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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: -

InaVegt
2006-08-19, 02:39 PM
Nice, one thing though, you have called it vase creature in the start but it's base creatue afterwards, so I'll assume that was a typo.

Abd al-Azrad
2006-08-19, 02:52 PM
Mechanics first. Does its Agonizing Strike deal +1d6 or +2d6 nonlethal? You have both included, and the stat block (+1d6) generally trumps the text block.

Its Marrow Wring ability is nasty. Can the damage (and disability) be healed with regular magic? Does the condition disappear when the damage heals naturally? Or is it a permanent disability?

Given its 12 Str, why does it have a +2 melee damage bonus? And a +3 melee attack bonus? Is that just one of those times you changed its stats without adjusting its ability scores? ;)

Cry of Agony- a standard action? A free action?

Okay, I think I'm done criticizing. It's an awesome undead. Really creepy- almost Silent Hill creepy. Your description of a creature which, while it has bones, doesn't really care to retain its original skeletal integrity, really sets my skin a-crawlin'. Its fear-producing ability is almost redundant in my mind- it's already gonna scare the heck out of me as a player. And the fact that it really just wants to grab me and tear me limb from limb, that doesn't help.

My girlfriend's running a horror game. I'll send this off to her and see if she's interested in incorporating it. Going with your usual policy, I'll tell you how it massacres the party. ;)

Winged One
2006-08-19, 03:45 PM
What action does Cry of Agony take? Also, shouldn't it just have the equivalent of Regeneration(not real Regeneration, as that requires a CON score) that everything except bludeoning damage bypasses, rather than complete immunity to it?

Oh, and GAH!

The Vorpal Tribble
2006-08-19, 04:11 PM
Ok, all mentioned typos, inconsistencies and the like have been adjusted ;)


Also, shouldn't it just have the equivalent of Regeneration(not real Regeneration, as that requires a CON score) that everything except bludeoning damage bypasses, rather than complete immunity to it?
Its basically the same thing, except its bones are like a jigsaw puzzle to it. They may break, but the pieces can be forced back together.

Steward
2006-08-19, 04:19 PM
How creepy.

What would you say if I said that the fastest way to make something Broken is to give it Druid levels?



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.

Couldn't there be other optional mutilations? Like scars, exposed brains/bones, missing eyes/nose/teeth, long bloody bruises up and down its tattered flesh...

The Vorpal Tribble
2006-08-19, 04:21 PM
What would you say if I said that the fastest way to make something Broken is to give it Druid levels?
Err, I'd wonder how adding a template is faster or slower reguardless of the creature.



Couldn't there be other optional mutilations? Like scars, exposed brains/bones, missing eyes/nose/teeth, long bloody bruises up and down its tattered flesh...
Certainly.

Abd al-Azrad
2006-08-19, 04:28 PM
What would you say if I said that the fastest way to make something Broken is to give it Druid levels?


High-larious. Ba-dum-CSSH!

The Vorpal Tribble
2006-08-19, 04:34 PM
High-larious. Ba-dum-CSSH!
*feels the passing wind of something going over his head*

Fax Celestis
2006-08-19, 04:37 PM
VT, sometimes you're amazingly dense. It's okay. We still love you*.

*disclaimer: in an entirely nonphysical, nonromantic, strictly platonic sort of way.

Abd al-Azrad
2006-08-19, 04:38 PM
*feels the passing wind of something going over his head*

There's an ongoing discussion on the Gaming (d20) forum about the Druidzilla, and how Druids are the most powerful, heavily unbalanced core class in the game. Thus, the joke is a pun, based on the name of the Broken template- druids are broken, and it's easier to take a druid level than die horribly. Or more pleasant. Definately more broken.

Sorry to highjack your monster for an explanation of the joke, but I felt you'd like some form of explanation.

Oh, back on topic: why do they have piercing resistance? They don't have any bones, so it would seem their only weakness is their undead flesh, which is just as generally vulnerable to stabbing as slashing.

The Vorpal Tribble
2006-08-19, 04:43 PM
VT, sometimes you're amazingly dense.
Ungh... I guess I am, and generally I'm a master at noticing puns and hidden jokes.

I should have gotten it even without the explanation as druids being broken is about the most common discussion outside of katanas...

