Maldraugedhen
2007-11-12, 09:32 AM
The Entrepreneurial Spirit
Size/Type: Medium Incorporeal Deathless
HD: 3D12 + 15
Initiative: +12
Speed: 50 ft. Flying (Perfect Maneuverability)
AC: 16 (+4 Dex, +2 deflection), Touch 16, Flat-footed 12
BAB/Grapple: +3 / -
Attack: Incorporeal touch +7 melee (1d4 plus 1d6 Wisdom damage)
Full Attack: Incorporeal touch +7 melee (1d4 plus 1d6 Wisdom damage)
Space/Reach: 5 ft / 5 ft
Special Attacks: Enthusiasm, Motivate, Spell-like Abilities, Possession
Special Qualities: Darkvision 60 ft., Improved Evasion, Incorporeal Traits, Servitude, Undead Traits
Saves: Fort +1, Ref +5, Will +8
Abilities: Str 0, Dex 18, Con 0, Int 18, Wis 10, Cha 20
Skills: Diplomacy +10, Bluff +10, Gather Information +10, Sense Motive +10, Listen +3, Spot +3, Forgery +6, Appraise +6
Feats: Combat Casting, Improved Initiative x2, Mobility
Environment: Any, but most often found in deserted places of business or places where businesses could grow
Organization: Solitary
Challenge Rating: 3
Treasure: One and a half times standard.
Alignment: Any chaotic.
Advancement: 4-6 HD (Large)
Level Adjustment: -.
Entrepreneurial Spirits are whimsical creatures found wherever they think a business could be--usually where businesses have been, or where there's a driving need for a business. They usually don't attempt combat at all, but will outright attack individuals in direct competition with their business plan. They usually charm or cast a quest on opponents first to get them to work for them, but if they prove to be too resistant for the charm or quest, then they will attempt to turn the other creature through combat. More often than not, however, Entrepreneurial Spirits simply invisibly haunt prime business locations and try to get businesses to form. An Entrepreneurial Spirit, however, will not stay if its business starts--it will instead leave to find a new business opportunity, and will not take any of the profits from the business with it.
An Entrepreneurial Spirit usually takes a form symbolic of the business they are trying to build, such as an anvil if a village is in serious need of a smith. Their forms are always white and ghostly (when visible at all).
Entrepreneurial Spirits will never work on the same business idea at the same time--however, they will cooperate if their businesses would also symbiotically cooperate.
Enthusiasm (Ex): An Entrepreneurial Spirit's attack deals 1d6 Wisdom Damage, and, on each attack, the target must make a Will save against DC 15 or be infected with the Big Idea. The Big Idea is a magical disease with an incubation period of 3 days. After the 3 days, the Big Idea begins to form in the individual's mind, and they cannot stop thinking about it. This gives a -2 penalty to all rolls and deals 1d4 Wisdom and Intelligence damage per day infected. When reduced to 0 Wisdom, however, treat the character as if they were reduced to low Intelligence instead (they do not begin sobbing to themselves in a nightmarish trance--they just babble incoherently). If a character falls to 0 Intelligence and Wisdom due to being infected with the Big Idea, they go insane, obsessed with the idea. They will not take any actions, but if killed while insane due to the Big Idea, they will rise as Entrepreneurial Spirits.
Improved Evasion (Ex): An Entrepreneurial Spirit has Improved Evasion as the Rogue special ability.
Motivate (Ex): The presence of an Entrepreneurial Spirit is a motivating thing. Creatures allied with an Entrepreneurial Spirit within 100 feet add a +4 morale bonus to all rolls, while opposed creatures add 2. Note that this bonus does not extend to saves to resist the effects of an Entrepreneurial Spirit.
Servitude: If captured, an Entrepreneurial Spirit becomes tamer, and is subsumed into the one who captured it. The individual who captures an Entrepreneurial Spirit may allow it to possess him at will, or simply assimilate it into his personality. Assimilating it into his personality grants a +2 insight bonus to Profession checks, and the character becomes infectiously enthusiastic. In gameplay terms, when the character rolls a critical success on a skill check, makes a critical hit, or otherwise rolls a natural 20, the character and all of his allies gain a +1 morale bonus on top of any current morale bonuses.
Spell-like Abilities:
Greater Invisibility 3/day, Suggestion 5/day, Charm Person 3/day, Lesser Geas 1/day, Suggestion. Effective Caster Level 3, casts as Sorcerer (primary casting attribute is Charisma), producing a Spell DC mod of 8.
Possession (Su): As a last-ditch effort, to ensure that the business opportunity does not go to waste, an Entrepreneurial Spirit will attempt to possess a nearby individual. An individual being possessed is allowed one Will saving throw at DC 18. If successful, the individual receives a +2 insight bonus to all Profession checks for the rest of their lives. If failed, the individual still receives the bonus to Profession checks, but also is infected with the Big Idea, and will continuously be re-infected (although the ability damage may be healed while infected) until the Entrepreneurial Spirit's business has been built. The character will still have the disease, however, once the business has been built--it will just no longer continuously reinfect the character.
