Jon_Dahl
2018-05-05, 01:16 AM
I don't understand dybbuk's (Fiendish Codex I, pp. 36-37) corpse possession.
For instance, a dybbuk possesses a 12th-level human fighter's corpse. The corpse becomes a 12th-level fighter again, but it can only use dybbuk's INT, CHA and WIS based skills, and none of its own (pre-death) skills? The fighter gains dybbuks INT, CHA and WIS but keeps its own pre-death STR, DEX and CON? What will be its BAB and grapple modifier? Will it have its own pre-death HP? What sort of composition creature will it be, anyway? Please help me.
Here's an orc possessed by a dybbuk:
Dead orc, 1st-Level Warrior possessed by a dybbuk
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4 (What to do with these??)
Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death touch
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will -2 (WHAT TO DO WITH THESE?)
Abilities: Str 17, Dex 11, Con 12, Int 16, Wis 15, Cha 23
Skills: Listen +1, Spot +1 Bluff +19, Concentration +18, Diplomacy +23, Disguise +19 (+21 acting), Forgery +16, Hide +13, Intimidate +8, Knowledge (local) +16, Listen +15, Search +16, Sense Motive +15, Spot +15, Tumble +18
Feats: Both, orc's feat and dybbuk's feats. Alertness, Ability Focus (death touch), Combat Reflexes, Dodge, Mobility
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 8½
Treasure: Standard
Alignment: Chaotic evil
Here's a normal orc from the MM:
Orc, 1st-Level Warrior
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Environment: Temperate hills
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader
of 3rd-6th level), or band (30-100 plus 150% noncombatants plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and
3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0
Please help!
For instance, a dybbuk possesses a 12th-level human fighter's corpse. The corpse becomes a 12th-level fighter again, but it can only use dybbuk's INT, CHA and WIS based skills, and none of its own (pre-death) skills? The fighter gains dybbuks INT, CHA and WIS but keeps its own pre-death STR, DEX and CON? What will be its BAB and grapple modifier? Will it have its own pre-death HP? What sort of composition creature will it be, anyway? Please help me.
Here's an orc possessed by a dybbuk:
Dead orc, 1st-Level Warrior possessed by a dybbuk
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4 (What to do with these??)
Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death touch
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will -2 (WHAT TO DO WITH THESE?)
Abilities: Str 17, Dex 11, Con 12, Int 16, Wis 15, Cha 23
Skills: Listen +1, Spot +1 Bluff +19, Concentration +18, Diplomacy +23, Disguise +19 (+21 acting), Forgery +16, Hide +13, Intimidate +8, Knowledge (local) +16, Listen +15, Search +16, Sense Motive +15, Spot +15, Tumble +18
Feats: Both, orc's feat and dybbuk's feats. Alertness, Ability Focus (death touch), Combat Reflexes, Dodge, Mobility
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 8½
Treasure: Standard
Alignment: Chaotic evil
Here's a normal orc from the MM:
Orc, 1st-Level Warrior
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Environment: Temperate hills
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader
of 3rd-6th level), or band (30-100 plus 150% noncombatants plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and
3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0
Please help!