Author Topic: Ethereal Doppelganger  (Read 10234 times)

Offline oslecamo

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Ethereal Doppelganger
« on: October 26, 2012, 08:49:43 PM »
Ethereal Doppelganger
[
Prerequisites:
-At least 4 levels of Greater Doppelganger
-Must have spent at least 24 hours in a row in the Ethereal Plane.

HD:d8
Level Bab Fort Ref Will Feature
1 +1 + 0 +2  +2Assume Identity, Plane Shift, Ethereal Sanctum, Adapt +1
2 +2 + 0 +3  +3Brain Lock, Improved Sanctum, Adapt +2
3 +3 + 1 +3   +3Mind Wipe, Fast Healing, Adapt +3
4 +4 + 1 +4   +4Versatile Skin, Improved Sanctum, Adapt +4
5 +5 + 1 +4   +4Abduct, Ah, Another Piece For My Collection,  Adapt +5
6 +6 + 2 +5   +5Mass Brain Lock, Improved Sanctum, Adapt +6
7 +7 + 2 +5   +5Just Gone, Adapt +7
8 +8 + 2 +6   +6Double Walker, Improved Sanctum Adapt +8
Skills: 8+int modifier per level. All skills are class skills for the Ethereal Doppelganger

Proficiencies:none.

Features:

Assume Identity:An ethereal doppelganger can copy another creature's mind, memories and personality. It cannot Assume the identity of a creature with more HD(actual HD, not counting any modifiers like enervation or bardic music or whatever) than its Ethereal doppelganger levels+Greater Doppelganger levels. This process requires 1 hour of unbroken physical contact. The target may attempt a Will save with DC 10+1/2 HD+Int mod, if that is successful, the process is negated and the ethereal doppelganger must begin anew. A willing creature can choose to fail the saving throw. If the target's CR is equal or lower to your Ethereal Doppelganger level they get no saving throw tough.

After copying the target creature's identity, the ethereal doppelganger may choose to assume that creature's form with its Copycat ability (rather than just a generic member of its species), and does so with 100% accuracy, possessing the victim's memories, abilities and personality, though the doppelganger still possesses its original alignment (this includes all Ex, Su and natural abilities, but not ability scores, HP, base saves, the doppelganger can use either its own skill points or those of the victim, whichever's better at the time, it must rest to recover spells in the case of spellcasters and similar). Spells, items and effects keyed to the worn identity treat the doppelganger as if it were the original creature (eg. if the doppelganger assumed the identity of a creature who had been designated as an allowed user of a phase door at casting time, it would be able to use the phase door as if it were that creature). When making a Bluff or Disguise check to impersonate the creature the Doppelganger's racial bonuses are doubled, though this does not stack with the bonus from reading minds. Using Copycat in this manner does not expend a daily use of the ability.

Note this doesn't hurt the original creature in the slightest, the ethereal doppelganger is merely replicating its target. The Ethereal Doppelganger can have a maximum of 3 identities consumed at once, +1 per 6HD. If it would gain an identity in excess of this amount, it must "forget" an existing identity in order to learn the new one.

While using Assume Identity, the Doppelganger retains its own darkvision, plus any DR, fast healing and SR it may have. If the ethereal doppelganger commits an act that runs counter to its new identity's personality, it is immediately forced back into its natural form for 1d10 rounds.

Assume Identity replaces the Greater Doppelganger's Consume Identity ability. The ethereal Doppelganger has grown to an higher state where eating brains for power  isn't aceptable anymore.  Any Greater Doppelganger abilities that benefited Consume Identity will benefit Assume Identity as well. In the case of Consume Exotic Identity, the Ethereal Doppelganger gains a +1 bonus on attack and damage rolls, skill checks, and the DCs of its abilities against the chosen creature type.

Ethereal Sanctumt: The Ethereal Doppelganger starts the development of a building somewhere in the Ethereal Plane where it can rest and plot, up to  100 square feet per HD. This includes the stablishment of connections, contracts and wards to secure and supply the Ethereal Sanctum, meaning it allows for the confortable existence of one normal humanoid-sized creature  per HD whitout risk of random attacks or exterior divinations detecting it, altough it is still vulnerable to anyone specifically hunting for the Ethereal Doppelganger itself should it let itself be seen in its original form by others.

Plane Shift: the Ethereal Doppelganger can use Plane Shift as a SLA 1/day per 4 HD. If he uses this ability to return to its Ethereal Hideout (or send others there), it spends no uses and always arrives precisely on-target. Save DC 10+1/2 HD+Int mod.

Ethereal Adapt: The doppelganger gains a bonus to his ability scores equal to his class level, which can be divided among his ability scores in any way he wishes, though if he applies bonuses from Adapt, Ethereal Adapt and/or Greater Adapt to the same stat then they do not stack. He may reassign the bonuses from  Adapt,Ethereal Adapt and Greater Adapt as a single swift action.

Brain Lock: At 2nd level as a standard action, an ethereal doppelganger can lock away the higher mind of an opponent up to 20 feet per HD away, provided both are on the same plane and the ethereal doppelganger has line of sight to its subject. A successful Will save with DC 10+1/2+Int mod negates the attempt. Failure leaves the subject mentally paralyzed. A brain-locked creature is  not stunned, so attackers get no special advantage against it and it retains its Dexterity bonus to AC (if any), but otherwise the victim cannot take actions. Brain-locked creatures flying automatically drop to the ground. Brain-lock lasts 1 round per HD, but the Greater Doppelganger can dismiss the effect earlier as an immediate action. If an opponent fails three saves in a row against Mind Lock, they're left unable to act until the ethereal doppelganger wills them free or they receive a Remove Curse or similar.

