The Vorpal Tribble
2006-08-19, 02:34 PM
Broken
A broken is the remains of a creature horribly warped and twisted by instruments of torture. Tossed into a corner, their bodies and minds brutalized, they straddled the line between life and death. Upon this threshold most accept and even wish for death, but others, filled with a lust for a revenge against those that hurt them or those with stille wholesome bodies, allowed the unwholesome energies of undeath to claim them and give them strength. Utterly insane, filled with pain and malice, they haunt the deep dungeons, awaiting living creatures to come within to twist into likenesses of themselves.
A broken creature appears much as it did in life, though its back has been snapped and it moves about on all fours while bent over backwards. Its neck is twisted completely out of shape so that despite its posture its head faces rightside up.
-=-=-=-=-=-
Sample Broken
A hideous sort of screech runs through the dark room filled with rusted and broken equipment whoes sole purpose it is to exact misery. A woman suddenly rushes down the stone stairs while bent over backwards upon twisted fingertips...
Broken Human Fighter 1
Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+7
Attack: Slam +3 melee (1d6+2 plus 1d6 non-lethal)
Full Attack: Slam +3 melee (1d6+2 plus 1d6 non-lethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Agonizing strike, cry of agony, death grip, improved grab, marrow wring
Special Qualities: Crackdown, damage reduction 5/slashing, darkvision 60 ft., resistance to cold 10 and electricity 10, reconfigure, undead traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 10
Skills: Escape Artist +32, Jump +6, Intimidate +12
Feats: Dodge, Improved Grapple
Environment: Underground
Organization: Solitary, pair, or inquisition (4-20)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: -
Combat
A broken fighter rushes at living creatures while releasing a horrible scream of pain. It then snatches out with a bloodied hand to grab its victim and twists with the merciless force of a thumbscrew.
Agonizing Strike (Ex): A broken's natural weapons cause horrible pain that deals an extra 1d6 points of nonlethal damage to its victim.
Crackdown (Ex): A Broken can pulverize its own bones to fit through tight spaces down to half the size of its head without a reduction to speed. This grants it a +30 bonus to Escape Artist checks.
Cry of Agony (Su): A broken creature may release an inhuman shriek of such piercing agony that those within 60 feet that hear it must succeed on a Will save (DC 10), or be shaken for the duration of the encounter. Those whom make the save are immune to the broken creature's cry of agony for 24 hours. This is a sonic, mind-affecting fear affect.
Death Grip (Ex): If a Broken pins its its opponent while grappling and maintains the pin for 3 consecutive rounds, opponent must make a Fortitude save (DC 12), at the end of the third round or die as its neck and spine are twisted to the breaking point. This ability only affects living creatures with a fixed skeletal system.
Improved Grab (Ex): To use this ability, an Broken must hit with one of its natural attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Marrow Wring (Ex): A broken attacks by grabbing and twisting. Upon a critical hit a Broken snaps the bone and twists the limb. There is a 50% chance the limb is a leg and a 50% chance it is an arm. If a leg or arm is broken it is rendered useless and the victim takes the appropriate penalties. The pain caused by this attack is such that the victim must succeed on a Fortitude save (DC 12) or be nauseated for 1 round for every 4 points of damage dealt.
Once the damage dealt to break the limb is healed, the limb can be used again, though if healed naturally a DC 15 heal check must be made to set the limb straight again or the victim's land speed is reduced by 10 feet (to a minimum speed of 5 feet).
Reconfigure (Ex): A broken takes only half damage from bludgeoning, for whenever its bones are cracked it simply reforms its shape to adapt.
-=-=-=-=-=-=-
Creating a Broken Creature
"Broken" is an acquired template that can be added to any corporeal, human-shaped fey, giant, humanoid, or monsterous humanoid with an internal skeleton, hereafter referred to as the base creature. A Broken uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Attack: A Broken retains all the natural, non-supernatural attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the Broken loses this ability. A creature with natural weapons retains those natural weapons.
Full Attack: A Broken fights without weapons, using either its slam attack (see above) or its natural weapons (if it has any).
Damage: Broken have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the Broken’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A broken creature retains all the extraordinary attacks of the base creature and also gains the following attacks.
Agonizing Strike (Ex): A broken's natural weapons cause horrible pain that deals an extra 1d6 points of nonlethal damage to its victim.
