Ectoplasmic Decoy (3.5e Power)

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Author: Leziad (talk)
Date Created: 8th April 2019
Status: Finished
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Ectoplasmic Decoy
Metacreativity [Material]
Level: Psychic Agent 2, Psychic Warrior 2, Slipmind 2, Shaper 2, , ,
Display: auditory, mental
Manifesting Time: Standard Action
Range: Medium
Effect: One or more decoys made of ectoplasm.
Duration: 1 Round/Level
Saving Throw: None (See Text)
Power Resistance: No
Power Points: 3

This power create a near replica of you made of ectoplasm in a square within range, while it is capable of basic movement (such as breathing, blinking and such) it cannot move of it volition and is unable to vocalize any sounds. The decoy has 1 hit point per manifester level, an AC of 10 + your manifesting ability bonus and use your saving throws whenever applicable, it is otherwise considered a mindless construct with a number of hit dice equal to yours own.

The decoy is extremely similar to the manifester, and in order to discern which is which a Spot check is require (DC 15 + power point spent on this power). Those familiar with the power and know it limits should be able to determine which is which based on the manifester's action unless it is further augmented.

Whenever you use a [teleportation] power a decoy is within range, you may switch place with the decoy as part of teleporting.

Augment: You can augment this power in one or more of the following ways.

1. For each additional power points you spend, you may create an additional decoy within range.

2. For 2 additional power points you spend, you may have this power last minute/level and for 2 additional power points beyond that make it last hour/level instead.

3. For 2 additional power points you spend, you may make the decoy explode into kinetic energy and burning ectoplasm upon being destroyed. When one of the decoy is brought to 0 hit point, it explode dealing your 1d10 + manifester level in force damage. The damage from multiple decoy exploding in the same round overlap. A successful Reflex save negate the damage. As a standard action you may detonate any amount of decoy before their destruction.

4. For 2 additional power points you spend, you may have the decoys gain the ability to vocalize and move of their own powers. They possess a clone of your own personality and obey your telepathic command but are still mindless construct. They make for a convincing but not perfect impression of you, requiring a Sense Motive DC 20 to notice, or DC 10 for a familiar creature. The decoys have a move speed of 20 feet and are incapable of attacking.

5. For 6 additional power points you spend, you may use this power as a swift action.

For every two additional power points you spend on any augmentation, the DC rises by +1.



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Leziad's Homebrew (4431 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
DescriptorMaterial +
DisciplineMetacreativity +
Identifier3.5e Power +
LevelPsychic Agent 2 +, Psychic Warrior 2 +, Slipmind 2 + and Shaper 2 +
RatingUndiscussed +
SummaryYou create decoys which look like you, with limited ability to act. +
TitleEctoplasmic Decoy +