Composite Persona (3.5e Template)

Composite Persona

3e Summary::This is what happens when multiple souls are forced to occupy one body. This may also occur when a soul is literally shattered as a result of an extremely traumatic experience, and each fragment of the shattered soul assumes a different, distinct persona.

This is not a Dissociative identity disorder (commonly known as a split personality) - multiple different souls that occupy the same body mean multiple different personas in the same body. The knowledge and mental power of these multiple different souls integrate and force the composite persona's body and mind (especially their mind) into new limits.

Creating a Composite Persona

This is an acquired template (extremely rarely, one may be born as a composite persona, as a result of some kind of cosmic mistake, and in such cases the template is inherited) which can be applied on any sentient creature (any creature with intelligence score higher than 2).

Personality

Basically, all the personas of the souls that occupy the body. However, only a single persona can control the body at a time, usually the original one or the one that fits the best to handle the situation.

Size and Type

Both the size and type are untouched.

Hit Dice

Increase all current and future racial hit dice to d12s. HD acquired from classes remains the same.

Speed

A composite persona gains +2 feet to their base movement speed per soul (persona) that occupies the body, excluding the original.

Armor Class

A composite persona gains a +1 bonus to their natural armor per 3 souls (personas) that occupy the body, excluding the original.

Attack

A composite persona retains all the base creature's natural weapons.

Full Attack

As before.

Special Attacks

A composite persona retains all the special attacks of the base creature.

Special Qualities

A composite persona retains all the base creature's special qualities, and gains the following:

Enhanced Brain Activity: Due to the multiple souls in one body, composite persona possesses an enhanced brain activity, allowing them to process information quicker and more efficiently than they could before. They gain (a multiplier equal to half the number of souls (personas) that occupy the body, excluding the original (at least 2)) times skill points per level than they should by their class, and can act twice per round.

Enhanced Memory: Composite personas possess better memory recall due to the combined mental power of the multiple souls (personas) that occupy their body. They gain a +2 bonus on all Intelligence-based checks (a +4 bonus on all Knowledge checks), and gain 4 additional skill points per level.

Multiple Minds: In a composite persona, there is always at least a single soul (persona) that is on guard. Thus, composite personas receive the Uncanny Dodge and the Improved Uncanny Dodge abilities, similarly to the Rogue's abilities with the same names.

Combined Knowledge: All the knowledge of all the souls (personas) that occupy the body is known to all of them; thus, they share knowledge about languages, skills and even events they have experienced. Adjust the bonuses of this quality by the specific souls (personas) that occupy the body.

Longevity: The combined power of the multiple souls (personas) delays the aging process of the body they occupy, extending the creature's life expectancy. They multiplier of the delay to the aging process is equal to the number of souls (personas) that occupy the body, excluding the original. For example, in a single year, a composite persona with 6 souls (personas), excluding the original, physically age only 2 months.

  • Enhanced Physiology: If a composite persona has at least 20 souls (personas), excluding the original, in their body, they gain the following traits: the ability to restore 1 hit point per 12 hours of activity or 1 pit point per 4 hours of rest, 1 point of ability damage per 12 hours, and 1 point of drained ability per week (if the base creature already possesses some enhanced healing factor, adjust accordingly). They also gain a +6 bonus on Fortitude saves, and damage reduction 5/critical.
  • Immortality: If a composite persona has at least 40 souls (personas), excluding the original, in their body, they completely stop aging and their life expectancy becomes unlimited.
  • Supernatural Physiology: If a composite persona has at least 40 souls (personas), excluding the original, in their body, they gain the following traits (that replace their Enhanced Physiology traits): the ability to restore 1 hit point per 3 hours of activity or 1 pit point per an hour of rest, 1 point of ability damage per 3 hours and 1 point of drained ability per 3 days, a +12 bonus to Fortitude saves, and damage reduction 10/critical.

Abilities

Composite personas gain 1 ability point per each other soul (persona) in the body, excluding the original, which they can freely divide between as a bonus to their ability scores (they can only do so upon their creation).

Skills

Composite personas gain a +2 bonus per soul (persona) that occupy their body, excluding the original, on Athletics, Bluff, Listen, Search, Sense Motive, and Spot checks. See Combined Knowledge.

Feats

Composite personas gain the feats Endurance, Iron Will and Lightning Reflexes, if they don't already have them. If they do, they can choose another feat whose prerequisites they meet against any of those feats they already have.

Environment

The regular for the base creature.

Organization

The regular for the base creature.

Challenge Rating

The base creature's CR +1 per 3 souls (personas) that occupy the body, excluding the original.

Treasure

The regular for the base creature.

Alignment

The regular for the base creature.

Advancement

By HD, but always faster than usual.

Level Adjustment

+1 per 3 souls (personas) that occupy the body, excluding the original.


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