD +4LA/ FoP 5

L1 Mercantile (if available)
L3 Item Familiar (if available)
L6 Master Artisian or eberron crafting feat
L9 Master Artisian or eberron crafting feat
L12 Master Artisian or eberron crafting feat
L15 Open

Sanctify relic might be of interest if your main character is a divine caster. 

http://www.wizards.com/default.asp?x=dnd/we/20060526a

The standard FOP build in the two sections above is the other optimal cohort build.
« Last Edit: May 22, 2010, 03:40:40 PM by Widow »

Widow

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Re: Fiend of Possession Handbook
« Reply #4 on: March 19, 2010, 01:52:05 AM »
Reserved

Littha

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Re: Fiend of Possession Handbook
« Reply #5 on: March 19, 2010, 12:37:00 PM »
As you are mentioning half fiend already i thought id drop this in:
http://www.wizards.com/default.asp?x=dnd/we/20060630a

Hijax

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Re: Fiend of Possession Handbook
« Reply #6 on: March 19, 2010, 02:34:24 PM »
we do have a subforum for handbooks you know....  ;)
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Widow

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Re: Fiend of Possession Handbook
« Reply #7 on: March 21, 2010, 11:41:27 AM »
we do have a subforum for handbooks you know....  ;)

Which forum?

Agita

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Re: Fiend of Possession Handbook
« Reply #8 on: March 21, 2010, 12:51:09 PM »
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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DavidWL

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Re: Fiend of Possession Handbook
« Reply #9 on: March 22, 2010, 04:46:36 AM »
Some thoughts:

"Through you subtle movements and manipulations":  you -> your

Cool build someone made (don't remember who), went something like:
Any 5/Fiend of Possession 6/Fiend of of Blasphemy 6/Bloodline 3
- can sponser 18th level clerics, 9th level abilities in these 6th level classes

Fiends of Possession make great cohorts

There was a build on the old WotC forums of a fiend of possession who had a nimblewright cohort, who it possessed

Good work!

Best,
David
Some Cool Quotes:  [spoiler]
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

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Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
[/spoiler]
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Prime32

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Re: Fiend of Possession Handbook
« Reply #10 on: March 22, 2010, 12:09:57 PM »
On the Otherworldly feat, I should point out that it is a Regional feat, not a Racial one. That is, it lists humans, elves, etc. as the races who can take it because those are the races living in that region. If you're playing in FR it's easy to justify a member of another race coming from that region. If you aren't playing in FR, the region requirement is meaningless in the first place.

I should also suggest deep crystal weapons for psionic fiends who possess weapons.

And dvati can take levels in Legacy Champion to boost their effective level, then have one twin possess the Legacy Weapon and have the other possess a cohort (taking the controller role) to wield it.

The ability to switch weapon enhancements as a free action lets you always have the right bane weapon for the occasion, and an eager warning weapon outside of combat.

Consider enchanting a weapon you plan to possess with the sizing property - it doesn't have an enhancement bonus so it can't be added by your possession. It lets you grow to Colossal size then switch to "animate object" mode.

Possessing an unarmed strike rather than a wielded weapon means that you can take over your host without having to leave his weapon and enter him.

Consider also having a vestigial twin from DMG2, which grants you an extra mental-only standard action per turn for +5 LA.

This thread is worth linking to.
« Last Edit: March 22, 2010, 12:23:09 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Nameless Void

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Re: Fiend of Possession Handbook
« Reply #11 on: March 24, 2010, 08:01:35 PM »
You could also go the Guecubu from Fiendish Codex I

IT is one of the best ways to be a Fiend of Possession.

Additionally if you throw in Master of the Unseen Hand, Steady Concentration Feat and Swift Concentration Skill Trick you are a beast to be feared.
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Prime32

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Re: Fiend of Possession Handbook
« Reply #12 on: March 24, 2010, 10:29:21 PM »
You could also go the Guecubu from Fiendish Codex I

IT is one of the best ways to be a Fiend of Possession.
Any info? what are its HD/LA?
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Tonymitsu

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Re: Fiend of Possession Handbook
« Reply #13 on: March 24, 2010, 10:38:24 PM »
On the Otherworldly feat, I should point out that it is a Regional feat, not a Racial one. That is, it lists humans, elves, etc. as the races who can take it because those are the races living in that region. If you're playing in FR it's easy to justify a member of another race coming from that region. If you aren't playing in FR, the region requirement is meaningless in the first place.

Champions of Valor gives a backdoor for anything to take that feat with Celestial attended birth.

Mechanically, you write that a celestial being attended your birth as part of your back-story and you're now qualified for that feat.