*sticks his head in a pig*

Fax Celestis
2006-08-19, 04:46 PM
*sticks his head in a pig*
A pig? Ew.

The Vorpal Tribble
2006-08-19, 04:50 PM
A pig? Ew.
Hitchhiker's Guide to the Galaxy quote. HA!

The Demented One
2006-08-19, 05:13 PM
*disclaimer: in an entirely nonphysical, nonromantic, strictly platonic sort of way.
I see you have improved in the way of disclaimer-fu.

Am I the only one getting a Voldo type vibe from this thing? Very neat.

The Vorpal Tribble
2006-08-19, 05:32 PM
Am I the only one getting a Voldo type vibe from this thing? Very neat.

Voldo?

Abd al-Azrad
2006-08-19, 05:33 PM
Voldo?

Can't help with this one. I missed it too.

NullAshton
2006-08-19, 05:41 PM
The scream in my mind just sounds like the fast zombie screams on halflife 2. These just seem similar to them for some reason.

Cool monster. Freaky especially as breaking people's bones isn't the quickest way to kill someone... :o

The Demented One
2006-08-19, 05:41 PM
Voldo's this weird zombie-type fighter from Soul Calibur who bends in disturbing ways.

Fax Celestis
2006-08-19, 05:52 PM
Voldo's this weird zombie-type fighter from Soul Calibur who bends in disturbing ways.
And is blind and has a muzzle.

The Demented One
2006-08-19, 06:44 PM
And is blind and has a muzzle.
And katars. Gotta love 'em.

The Glyphstone
2006-08-19, 08:01 PM
Does the Death Grip work on anything it grapples? Say, a Gelatinous Cube? :D

Might want to specify that it only works on things with a recognizable anatomy/skeletal structure, or just vulnerable to crits.

The Vorpal Tribble
2006-08-19, 08:06 PM
Does the Death Grip work on anything it grapples? Say, a Gelatinous Cube? :D

Might want to specify that it only works on things with a recognizable anatomy/skeletal structure, or just vulnerable to crits.
"at the end of the third round or die as its neck and spine are snapped and twisted. "

No spine/neck, nothing to twist to death ;)

CockroachTeaParty
2006-08-20, 05:32 PM
Awesome beastie. Some of the creepiest undead ever conceived lurk on these forums. It's so Silent Hill. Congrats.

I was considering playing Pyramid Head in an evil campaign once. A fighter with a really big meat cleaver, and a crazy lookin' helmet.

Abd al-Azrad
2006-08-20, 06:00 PM
I was considering playing Pyramid Head in an evil campaign once. A fighter with a really big meat cleaver, and a crazy lookin' helmet.

But, you see, you'd be taking Monkey Grip for flavour. And that is doubly bad.

CockroachTeaParty
2006-08-20, 06:07 PM
I'll just say that Pyramid Head is a really nasty Goliath.

The Glyphstone
2006-08-20, 07:17 PM
"at the end of the third round or die as its neck and spine are snapped and twisted. "

No spine/neck, nothing to twist to death ;)

Saw that...but other similar abilities have the disclaimers. Might want to at least specify that it can only affect things with a spine/fixed anatomy, and probably make it a death effect. Otherwise, you get the fantastically wierd possibility of one Broken using Death Grip to kill another Broken, despite the fact that they're already like that...

Winged One
2006-08-20, 07:21 PM
Saw that...but other similar abilities have the disclaimers. Might want to at least specify that it can only affect things with a spine/fixed anatomy, and probably make it a death effect. Otherwise, you get the fantastically wierd possibility of one Broken using Death Grip to kill another Broken, despite the fact that they're already like that...

Which would just be broken. ;D

The Glyphstone
2006-08-20, 07:22 PM
Especially if one's a Druid, and one's a Cleric. :D

Hyrael
2006-08-20, 10:56 PM
The scream in my mind just sounds like the fast zombie screams on halflife 2. These just seem similar to them for some reason.

Cool monster. Freaky especially as breaking people's bones isn't the quickest way to kill someone... :o
come to that, someone needs to make d20 stats for those things. Tiny Aberrations, 1 hd, three versions, adds a "headcrab zombie" template to the victim. the standard ones can use standard zombie, and the poison(fort DC 16, 1d6 con/1d6 con) and fast ones (speed 50 ft, massive bonuses on climb and jump) would have to be made from cratch.

this is a friggin creepy monster. great concept. reminds me of many things, none of wich i can put my finger on. not that I want to. I'm so going to use it if ever I get the chance.