Cry of Agony (Su): Once per round as a free action a broken creature may release an inhuman shriek of such piercing agony that those within 60 feet that hear it must succeed on a Will save (DC 10 + half Broken's HD + the Broken's Cha modifier), or be shaken for the duration of the encounter. Those whom make the save are immune to the broken creature's cry of agony for 24 hours. This is a sonic, mind-affecting fear affect.
Death Grip (Ex): If a Broken pins its opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + half Broken's HD + the Broken's Str modifier) at the end of the third round or die as its neck and spine are snapped and twisted. This ability only affects living creatures with a fixed skeletal system.
Improved Grab (Ex): To use this ability, an Broken must hit with one of its natural attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Marrow Wring (Ex): A broken attacks by grabbing and twisting. Upon a critical hit a Broken snaps the bone and twists the limb. There is a 50% chance the limb is a leg and a 50% chance it is an arm. If a leg or arm is broken it is rendered useless and the victim takes the appropriate penalties. The pain caused by this attack is such that the victim must succeed on a Fortitude save (DC 10 + half Broken's HD + Str mod) or be nauseated for 1 round for every 4 points of damage dealt.
Once the damage dealt to break the limb is healed the limb can be used again, though if healed naturally a DC 15 heal check must be made to set the limb straight again or the victim's land speed is reduced by 10 feet (to a minimum speed of 5 feet).
Special Qualities: A broken creature loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A broken creature gains the following special qualities.
Crackdown (Ex): A Broken can pulverize its own bones to fit through tight spaces down to half the size of its head without a reduction to speed. This grants it a +30 bonus to Escape Artist checks.
Damage Reduction (Ex): A broken gains damage reduction 5/slashing.
Resistances (Ex): A broken has resistance to cold 10 and electricity 10.
Reconfigure (Ex): A broken takes only half damage from bludgeoning, for whenever its bones are cracked it simply reforms its shape to adapt.
Abilities: Increase from the base creature as follows: Str +4, Dex +4. As an undead creature, a Broken has no Constitution score.
Skills: Broken have a +8 racial bonus on Intimidate checks. Otherwise same as the base creature.
Feats: Same as the base creature.
Environment: Underground.
Organization: Solitary, pair, or inquisition (4-20)
Challenge Rating: Same as the base creature +2.
Treasure: Standard
Alignment: Always chaotic evil.
Advancement: By character class.
Level Adjustment: -
A broken is the remains of a creature horribly warped and twisted by instruments of torture. Tossed into a corner, their bodies and minds brutalized, they straddled the line between life and death. Upon this threshold most accept and even wish for death, but others, filled with a lust for a revenge against those that hurt them or those with stille wholesome bodies, allowed the unwholesome energies of undeath to claim them and give them strength. Utterly insane, filled with pain and malice, they haunt the deep dungeons, awaiting living creatures to come within to twist into likenesses of themselves.
A broken creature appears much as it did in life, though its back has been snapped and it moves about on all fours while bent over backwards. Its neck is twisted completely out of shape so that despite its posture its head faces rightside up.
-=-=-=-=-=-
Sample Broken
A hideous sort of screech runs through the dark room filled with rusted and broken equipment whoes sole purpose it is to exact misery. A woman suddenly rushes down the stone stairs while bent over backwards upon twisted fingertips...
Broken Human Fighter 1
Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+7
Attack: Slam +3 melee (1d6+2 plus 1d6 non-lethal)
Full Attack: Slam +3 melee (1d6+2 plus 1d6 non-lethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Agonizing strike, cry of agony, death grip, improved grab, marrow wring
Special Qualities: Crackdown, damage reduction 5/slashing, darkvision 60 ft., resistance to cold 10 and electricity 10, reconfigure, undead traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 10
Skills: Escape Artist +32, Jump +6, Intimidate +12
Feats: Dodge, Improved Grapple
Environment: Underground
Organization: Solitary, pair, or inquisition (4-20)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: -
Combat
A broken fighter rushes at living creatures while releasing a horrible scream of pain. It then snatches out with a bloodied hand to grab its victim and twists with the merciless force of a thumbscrew.
Agonizing Strike (Ex): A broken's natural weapons cause horrible pain that deals an extra 1d6 points of nonlethal damage to its victim.
Crackdown (Ex): A Broken can pulverize its own bones to fit through tight spaces down to half the size of its head without a reduction to speed. This grants it a +30 bonus to Escape Artist checks.