Mushroom

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Re: Fiend of Possession Handbook
« Reply #14 on: March 24, 2010, 11:57:23 PM »
You could also go the Guecubu from Fiendish Codex I

Unless I missed something, Guecbu aren't playable

Widow

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Re: Fiend of Possession Handbook
« Reply #15 on: March 26, 2010, 01:16:35 AM »
On the Otherworldly feat, I should point out that it is a Regional feat, not a Racial one. That is, it lists humans, elves, etc. as the races who can take it because those are the races living in that region. If you're playing in FR it's easy to justify a member of another race coming from that region. If you aren't playing in FR, the region requirement is meaningless in the first place.

This thread is worth linking to.

It is stated in both the race section and the section on qualification that otherworldly is available to other races with DM permission.  I just listed the base races if you have a stingy DM.

Good to see I am getting responses, I will have to post the other sections covering builds for players, chorts, and DM encounters.

The Guecbu and the Dybbuk from the Fiendish Codex I will be making an appearance in DM encounters section, but as Mushroom posted, they are not available as player races.

trickydevl

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Re: Fiend of Possession Handbook
« Reply #16 on: April 03, 2010, 04:22:40 PM »
I also think the unholy scion template should be mentioned as well. It is a +5 LA from Heroes of Horror. It makes you an outsider (evil,native), so you don't have anymore work to do to enter besides the really low skill reqs. It also gives charm person as a spell-like ability to qualify for mindbender.

Hijax

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Re: Fiend of Possession Handbook
« Reply #17 on: April 04, 2010, 04:28:13 AM »
I also think the unholy scion template should be mentioned as well. It is a +5 LA from Heroes of Horror. It makes you an outsider (evil,native), so you don't have anymore work to do to enter besides the really low skill reqs. It also gives charm person as a spell-like ability to qualify for mindbender.

but.... 5 LA?!
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Garryl

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Re: Fiend of Possession Handbook
« Reply #18 on: April 04, 2010, 01:45:42 PM »
I also think the unholy scion template should be mentioned as well. It is a +5 LA from Heroes of Horror. It makes you an outsider (evil,native), so you don't have anymore work to do to enter besides the really low skill reqs. It also gives charm person as a spell-like ability to qualify for mindbender.

What else does it have? For 5 levels, you could get Divine Minion of Sebek for the Outsider w/ Evil subtype, Wizard 1 for charm person, and 3 more levels to waste on commoner or something.
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Tonymitsu

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Re: Fiend of Possession Handbook
« Reply #19 on: April 04, 2010, 02:05:48 PM »
I also think the unholy scion template should be mentioned as well. It is a +5 LA from Heroes of Horror. It makes you an outsider (evil,native), so you don't have anymore work to do to enter besides the really low skill reqs. It also gives charm person as a spell-like ability to qualify for mindbender.

What else does it have? For 5 levels, you could get Divine Minion of Sebek for the Outsider w/ Evil subtype, Wizard 1 for charm person, and 3 more levels to waste on commoner or something.

Unholy Scion is an inherited template that you can put on any animal or humanoid.  It's like the opposite of the Saint template... except it sucks.

- +2 Dex, +6 Int, +2 Wis, +4 Cha
-It gets Charisma to AC as a deflection bonus (minimum 1)
-It gains a claw attack.
-Any natural or melee weapon it wields is treated as evil for overcoming damage reduction and does an additional 2d6 vs good targets.
-It has the ability to completely control it's mother while still in the womb (...yeah, seriously... they are fully aware and intelligent the instant they are created, even before they are born.)
-It gains a bunch of spell like abilities based on it's HD, as long as it has an intelligence or wisdom of at least 8 (once per day unless noted):
1-2     Charm Animal/Person 3/day (if base creature is an animal you get Animal, if a humanoid you get person)
3-4     Desecrate
5-6     Enervation, protection from good 3/day
7-8     Major image 3/day, poison 3/day
9-10   Dominate Animal/Person, baleful polymorph
11-12  Animate dead, true seeing 3/day
13-14  Unholy aura 3/day, unhallow
15-16  Harm
17-18  Gate (only to the home plane of the fiend that made it, unless created through taint then it gets the Abyss)
19-20  Polymorph any object

-Retains all SQ of the base creature and adds:
-DR 5/good or magic (11- HD), or DR 10/good or magic (12+ HD) ...basically useless around level 5 or 6
-Darkvision 60 ft
-Fast Healing 4
-Immunity to poison and mind-affecting spells and abilities
-Resist cold, fire, acid, electricity 5
-SR equal to HD + 10 (max 35)
-For any racial HD, it gain skill points as an outsider (8 + int Mod) x (HD+3)