The_Cowinator
2006-08-20, 11:37 PM
*shudders*

This is the kind of thing that keeps me up all night. Can't wait to throw a few at my players. Their gonna hate me after all the wizards in the party die :D.

The Vorpal Tribble
2006-08-21, 01:15 AM
Saw that...but other similar abilities have the disclaimers. Might want to at least specify that it can only affect things with a spine/fixed anatomy, and probably make it a death effect. Otherwise, you get the fantastically wierd possibility of one Broken using Death Grip to kill another Broken, despite the fact that they're already like that...

Disclaimages written in ;)


I'm so going to use it if ever I get the chance.

Can't wait to throw a few at my players. Their gonna hate me after all the wizards in the party die :D.
Be sure to let me know how it goes.

The_Cowinator
2006-08-24, 12:36 AM
Be sure to let me know how it goes.

Perfect.
Round One: Cleric attempts to turn. Fails. Fighters rush it, one gets knocked unconcious by non-lethal damage. Other one misses. Both fighters are using maces (suckers). Wizard casts Magic Missile.
Round Two: Cleric engages it. A second Broken walks into the room, and they both hit and drop the Fighter and the Cleric unconcious. Wizard attacks with staff, hits but does no damage.
Round 3: Both Broken attack the Wizard. Wizards is killed by Critical hit.
Subsequent Rounds: Broken break the necks of the remaining party members. Slaughterfest.

The Vorpal Tribble
2006-08-24, 09:31 AM
Ouch. All using bludgeoning weapons?

What was the base creatures you used?

Abd al-Azrad
2006-08-24, 11:48 AM
Round One: Cleric attempts to turn. Fails. Fighters rush it, one gets knocked unconcious by non-lethal damage. Other one misses. Both fighters are using maces (suckers). Wizard casts Magic Missile.
Round Two: Cleric engages it. A second Broken walks into the room, and they both hit and drop the Fighter and the Cleric unconcious. Wizard attacks with staff, hits but does no damage.
Round 3: Both Broken attack the Wizard. Wizards is killed by Critical hit.
Subsequent Rounds: Broken break the necks of the remaining party members. Slaughterfest.

Owch. Why did you initiate a TPK? On your first level party?

The Vorpal Tribble
2006-10-31, 10:31 AM
Halloween bump!

fangthane
2006-11-01, 04:57 PM
Feh. If I made a critter called a Broken, it'd have abilities like Burn and Pinion. I note that you did manage to work the Fragile into things though, so props on that. ;)

Loved the HH ref though...

<begins singing a flattened fifth out of tune>
Share and enjoy
Share and enjoy...

The Vorpal Tribble
2006-11-01, 05:12 PM
Feh. If I made a critter called a Broken, it'd have abilities like Burn and Pinion. I note that you did manage to work the Fragile into things though, so props on that. ;)

Loved the HH ref though...

<begins singing a flattened fifth out of tune>
Share and enjoy
Share and enjoy...
HH reference? Was referencing a song by Sting :smalltongue:

Captain van der Decken
2006-11-01, 05:19 PM
Disturbing. Epecially Crackdown and Reconfigure.

fangthane
2006-11-01, 05:36 PM
HH reference? Was referencing a song by Sting :smalltongue:
Suuuuure you were... Stick your head in a pig as we walk through fields of gold, right? :)

Just bring it to us, we won't give a fig,
We'll tell you to go stick your head in a pig! :)

Tetujin
2007-03-23, 11:40 PM
Instead of it's squeezing ability why not give it ooze traits (which include slipping through cracks)? One less unique ability is always good.

Matthew
2007-04-15, 04:25 PM
Pretty cool template. Maybe a bit strong on Abilities, but good nonetheless.

The Vorpal Tribble
2007-04-15, 04:44 PM
Instead of it's squeezing ability why not give it ooze traits (which include slipping through cracks)? One less unique ability is always good.
Last time I looked that was not an ooze trait. Gelatinous cubes have to hold their cube shape for example.

Khoran
2007-04-15, 05:54 PM
Great template! Reconfigure seems really powerful though and in my opinion should be toned down a little, perhaps it should be turned down from immunity to a 50-75% reduction?

