qwertyu63
2013-11-09, 09:48 AM
The Dungeon Soul:
Dungeon Souls are individuals who carry a great power, total control over a small part of the multiverse. This is known as their Dungeon.
"Dungeon Soul" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A dungeon soul uses all the base creature’s statistics and special abilities except as noted here.
Special Qualities:
A dungeon soul retains all the special qualities of the base creature and gains those described below.
Dungeon (Su):
A Dungeon Soul has control over a small plane, known as his Dungeon. This plane contains 37 25'x25' rooms. While within their Dungeon, the dungeon soul can see any part of the dungeon from any part of the dungeon. The dungeon soul is completely immune to harm while in their dungeon (They can not take damage, suffer any negative conditions, die, or be harmed in any other way).
Gate (Su):
A Dungeon Soul can, thrice per day, open a path into his Dungeon known as his Gate. This takes a full-round action (which provokes attacks of opportunity), during which time the dungeon soul must hold his hand on the wall he is opening the entrance in. Once this time is up, the wall morphs to create a passage leading to the bottom-right most room in the dungeon. If the dungeon soul is inside his dungeon when his gate isn't open, he can open the Gate by pressing his hand into the wall of the bottom-right most room. This is done as normal, but the passage opens into a place of the dungeon souls choice with which the dungeon soul is very familiar (a place where they have been very often and where they feel at home).
This Gate, once created, remains for one year or until closed by the dungeon soul (which he can do as a free action from anywhere, he need not even be on the same plane as his gate). A dungeon soul may only have 1 Gate at a time. While a Gate is open, the Dungeon is treated as being on the same plane where the Gate was opened for all purposes (This has no effect on the dungeon souls's abilities within).
Hand of Fate (Su):
Within their Dungeon, the Dungeon Soul has control over fate. They can force any die rolled within their dungeon to be its maximum, minimum, or mean (round down) value (i.e. on a d20, he can force a 1, a 20 or a 10). Using this ability does not take an action.
Ageless (Ex):
A dungeon soul ceases to age upon becoming a dungeon soul. They do not suffer aging penalties to Con, Str and Dex. They do not gain aging bonuses to Int, Wis or Cha. Any aging penalties/bonuses already in effect when this is applied remain. They do not die of old age.
Rebirth (Ex):
A dungeon soul will, if reduced to 0 or fewer hit points, instantly teleport to the final boss room in his Dungeon and be restored to 1 hit point. He will have to rest for one week for every hit point this ability restored to him, during which time he cannot leave his dungeon. This power does not trigger if the dungeon master is reduced from positive HP to -10 HP in one hit, which results in death as usual.
Skim Knowledge (Ex):
A Dungeon Soul gains XP as others explore their dungeon. For every room that intruders overcome, the dungeon soul gains 10 xp. Empty rooms do not count. To gain this benefit, the dungeon soul must be watching the intruders somehow.
Challenge Rating:
Same as the base creature +1
Level Adjustment:
Same as the base creature +4
Dungeon Setup:
The dungeon soul can, as a free action, assign a room type to a room in the dungeon (empty is a valid choice, as is the type it already is to reset the room). He can do this to any room from anywhere in the dungeon, so long as no one is in the room (the dungeon soul can be in the room they are changing, just no one else).
As a standard action, the dungeon soul can empower or disempower a room in the dungeon. They can only do this if they are in the room being empowered. It must always be possible to reach the back row (excluding the question marks row) without passing through an empowered room, and only 5 rooms can be empowered.
The entry room (the bottom-right most room) may not have any room type set.
The dungeon soul is always aware of what type each room has, along with which rooms are empowered.
The question marks along the left and top are possible locations of the Final Boss room. The dungeon soul can change which of the 12 is the location of the boss room (the location it already is at is a valid choice to reset the room). The other 11 potential rooms don't exist.
Dungeon Play:
When a room of the dungeon is entered, its effects begin as described in that rooms entry. The doors forward (i.e. the doors left and up) close and can't be opened until the room is passed. (If the room is automatically passed, the doors don't close.) If the room is failed, the doors forward seals, and can't be opened until the room is changed or reset by the dungeon soul.
