Admiral Squish
2012-05-09, 01:15 AM
http://th04.deviantart.net/fs70/PRE/f/2012/050/6/4/the_rabid_by_shivira-d4q94ck.jpg
While many animals have been bred and magically enhanced to become larger and more fearsome than their normal counterparts, the process unintentionally enhanced some microscopic organisms. In most cases, this did nothing, but in some, this led to creating more fearsome viruses and bacteria, some of which still infect creatures to this day. The most well-known of these 'dire diseases' is rabies, which reduces it's victims to furious, animalistic savages.
{table=head]Disease|Infection|DC|Incubation|Damage
Dire Rabies|Injury|20|1 week|1d4 Wis*[/table]
Whenever a creature with dire rabies takes wisdom damage, if their intelligence score is greater than their wisdom score, they take 1d4 points of intelligence damage as well. A creature that contracts dire rabies that reaches 0 wisdom from the ability damage dies. Fortitude saves cannot allow a creature to recover from dire rabies, though successful saves prevent damage as normal. Dire rabies is exceptionally resistant to attempts to cure it. Remove disease spells are only effective during the incubation period. Once the disease begins to take hold, only a wish or miracle spell can save the victim. The victim will become more irritable and angry during the incubation period until the disease properly takes hold. Once the victim takes at least one point of wisdom damage from dire rabies, they gain the rabid template.
Sample Rabid Creature
Rabid Wolf
{TABLE]Size/Type:|Medium Animal
Hit Dice:|2d8+8 (16 hp)
Initiative:|+2
Speed:|30 ft (6 squares)
Armor Class:|12 (+2 dex, +2 Natural, -2 Rabies), touch 10, flat-footed 10
Base Attack/Grapple:|+1/+4
Attack:|Bite +4 melee (1d6+3 plus 1d6 acid)
Full Attack:|Bite +4 melee (1d6+3 plus 1d6 acid)
Space/Reach:|5ft/5ft
Special Attacks:|Trip, Savage Strikes, Corrosive Foam
Special Qualities:|low-light vision, Scent, Fury
Saves:|Fort +7, Ref +5, Will +5
Abilities:| Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Skills:|Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats:|Track (B), Weapon Focus (bite)
Environment:|Temperate Forests
Organization:|Solitary, pair, or pack (7-16)
Challenge Rating:|2
Advancement:|3 HD (Medium); 4-6 HD (Large)
Level Adjustment:|
[/TABLE]
A rabid wolf is a furious combatant who rushes into battle, biting madly with almost no thought for it's own safety.
Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Savage Strikes (Ex)
A rabid creature takes a penalty equal to 1/2 their Base Attack Bonus on all attack rolls, but gains a bonus to all melee damage rolls equal to this penalty. These bonuses and penalties stack with those imposed by using the power attack feet.
Corrosive Foam
A rabid creature's bite attack deals 1d6 points of acid damage. A creature that takes damage from either the bite attack or the acid damage risks contracting dire rabies.
Fury
A rabid creature's mind is consumed by a mad rage. A rabid creature is immune to charm and compulsion effects, and gains a +4 bonus to will saves. They 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 they 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. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats.
Skills
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Creating a Rabid Creature
'Rabid' is an aquired template than can be applied to any living, corporeal creature (referred to hereafter as the base creature).
A rabid creature uses all the base creature's statistics and special abilities except as noted here.
Size and Type The creature's type and size are unchanged.
Speed A rabid creature increases their base land speed and all other movement speeds by 10 feet.
Armor Class A rabid creature takes a -2 penalty to armor class as they become increasingly bloodthirsty.
Attack A rabid creature gains a bite attack if they do not already possess one. This bite attack deals 1d4 points of damage for a medium creature. The creature's bite attack automatically becomes their primary attack.
Special Attacks A rabid creature retains all special attacks of the base creature and also gains the following special abilities.
Savage Strikes: A rabid creature takes a penalty equal to 1/2 their Base Attack Bonus on all attack rolls, but gains a bonus to all melee damage rolls equal to this penalty. These bonuses and penalties stack with those imposed by using the power attack feet.
Corrosive Foam: A rabid creature's bite attack deals 1d6 points of acid damage. A creature that takes damage from either the bite attack or the acid damage risks contracting dire rabies.
Special Qualities A rabid creature has all the special qualities of the base creature, plus the following special qualities.
Fury: A rabid creature's mind is consumed by a mad rage. A rabid creature is immune to charm and compulsion effects, and gains a +4 bonus to will saves. They 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 they 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. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats.
Abilities A rabid creature's abilities increase from the base creature as follows: +4 strength, +4 constitution.
