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Posts posted by Sula

  1. I wouldn't go with Manual of Monsters. That book is outdated' date=' big time.


    The latest entry for Banshees is from the Horde Player's Guide, page 205 or so.


    Possession (Su): Once per round, a banshee can merge its body with a corporeal creature. [u']This ability is similar to a possession* spell, except that it does not require a receptacle.[/u] To use this ability, the banshee must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a DC 23 Will save. A creature that successfully saves is immune to that same banshee’s possession for 24 hours, and the banshee cannot enter the target’s space. If the save fails, the banshee vanishes into the target’s body. The save DC is Charisma based.


    And the spell it is based on,





    Level: Necromancer 5

    Components: V, S, F

    Casting Time: 1 standard action

    Range: Medium (100 ft. + 10 ft./level)

    Target: One creature

    Duration: 1 hour/level or until the caster returns to his body

    Saving Throw: Will negates; see text

    Spell Resistance: Yes


    When casting possession, the caster places her soul in a gem or large crystal (known as a magic jar), leaving her body lifeless. Then the caster can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when the caster sends her soul back to her own body, leaving the receptacle empty.


    To cast the spell, the magic jar must be within spell range and the caster must know where it is, though she does not need line of sight or line of effect to it. When the caster transfers her soul upon casting, her body is, as near as anyone can tell, dead.


    While in the magic jar, the caster can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). She does need line of effect from the jar to the creatures. She cannot determine the exact creature types or positions of these creatures. In a group of life forces, she can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)


    The caster can choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature she attempts to possess is random.


    Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. The caster possesses the body and forces the creature’s soul into the magic jar unless the target succeeds on a Will save. Failure to take over the host leaves the caster’s life force in the magic jar, and the target automatically succeeds on further saving throws if she attempts to possess its body again.


    If the caster is successful, her life force occupies the host body, and the host’s life force is imprisoned in the magic jar. She keeps her Intellect, Spirit, Charisma, level, class, base attack bonus, base save bonuses, alignment and mental abilities. The body retains its Strength, Agility, Stamina, hit points, natural abilities and automatic abilities. A body with extra limbs does not allow the caster to make more attacks (or more advantageous two-weapon attacks) than normal. She can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.


    As a standard action, the caster can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when the caster shifts from the jar to her own body.


    If the host body is slain, the caster returns to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both the caster and the host die. Any life force with nowhere to go is treated as slain.


    If the spell ends while the caster is in the magic jar, she returns to her body (or dies if her body is out of range or destroyed). If the spell ends while the caster is in a host, she returns to her body (or dies, if it is out of range of her current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location.


    Focus: A gem or crystal worth at least 100 gp.



    Despite what the above two stated, I disagree with the notion of a permanent possession. What seems to be the case is that the 'soul receptacle,' the whole magic jar thing, is replaced with the host body itself, two souls in one body with one overpowering the other. If the body is slain, both die, but the banshee should theoretically still be able to leave the body since her body is her soul.


    I also underlined a section that details what abilities you gain by possessing the body.


    This is all according to the RPG, which is more like an example or reference point. But if I had to choose between Warcraft 3 and the RPG for 'how should this work,' I'd go with the RPG simply because it's more fleshed out and not a game mechanic built around an RTS.


    Also, the Possession spell has a DC 23 Will Save to be resisted in order to overcome it. Don't take that number as a final say, because it is adjusted based on the level (per say) and charisma attribute of the banshee. In other words, it can be higher or lower, depending on the banshee. Thus, whether it is the spell or the ability, a possession can have relative effectiveness, as well.


    Oh, thanks for the update, dude.

  2. To be honest' date=' I like how the female Night Elves turned out although despite it being official - I just dislike the addition of the fangs. I'd have rather had longer nails instead a la Tyrande or Azshara.


    better than human male.


    I present to you the Warlords of Draenor Human. Sadly, only on leather and some forms of cloth the human model seems to be seriously lacking in proportions. In plate and mail it looks rather good. I'll see if I can get a screenshot of my Death Knight-gone-Human on the PTR soon.







    fuck blizzard, I'm never playing humans.

  3. So... I've been away for a few months. I took those months off to re-evaluate a lot of important aspects in my life. I've put in a lot of work and it's payed off so now I get a little down time' date=' which means I'll be around more often. :)


    What I've got here is a transformation picture of mine. It spans a year and change. I started in early May and the picture on the right was just a couple nights ago.


    For those wondering, the only supplements I use are Protein Powder, Amino Acids, Zinc, and Magnesium.



    [center'] sDplZTX.jpg [/center]




  4. Summary of Second Reading: Chapter 2






    Managing to return to Finklestache in one piece, the heroes successfully retrieved the first Sunshard. Following their pattern of determination, they quickly embarked on the second quest, deciding to find the Mirror of Truth in order to locate the elusive Y'kcul for yet another fragment.


    After a day's walk, the party had found the shrine of the mirror, which was devoid of all life except for the spirit of the mirror, whom demanded a selfless sacrifice in addition to refusing to speak in any other way but in the format presented by itself.


    Having beaten the mirror at it's own game, Lynalle, Eloran and Jamma'gun had displayed their noteworthy skill as poets. Steadfast to their cause, the protagonists wandered through the ancient halls that Y'kcul hid within, running into Liesmith posing as his own majordomo, demanding three riddles as means of pay before allowing them to venture to the final chamber to meet himself once again.


    Oddly enough, Y'kcul was eager to surrender his Sunshard to the party, sending them away from his humble abode quickly after. Once they had successfully retrieved what they believed to be the second piece to the puzzle, they discovered that the Fork-Tongued Y'ckul had pulled the rug from under them, slipping them a duplicate.

  5. Summary of the Second Reading: Chapter 1






    Manifesting into a desert at night time, the gang got caught in a firefight between tol'vir and dwarven forces, each beckoning them to join their ranks. Having abandoned the Sun Priest's forces, they decided to play for the Iron Covenant, quickly going to see Commander Flintbeard, whom gave them a warm greeting.


    Without a word gone to waste, the party went to locate the Covenant's Head of Research, Finklestache, before embarking on the first quest aquired from the man - the retrieval of the Sword of the Hero.


    Eloran the Half-Elven Paladin had risen to the occasion daring to fight the sword's guardian, whom he, with the sword's help, quickly bested, causing the party to emerge from the shrine victoriously.

  6. Summary of First Reading: Chapter 1





    Appearing into the world with a bright flash of light, the group found themselves in the middle of a ritual circle, and chaos quickly ensued. Choosing to side with the Iron Covenant in the midst of confusion, they were escorted to Commander Flintbeard for a briefing.


    Discontent with the Commander's side of the story, the party decides to free the sandmane prisoners in bright daylight, declaring themselves the foes of the Covenant, barely escaping in one piece with the Head Sun-Priest whom served as their guide to the Sandmane Rebellion headquarters.


    After meeting the prince in person and listening to his plea, the adventurers quickly decided on a course of action, the capturing of the Iron Covenant's Head of Research.