An individual within the dungeon can be counted as an intruder or not at the whim of the dungeon soul (he can change a given visitor's status at any time, which does not take an action). If someone is not an intruder, they may choose not to activate the room.
Map layout:
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Room types:
Black: Fear Trick
When this room is entered, it fills up with a dark smoke that messes with the heads of the victims. Each victim must make a DC 14 Will save. Any that fail the save are shaken for the next 10 minutes (-2 penalty on attack rolls, saving throws, skill checks, and ability checks).
If the room is empowered, the victims must each make 2 saves. If they fail either, they are shaken for the next 10 minutes. If they fail both, they are frightened for 10 minutes instead. This room is automatically passed.
Red: Rage Minion
When this room is entered, a single minion will appear. This minion is a crimson humanoid form with thick armor and a ruby blade. This minion will attack the intruder(s). It's stats are as follows:
Medium True Neutral Construct
Init: +0, 15 HP, AC 14 (T: 10, FF: 14);
Spd: 30 ft., Fort +3, Ref +0, Will +0;
BAB: +2, Atk: +4 longsword (1d8+2);
Sense Motive +4;
Power Attack;
Str 14, Dex 10, Con -, Int -, Wis 10, Cha 10.
Strategy: Attack directly, using Power Attack. Will flank if empowered.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. If the room is empowered, two minions appear instead. When a minion goes below 0 HP, it dies and it and its objects vanish. If the intruder(s) flee the room before killing the minion(s), the room is failed. The room is passed if the minion(s) are killed.
Orange: Grace Minion
When this room is entered, a single minion will appear. This minion is a orange humanoid form with thin armor and a amber blade. This minion will attack the intruder(s). It's stats are as follows:
Medium True Neutral Construct
Init: +2, 12 HP, AC 14 (T: 12, FF: 12);
Spd: 30 ft., Fort +0, Ref +4, Will +0;
BAB: +1, Atk: +1 shortsword (1d6);
Sense Motive +4, Bluff +4;
Improved Feint (bonus);
Str 10, Dex 14, Con -, Int -, Wis 10, Cha 10;
Sneak attack +2d6 (rogue level 3).
Strategy: Attack directly, feinting for sneak attack. Will flank if empowered.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. If the room is empowered, two minions appear instead. When a minion goes below 0 HP, it dies and it and its objects vanish. If the intruder(s) flee the room before killing the minion(s), the room is failed. The room is passed if the minion(s) are killed.
Yellow: Treasure Chest
When this room is entered, a lone treasure chest will appear. When opened, the chest contains 6d6 silver pieces and one of the following items at random (hand of fate may not be used to control this):
1: Shortsword
2: Shortbow and 20 arrows
3: Dagger
4: Small wood shield
5: Leather armor
6: Hide armor
7: Alchemist's fire
8: Healing oil (heals 1d8, full-round action to use)
9: 4 days rations
10: Crowbar
If the room is empowered, the silver is doubled and there are 2 random items. This room is automatically passed.
Green: Arrow Trap
When this room is entered, a thin near invisible wire appears running across the floor. This wire is the trigger for an arrow trap. If triggered (by stepping on the wire), the victim that triggered the trap is shot by 2 arrows (Atk +10 ranged [1d6/×3]). The Search/Disable Device DC to find/remove the trap is 20. If the room is empowered, the number of arrows is increased from 2 to 4. This room is automatically passed.
Blue: Puzzle Trick
When this room is entered, a tile puzzle appears in the floor. This puzzle is key to passing the room. A DC 15 Intelligence check will solve the puzzle. This check can be retried once, but a second failure causes failure of the room. If the room is empowered, the room fails on the first failed roll. The room is passed if the check is passed before the room fails.