Improved Sanctum: The Ethereal Doppelganger keeps expanding its Ethereal Hideout At 2nd, 4th, 6th and 8th level pick one of the following options.

(click to show/hide)

Mind Wipe: At 3rd level as  a standard action successful melee touch attack, the ethereal doppelganger can wipe all memory of its existence from an opponent's mind. If they were fighting the target still retains an instinctual feeling the Ethereal Doppelganger is an enemy. Any new memories that creature forms of the ethereal doppelganger in the next minute will quickly vanish as well. This offers no saving throw.

Fast Healing: At 3rd level the Ethereal Doppelganger gains fast healing equal to ½ its HD.


Versatile Skin: At 4th level the Ethereal Doppelganger's shapeshifting abilities have evolved to a point its body can instantly adapt to incoming attacks. It gains DR/silver equal to its HD and SR equal to 11+HD, which may be raised or droped at any moment as a free action, even if it isn't its turn. In addition while in its natural form it can, as a swift action, reshape its hands into claws (dealing slashing damage)  or spikes (dealing piercing damage), replacing its natural slam attacks. The spikes/claws retain any benefits the slams had, including the Greater Doppelganger's Powerful Fists.


Abduct: at 4th level when using Plane Shift on an unwilling target, you can bring yourself along with them if they fail their saving throw.

Ah, Another Piece For My Collection: Ethereal Doppelgangers are quite fond of magic items. At 5th level  1/round the Ethereal Doppelganger may attempt a disarm as a free action whitout provoking attacks of opportunity whenever it hits an opponent in melee, and if it suceeds the Ethereal Doppelganger can automatically equip the disarmed item. The Ethereal Doppelganger adds its Int mod to the disarm rolls, and can even attempt to snatch well-secured items such as rings, bracelets and armor, whitout any penalty on the disarm rolls.

Mass Brain Lock: At 6th level as a fullround action the Ethereal Doppelganger can attempt to use Brain Lock in a number of targets up to its Int mod, but if it does so, it cannot use either Brain Lock version for 1d4 rounds.

Just Gone:
Always interesting how even when it seems like you've managed to pin down a Doppelganger, they just vanish whitout a trace. At 7th level the Ethereal Doppelganger's Plane Shift can no longer be blocked by Dimensional Lock and other planar-blocking effects as long as it's teleporting back to its Ethereal Sanctum. In addition 1/day per 7 HD the Ethereal Doppelganger may use its Plane Shift as an immediate action, and any and all divinations now fail to trail the Ethereal Doppelganger back to its Ethereal Sanctum.

Double Walker: At 8th level, once per day per 5 HD the Ethereal Doppelganger can instantly Assume Identity of a creature whitin view as an immediate action, instantly turning in them as well (the target must still be valid). The victim is  allowed a save as normal, but even if they suceed the Ethereal Doppelganger can keep the form for 1 minute. Either way this is particularly disturbing for the target. They take a -2 penalty on all attack rolls, damage rolls, ability checks, saves and skill checks against the Ethereal Doppelganger while it takes their form. In addition the Ethereal Doppelganger's Assume Identity can affect victims of maximum HD equal to its own HD -3. If the  Greater Weaver of lies is later gained, its Assume Identity can now affect victims of a maximum HD equal to its own HD -2 instead.

Comments
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« Last Edit: July 05, 2013, 07:12:24 PM by oslecamo »

Offline DavidWL

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Re: Ethereal Doppelganger
« Reply #1 on: October 27, 2012, 03:51:17 AM »
Quote
Assume Identity:An ethereal doppelganger can copy another creature's mind, memories and personality, as long as that creature has CR equal or less to your levels in Ethereal Doppelganger + 3.

Initially this is less powerful than Consume identity ... of the same level.

Doppleganger 3/Greater Dopplegange 5 = 5th level form
Doppleganger 3/Greater Dopplegange 4/Ethereal Doppleganger 1 = 4th level form

I'd let it be equal to Greater Doppleganger + Ethereal Doppleganger levels.

Especially if you have a case of (for example):
Doppleganger 3/Greater Doppleganger 9/Paragon 7/Ethereal Doppleganger 1.
At 19th level you can mimic 16th level
At 20th level you can only mimic 4th level....

Quote
Ethereal Sanctumt: The Ethereal Doppelganger starts the development of a building somewhere in the Ethereal Plane where it can rest and plot, up to 20 square feet per HD.

Very cool.  Thoughts.

1)  I'd let the Ethereal Doppelganger have the landlord feat for free for it's Sanctum.

2)  I'd make it much more than 20ft per level.  At 10th level this is 200 ft, which is really just a medium-sized room.  Making it bigger doesn't power it up too much but makes it more cool.


Quote
Versatile Skin: At 2nd level the Ethereal Doppelganger's

You list this twice - I think this one is a typo and can be deleted.

Best,
David

Offline oslecamo

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Re: Ethereal Doppelganger
« Reply #2 on: October 27, 2012, 06:47:15 PM »
Ack typos everywhere! Fixed. Sanctum space also increased.

Landlord not a srd feat.




Offline oslecamo

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Re: Ethereal Doppelganger
« Reply #3 on: October 30, 2012, 06:46:47 AM »
Raised Bab to full to keep up with the other doppelgangers.