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Klingegeist Two ActionsFeat 10


ArchetypeConcentratePossession
Source Pathfinder Lost Omens Shining Kingdoms
Prerequisites Headless Haunt

Your imprisonment inside a Final Blade used to perform countless executions has instilled in you an aptitude for entering and possessing similar sharp implements of murder. You project your mind and incorporeal body into an unattended weapon of 2 Bulk or less that deals slashing damage.

While possessing a blade, you have a space of 5 feet, but you don't block or impede enemies attempting to move through your space, nor do you benefit from or provide flanking. You're trained in the use of the weapon, unless your proficiency was already better, and you can make Strike actions with the weapon as if you were wielding it.

You gain a Fly speed of 30 feet and can only take Strike and Fly actions, which don't trigger reactions. You have an AC of 18 + your level and the Hardness and Hit Points of the weapon you're possessing, which for most one-handed slashing weapons is Hardness 5 and HP 20. You can't be Disarmed, nor can your true body be directly injured except by spirit damage, which bypasses both the weapon's Hardness and Hit Points to damage you directly.

If you're reduced to 0 Hit Points or the weapon you're inhabiting is broken or destroyed, you're immediately ejected from it and Paralyzed for 1 round. Otherwise, the effect lasts for 10 minutes or until you Dismiss it.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Possession

Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can't use a possession effect. While possessing a target, a possessor's true body is unconscious (and can't wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage. A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target's active spells and abilities that affect their body. A possessor can use any of the target's abilities that are purely physical, and it can't use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target's attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack roll, and spell DC; benefits of invested items apply where relevant (the possessor's invested items apply when using its own values, and the target's invested items apply when using the target's values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn't in its own body. The possessor must use its own actions to make the possessed creature act. If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately and the possessor is stunned for 1 minute.