Purple: Precognition Minion
When this room is entered, a single minion will appear. This minion is a dark humanoid form with flowing robes of purple and a amethyst dagger. This minion will attack the intruder(s). Its stats are as follows:
Medium True Neutral Construct
Init: +0, 10 HP, AC 10 (T: 10, FF: 10);
Spd: 30 ft., Fort +0, Ref +0, Will +4;
BAB: +0, Atk: +0 dagger (1d4);
Concentration +4, Sense Motive +4, Spellcraft +4;
No feat;
Str 10, Dex 10, Con -, Int -, Wis 10, Cha 12;
3/day Burning Hands, CL 5, casting stat Cha (Sp).
1/day Dispel Magic (Counterspell only, cast as immediate action), CL 5, casting stat Cha (Sp).
Strategy: Use up Burning Hands before closing to melee, using the Dispel when useful.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. If the room is empowered, two minions appear instead. When a minion goes below 0 HP, it dies and it and its objects vanish. If the intruder(s) flee the room before killing the minion(s), the room is failed. The room is passed if the minion(s) are killed.
White: Treasure Trap
When this room is entered, a lone treasure chest will appear. When opened, the chest contains a Fire Trap which blasts the victim who opened the chest (1d4+9 fire dmg, Reflex DC 18 half). There is nothing else in the chest. The Search/Disable Device DC to find/remove the trap is 29. If the room is empowered, there is a second Fire Trap (each has its own saving throw) in the chest. This room is automatically passed.
Grey: Strength Trick
When this room is entered, a stone block and a large button appears on the floor. A DC 15 Strength check will move the block onto the button. This check can be retried once, but a second failure causes failure of the room. If the room is empowered, the room fails on the first failed roll. The room is passed if the check is passed before the room fails.
Brown: Utility Room
When this room is entered, a bed, box on a table, a chair and a small wardrobe appear. In the box is one days food (including bread, cheese, dried meat, raisins and chocolate) and enough water for 1 day. The wardrobe contains basic simple clothes. Empowering this room has no effect. This room is automatically passed.
Pink: Bell Trap
When this room is entered, a thin near invisible wire appears running across the floor. This wire is the trigger for an bell trap. If triggered (by stepping on the wire), the bell emits a shrill tone throughout the entire dungeon. The initiative of every minion in the dungeon increases by +3 for one hour, stacking with any other triggered bell trap/social trick. The Search/Disable Device DC to find/remove the trap is 20. If the room is empowered, there are two tones, and initiative bonus increases from +3 to +6. This room is automatically passed.
Beige: Social Trick
When this room is entered, a chair appears with a thin beige humanoid figure seated in it. A short time after they see the intruder(s), the figure will raise the alarm and then vanish. The raised alarm increases the initiative of every minion in the dungeon by +2 for one hour, stacking with any other triggered bell trap/social trick. A DC 15 Diplomacy check will convince them not to raise the alarm. An Bluff check can do the same. The grey figure has a total +6 Sense Motive modifier. After a successful check, the figure vanishes. A failed check results in them raising the alarm and vanishing instantly. If the room is empowered, there are two figures each in their own chair, and the two must be handled separately. This room is automatically passed.
Rainbow: Final Boss Room (This room type can not be chosen for normal rooms.)
When this room is entered, three minions will appear, along with a lone treasure chest. One of the minions (the Boss) is a towering dark grey humanoid form with thick armor and a smoky crystal blade. The other two (the lackeys) are light grey humanoid forms with flowing robes of grey and a clear crystal dagger. These minions will attack the intruder(s). Their stats are as follows:
Boss:
Medium True Neutral Construct
Init: +5, 25 HP, AC 15 (T: 11, FF: 14);
Spd: 30 ft., Fort +4, Ref +2, Will +1;
BAB: +5, Atk: +8 longsword (1d8+3);
Sense Motive +4;
Power Attack, Improved Initiative;
Str 16, Dex 12, Con -, Int -, Wis 10, Cha 10.
Strategy: Attack directly, using Power Attack. Flank with the lackeys.