Environment Rabid creatures can be found in any environment.
Challenge Rating As base creature +1
Alignment Always Evil (any)
While many animals have been bred and magically enhanced to become larger and more fearsome than their normal counterparts, the process unintentionally enhanced some microscopic organisms. In most cases, this did nothing, but in some, this led to creating more fearsome viruses and bacteria, some of which still infect creatures to this day. The most well-known of these 'dire diseases' is rabies, which reduces it's victims to furious, animalistic savages.
{table=head]Disease|Infection|DC|Incubation|Damage
Dire Rabies|Injury|20|1 week|1d4 Wis*[/table]
Whenever a creature with dire rabies takes wisdom damage, if their intelligence score is greater than their wisdom score, they take 1d4 points of intelligence damage as well. A creature that contracts dire rabies that reaches 0 wisdom from the ability damage dies. Fortitude saves cannot allow a creature to recover from dire rabies, though successful saves prevent damage as normal. Dire rabies is exceptionally resistant to attempts to cure it. Remove disease spells are only effective during the incubation period. Once the disease begins to take hold, only a wish or miracle spell can save the victim. The victim will become more irritable and angry during the incubation period until the disease properly takes hold. Once the victim takes at least one point of wisdom damage from dire rabies, they gain the rabid template.
Sample Rabid Creature
Rabid Wolf
{TABLE]Size/Type:|Medium Animal
Hit Dice:|2d8+8 (16 hp)
Initiative:|+2
Speed:|30 ft (6 squares)
Armor Class:|12 (+2 dex, +2 Natural, -2 Rabies), touch 10, flat-footed 10
Base Attack/Grapple:|+1/+4
Attack:|Bite +4 melee (1d6+3 plus 1d6 acid)
Full Attack:|Bite +4 melee (1d6+3 plus 1d6 acid)
Space/Reach:|5ft/5ft
Special Attacks:|Trip, Savage Strikes, Corrosive Foam
Special Qualities:|low-light vision, Scent, Fury
Saves:|Fort +7, Ref +5, Will +5
Abilities:| Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Skills:|Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats:|Track (B), Weapon Focus (bite)
Environment:|Temperate Forests
Organization:|Solitary, pair, or pack (7-16)
Challenge Rating:|2
Advancement:|3 HD (Medium); 4-6 HD (Large)
Level Adjustment:|
[/TABLE]
A rabid wolf is a furious combatant who rushes into battle, biting madly with almost no thought for it's own safety.
Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Savage Strikes (Ex)
A rabid creature takes a penalty equal to 1/2 their Base Attack Bonus on all attack rolls, but gains a bonus to all melee damage rolls equal to this penalty. These bonuses and penalties stack with those imposed by using the power attack feet.
Corrosive Foam
A rabid creature's bite attack deals 1d6 points of acid damage. A creature that takes damage from either the bite attack or the acid damage risks contracting dire rabies.
Fury
A rabid creature's mind is consumed by a mad rage. A rabid creature is immune to charm and compulsion effects, and gains a +4 bonus to will saves. They 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 they 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. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats.
Skills
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Creating a Rabid Creature
'Rabid' is an aquired template than can be applied to any living, corporeal creature (referred to hereafter as the base creature).
A rabid creature uses all the base creature's statistics and special abilities except as noted here.
Size and Type The creature's type and size are unchanged.
Speed A rabid creature increases their base land speed and all other movement speeds by 10 feet.
Armor Class A rabid creature takes a -2 penalty to armor class as they become increasingly bloodthirsty.
Attack A rabid creature gains a bite attack if they do not already possess one. This bite attack deals 1d4 points of damage for a medium creature. The creature's bite attack automatically becomes their primary attack.
Special Attacks A rabid creature retains all special attacks of the base creature and also gains the following special abilities.
Savage Strikes: A rabid creature takes a penalty equal to 1/2 their Base Attack Bonus on all attack rolls, but gains a bonus to all melee damage rolls equal to this penalty. These bonuses and penalties stack with those imposed by using the power attack feet.
Corrosive Foam: A rabid creature's bite attack deals 1d6 points of acid damage. A creature that takes damage from either the bite attack or the acid damage risks contracting dire rabies.
Special Qualities A rabid creature has all the special qualities of the base creature, plus the following special qualities.
Fury: A rabid creature's mind is consumed by a mad rage. A rabid creature is immune to charm and compulsion effects, and gains a +4 bonus to will saves. They 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 they 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. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats.
Abilities A rabid creature's abilities increase from the base creature as follows: +4 strength, +4 constitution.
Environment Rabid creatures can be found in any environment.
Challenge Rating As base creature +1
Alignment Always Evil (any)