Size/Type: Medium Incorporeal Deathless
HD: 3D12 + 15
Initiative: +12
Speed: 50 ft. Flying (Perfect Maneuverability)
AC: 16 (+4 Dex, +2 deflection), Touch 16, Flat-footed 12
BAB/Grapple: +3 / -
Attack: Incorporeal touch +7 melee (1d4 plus 1d6 Wisdom damage)
Full Attack: Incorporeal touch +7 melee (1d4 plus 1d6 Wisdom damage)
Space/Reach: 5 ft / 5 ft
Special Attacks: Enthusiasm, Motivate, Spell-like Abilities, Possession
Special Qualities: Darkvision 60 ft., Improved Evasion, Incorporeal Traits, Servitude, Undead Traits
Saves: Fort +1, Ref +5, Will +8
Abilities: Str 0, Dex 18, Con 0, Int 18, Wis 10, Cha 20
Skills: Diplomacy +10, Bluff +10, Gather Information +10, Sense Motive +10, Listen +3, Spot +3, Forgery +6, Appraise +6
Feats: Combat Casting, Improved Initiative x2, Mobility
Environment: Any, but most often found in deserted places of business or places where businesses could grow
Organization: Solitary
Challenge Rating: 3
Treasure: One and a half times standard.
Alignment: Any chaotic.
Advancement: 4-6 HD (Large)
Level Adjustment: -.
Entrepreneurial Spirits are whimsical creatures found wherever they think a business could be--usually where businesses have been, or where there's a driving need for a business. They usually don't attempt combat at all, but will outright attack individuals in direct competition with their business plan. They usually charm or cast a quest on opponents first to get them to work for them, but if they prove to be too resistant for the charm or quest, then they will attempt to turn the other creature through combat. More often than not, however, Entrepreneurial Spirits simply invisibly haunt prime business locations and try to get businesses to form. An Entrepreneurial Spirit, however, will not stay if its business starts--it will instead leave to find a new business opportunity, and will not take any of the profits from the business with it.
An Entrepreneurial Spirit usually takes a form symbolic of the business they are trying to build, such as an anvil if a village is in serious need of a smith. Their forms are always white and ghostly (when visible at all).
Entrepreneurial Spirits will never work on the same business idea at the same time--however, they will cooperate if their businesses would also symbiotically cooperate.
Enthusiasm (Ex): An Entrepreneurial Spirit's attack deals 1d6 Wisdom Damage, and, on each attack, the target must make a Will save against DC 15 or be infected with the Big Idea. The Big Idea is a magical disease with an incubation period of 3 days. After the 3 days, the Big Idea begins to form in the individual's mind, and they cannot stop thinking about it. This gives a -2 penalty to all rolls and deals 1d4 Wisdom and Intelligence damage per day infected. When reduced to 0 Wisdom, however, treat the character as if they were reduced to low Intelligence instead (they do not begin sobbing to themselves in a nightmarish trance--they just babble incoherently). If a character falls to 0 Intelligence and Wisdom due to being infected with the Big Idea, they go insane, obsessed with the idea. They will not take any actions, but if killed while insane due to the Big Idea, they will rise as Entrepreneurial Spirits.
Improved Evasion (Ex): An Entrepreneurial Spirit has Improved Evasion as the Rogue special ability.
Motivate (Ex): The presence of an Entrepreneurial Spirit is a motivating thing. Creatures allied with an Entrepreneurial Spirit within 100 feet add a +4 morale bonus to all rolls, while opposed creatures add 2. Note that this bonus does not extend to saves to resist the effects of an Entrepreneurial Spirit.
Servitude: If captured, an Entrepreneurial Spirit becomes tamer, and is subsumed into the one who captured it. The individual who captures an Entrepreneurial Spirit may allow it to possess him at will, or simply assimilate it into his personality. Assimilating it into his personality grants a +2 insight bonus to Profession checks, and the character becomes infectiously enthusiastic. In gameplay terms, when the character rolls a critical success on a skill check, makes a critical hit, or otherwise rolls a natural 20, the character and all of his allies gain a +1 morale bonus on top of any current morale bonuses.
Spell-like Abilities:
Greater Invisibility 3/day, Suggestion 5/day, Charm Person 3/day, Lesser Geas 1/day, Suggestion. Effective Caster Level 3, casts as Sorcerer (primary casting attribute is Charisma), producing a Spell DC mod of 8.
Possession (Su): As a last-ditch effort, to ensure that the business opportunity does not go to waste, an Entrepreneurial Spirit will attempt to possess a nearby individual. An individual being possessed is allowed one Will saving throw at DC 18. If successful, the individual receives a +2 insight bonus to all Profession checks for the rest of their lives. If failed, the individual still receives the bonus to Profession checks, but also is infected with the Big Idea, and will continuously be re-infected (although the ability damage may be healed while infected) until the Entrepreneurial Spirit's business has been built. The character will still have the disease, however, once the business has been built--it will just no longer continuously reinfect the character.