Lackey:
Medium True Neutral Construct
Init: +0, 10 HP, AC 10 (T: 10, FF: 10);
Spd: 30 ft., Fort +0, Ref +0, Will +4;
BAB: +0, Atk: +0 dagger (1d4);
Concentration +4, Sense Motive +5, Spellcraft +4;
No feat;
Str 10, Dex 10, Con -, Int -, Wis 12, Cha 10;
2/day Cure Light Wounds, CL 2 (Sp).
Strategy: Use up Cure Light Wounds on the Boss. Assist the Boss in flanking.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. When a minion goes below 0 HP, it dies and it and its objects vanish.
The chest is locked (Open Lock DC 20, break DC 20), and contains the following:
-12d6 gold pieces
-Two of the following items picked at random (hand of fate may not be used to control this):
--1: Shortsword
--2: Shortbow and 20 arrows
--3: Dagger
--4: Small wood shield
--5: Leather armor
--6: Hide armor
--7: Alchemist's fire
--8: Healing oil (heals 1d8, full-round action to use)
--9: 4 days rations
--10: Crowbar
-Arcane Lens (Detect Magic 1/day, CL 3, takes up the eyes slot, value 600 gp)
This room has no passing or failing.
Becoming a Dungeon Soul:
Becoming a Dungeon Soul requires a simple ritual. This ritual requires you to expend 2,500 gp, 100 xp, and 2 hours. After the ritual is complete, the effects of the template are applied instantly.
Dungeon Souls are individuals who carry a great power, total control over a small part of the multiverse. This is known as their Dungeon.
"Dungeon Soul" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A dungeon soul uses all the base creature’s statistics and special abilities except as noted here.
Special Qualities:
A dungeon soul retains all the special qualities of the base creature and gains those described below.
Dungeon (Su):
A Dungeon Soul has control over a small plane, known as his Dungeon. This plane contains 37 25'x25' rooms. While within their Dungeon, the dungeon soul can see any part of the dungeon from any part of the dungeon. The dungeon soul is completely immune to harm while in their dungeon (They can not take damage, suffer any negative conditions, die, or be harmed in any other way).
Gate (Su):
A Dungeon Soul can, thrice per day, open a path into his Dungeon known as his Gate. This takes a full-round action (which provokes attacks of opportunity), during which time the dungeon soul must hold his hand on the wall he is opening the entrance in. Once this time is up, the wall morphs to create a passage leading to the bottom-right most room in the dungeon. If the dungeon soul is inside his dungeon when his gate isn't open, he can open the Gate by pressing his hand into the wall of the bottom-right most room. This is done as normal, but the passage opens into a place of the dungeon souls choice with which the dungeon soul is very familiar (a place where they have been very often and where they feel at home).
This Gate, once created, remains for one year or until closed by the dungeon soul (which he can do as a free action from anywhere, he need not even be on the same plane as his gate). A dungeon soul may only have 1 Gate at a time. While a Gate is open, the Dungeon is treated as being on the same plane where the Gate was opened for all purposes (This has no effect on the dungeon souls's abilities within).
Hand of Fate (Su):
Within their Dungeon, the Dungeon Soul has control over fate. They can force any die rolled within their dungeon to be its maximum, minimum, or mean (round down) value (i.e. on a d20, he can force a 1, a 20 or a 10). Using this ability does not take an action.
Ageless (Ex):
A dungeon soul ceases to age upon becoming a dungeon soul. They do not suffer aging penalties to Con, Str and Dex. They do not gain aging bonuses to Int, Wis or Cha. Any aging penalties/bonuses already in effect when this is applied remain. They do not die of old age.
Rebirth (Ex):
A dungeon soul will, if reduced to 0 or fewer hit points, instantly teleport to the final boss room in his Dungeon and be restored to 1 hit point. He will have to rest for one week for every hit point this ability restored to him, during which time he cannot leave his dungeon. This power does not trigger if the dungeon master is reduced from positive HP to -10 HP in one hit, which results in death as usual.
Skim Knowledge (Ex):
A Dungeon Soul gains XP as others explore their dungeon. For every room that intruders overcome, the dungeon soul gains 10 xp. Empty rooms do not count. To gain this benefit, the dungeon soul must be watching the intruders somehow.