Also, a silly question, but I think the Common Sence area of my brain is off. A spellcaster turned into a Broken retains all spell casting (Except if he's a Paladin.), correct?

Magnor Criol
2007-04-15, 06:46 PM
In the example creature block you explain that Agonizing Shriek gives +2d6 nonlethal damage bonus, while in the template explanation and the stat block for the example you list it as +a 1d6 bonus. You didn't fix all the inconsistencies. =p

This is an amazingly creepy template. Nice throwback to exorcist with their walking stance. Ve-e-e-ery unsettling, both in its description and its attacks.

Gwyn chan 'r Gwyll
2007-04-15, 08:57 PM
So... many.. broken jokes... my head ... is going to ... BREAK!!!


(i try)

Closet_Skeleton
2007-04-16, 11:12 AM
Mu hu hu ha...

Multiple templates is fun

Half-Iron Golem broken Blackguard
Barbarian 6/Rogue 1/Blackguard 2
Medium Undead
Hit Dice: 9d12+9 (72 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 27 (+1 dex +11 natural, +5 armour), touch 11, flat-footed 27
Base Attack/Grapple: +8/+19
Attack: Slam +19 melee (1d6+17 plus 1d6 non-lethal) or +1 humanbane unholy spiked chain +20 (+22 vs humans) melee (2d4+18 +2d6 vs good +2d6+2 vs humans)
Full Attack: Slam +19 melee (1d6+17 plus 1d6 non-lethal) or +1 humanbane unholy spiked chain +20/+15 (+22/+17 vs humans) melee (2d4+18 +2d6 vs good +2d6+2 vs humans)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 2/day, Sneak Attack +1d6, Smite Good 1/day, Breath Weapon, Agonizing strike, cry of agony, death grip, improved grab, marrow wring
Special Qualities: Aura of Evil, Dark Blessing, Improved Uncanny Dodge, Trap Sense +2, Rust Vulnerability, Crackdown, damage reduction 15/adamantine, damage reduction 5/slashing, darkvision 60 ft., resistance to cold 10 and electricity 10, reconfigure, undead traits,
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 32, Dex 12, Con -, Int 2, Wis 14, Cha 8
Skills: Escape Artist +31, Hide +8, Intimidate +18, Knowledge (Religion) -1, Survival +12
Feats: Cleave, Exotic Weapon Proficiency (Spiked Chain), Improved Sunder, Improved Toughness, Power Attack
Environment: Underground
Organization: Solitary, pair, or inquisition (4-20)
Challenge Rating: 14
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: -
This depraved amalgum of steel and bone shuffles towards you, draggin its chains. On close inspection you notice scraps of once fearsome black armour. You shudder as you realise this 'thing' was once human.

Half-Iron Golem broken Blackguards are the disposed corpses of failed champions of evil. After failing their dark masters they were given to depraved sorcerer-scientists who performed cruel experiments on them and then threw them away. After spontaneously animating due to their evil wills their demonic lords saw fit to use them as shock troops against the most resolute and fearless champions of good.

Combat
A broken Blackguard 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.

Breath Weapon (Su): 10-foot cone, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 14 negates. The save DC is Constitution-based.

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 13), 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 25), 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.

Immunity to Magic (Ex): An half-iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an half-iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.


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 25) 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).

Rage: A broken can fly into a rage twice per day. While raging a broken temporarily gains a +4 bonus to Strength, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. While raging, a broken cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function A fit of rage lasts for rounds. A barbarian may prematurely end his rage.

Reconfigure (Ex): A broken is immune to bludgeoning, for whenever its bones are cracked it simply reforms its shape to adapt.

Rust Vulnerability: As a half-golem, the broken is vulnerable to rust attacks such as the rusting grasp spell.

Smite Good: Once per day, a broken may attempt to smite good with one normal melee attack, dealing an additional 2 points of damage. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day

Sneak Attack: A broken deals an extra 1d6 points of damage against flat-footed or flanking opponents.

The_Cowinator
2007-04-16, 07:58 PM
Thats just mean...At least it's not a Druid/Blackguard

Eleven
2007-04-16, 08:19 PM
creepy. i'm liking it. What do you see happening if a creature was 'broken' using magical means. would that justify a new template?