Cry of Agony (Su): A broken creature may release an inhuman shriek of such piercing agony that those within 60 feet that hear it must succeed on a Will save (DC 10), or be shaken for the duration of the encounter. Those whom make the save are immune to the broken creature's cry of agony for 24 hours. This is a sonic, mind-affecting fear affect.
Death Grip (Ex): If a Broken pins its its opponent while grappling and maintains the pin for 3 consecutive rounds, opponent must make a Fortitude save (DC 12), at the end of the third round or die as its neck and spine are twisted to the breaking point. This ability only affects living creatures with a fixed skeletal system.
Improved Grab (Ex): To use this ability, an Broken must hit with one of its natural attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Marrow Wring (Ex): A broken attacks by grabbing and twisting. Upon a critical hit a Broken snaps the bone and twists the limb. There is a 50% chance the limb is a leg and a 50% chance it is an arm. If a leg or arm is broken it is rendered useless and the victim takes the appropriate penalties. The pain caused by this attack is such that the victim must succeed on a Fortitude save (DC 12) or be nauseated for 1 round for every 4 points of damage dealt.
Once the damage dealt to break the limb is healed, the limb can be used again, though if healed naturally a DC 15 heal check must be made to set the limb straight again or the victim's land speed is reduced by 10 feet (to a minimum speed of 5 feet).
Reconfigure (Ex): A broken takes only half damage from bludgeoning, for whenever its bones are cracked it simply reforms its shape to adapt.
-=-=-=-=-=-=-
Creating a Broken Creature
"Broken" is an acquired template that can be added to any corporeal, human-shaped fey, giant, humanoid, or monsterous humanoid with an internal skeleton, hereafter referred to as the base creature. A Broken uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Attack: A Broken retains all the natural, non-supernatural attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the Broken loses this ability. A creature with natural weapons retains those natural weapons.
Full Attack: A Broken fights without weapons, using either its slam attack (see above) or its natural weapons (if it has any).
Damage: Broken have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the Broken’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A broken creature retains all the extraordinary attacks of the base creature and also gains the following attacks.
Agonizing Strike (Ex): A broken's natural weapons cause horrible pain that deals an extra 1d6 points of nonlethal damage to its victim.
Cry of Agony (Su): Once per round as a free action a broken creature may release an inhuman shriek of such piercing agony that those within 60 feet that hear it must succeed on a Will save (DC 10 + half Broken's HD + the Broken's Cha modifier), or be shaken for the duration of the encounter. Those whom make the save are immune to the broken creature's cry of agony for 24 hours. This is a sonic, mind-affecting fear affect.
Death Grip (Ex): If a Broken pins its opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + half Broken's HD + the Broken's Str modifier) at the end of the third round or die as its neck and spine are snapped and twisted. This ability only affects living creatures with a fixed skeletal system.
Improved Grab (Ex): To use this ability, an Broken must hit with one of its natural attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Marrow Wring (Ex): A broken attacks by grabbing and twisting. Upon a critical hit a Broken snaps the bone and twists the limb. There is a 50% chance the limb is a leg and a 50% chance it is an arm. If a leg or arm is broken it is rendered useless and the victim takes the appropriate penalties. The pain caused by this attack is such that the victim must succeed on a Fortitude save (DC 10 + half Broken's HD + Str mod) or be nauseated for 1 round for every 4 points of damage dealt.
Once the damage dealt to break the limb is healed the limb can be used again, though if healed naturally a DC 15 heal check must be made to set the limb straight again or the victim's land speed is reduced by 10 feet (to a minimum speed of 5 feet).
Special Qualities: A broken creature loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A broken creature gains the following special qualities.
Crackdown (Ex): A Broken can pulverize its own bones to fit through tight spaces down to half the size of its head without a reduction to speed. This grants it a +30 bonus to Escape Artist checks.
Damage Reduction (Ex): A broken gains damage reduction 5/slashing.
Resistances (Ex): A broken has resistance to cold 10 and electricity 10.
Reconfigure (Ex): A broken takes only half damage from bludgeoning, for whenever its bones are cracked it simply reforms its shape to adapt.
Abilities: Increase from the base creature as follows: Str +4, Dex +4. As an undead creature, a Broken has no Constitution score.
Skills: Broken have a +8 racial bonus on Intimidate checks. Otherwise same as the base creature.
Feats: Same as the base creature.
Environment: Underground.
Organization: Solitary, pair, or inquisition (4-20)
Challenge Rating: Same as the base creature +2.
Treasure: Standard
Alignment: Always chaotic evil.
Advancement: By character class.
Level Adjustment: -