Challenge Rating:
Same as the base creature +1
Level Adjustment:
Same as the base creature +4
Dungeon Setup:
The dungeon soul can, as a free action, assign a room type to a room in the dungeon (empty is a valid choice, as is the type it already is to reset the room). He can do this to any room from anywhere in the dungeon, so long as no one is in the room (the dungeon soul can be in the room they are changing, just no one else).
As a standard action, the dungeon soul can empower or disempower a room in the dungeon. They can only do this if they are in the room being empowered. It must always be possible to reach the back row (excluding the question marks row) without passing through an empowered room, and only 5 rooms can be empowered.
The entry room (the bottom-right most room) may not have any room type set.
The dungeon soul is always aware of what type each room has, along with which rooms are empowered.
The question marks along the left and top are possible locations of the Final Boss room. The dungeon soul can change which of the 12 is the location of the boss room (the location it already is at is a valid choice to reset the room). The other 11 potential rooms don't exist.
Dungeon Play:
When a room of the dungeon is entered, its effects begin as described in that rooms entry. The doors forward (i.e. the doors left and up) close and can't be opened until the room is passed. (If the room is automatically passed, the doors don't close.) If the room is failed, the doors forward seals, and can't be opened until the room is changed or reset by the dungeon soul.
An individual within the dungeon can be counted as an intruder or not at the whim of the dungeon soul (he can change a given visitor's status at any time, which does not take an action). If someone is not an intruder, they may choose not to activate the room.
Map layout:
.??????
?OOOOOO
?OOOOOO
?OOOOOO
?OOOOOO
?OOOOOO
?OOOOOX
Room types:
Black: Fear Trick
When this room is entered, it fills up with a dark smoke that messes with the heads of the victims. Each victim must make a DC 14 Will save. Any that fail the save are shaken for the next 10 minutes (-2 penalty on attack rolls, saving throws, skill checks, and ability checks).
If the room is empowered, the victims must each make 2 saves. If they fail either, they are shaken for the next 10 minutes. If they fail both, they are frightened for 10 minutes instead. This room is automatically passed.
Red: Rage Minion
When this room is entered, a single minion will appear. This minion is a crimson humanoid form with thick armor and a ruby blade. This minion will attack the intruder(s). It's stats are as follows:
Medium True Neutral Construct
Init: +0, 15 HP, AC 14 (T: 10, FF: 14);
Spd: 30 ft., Fort +3, Ref +0, Will +0;
BAB: +2, Atk: +4 longsword (1d8+2);
Sense Motive +4;
Power Attack;
Str 14, Dex 10, Con -, Int -, Wis 10, Cha 10.
Strategy: Attack directly, using Power Attack. Will flank if empowered.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. If the room is empowered, two minions appear instead. When a minion goes below 0 HP, it dies and it and its objects vanish. If the intruder(s) flee the room before killing the minion(s), the room is failed. The room is passed if the minion(s) are killed.
Orange: Grace Minion
When this room is entered, a single minion will appear. This minion is a orange humanoid form with thin armor and a amber blade. This minion will attack the intruder(s). It's stats are as follows:
Medium True Neutral Construct
Init: +2, 12 HP, AC 14 (T: 12, FF: 12);
Spd: 30 ft., Fort +0, Ref +4, Will +0;
BAB: +1, Atk: +1 shortsword (1d6);
Sense Motive +4, Bluff +4;
Improved Feint (bonus);
Str 10, Dex 14, Con -, Int -, Wis 10, Cha 10;
Sneak attack +2d6 (rogue level 3).
Strategy: Attack directly, feinting for sneak attack. Will flank if empowered.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. If the room is empowered, two minions appear instead. When a minion goes below 0 HP, it dies and it and its objects vanish. If the intruder(s) flee the room before killing the minion(s), the room is failed. The room is passed if the minion(s) are killed.
Yellow: Treasure Chest
When this room is entered, a lone treasure chest will appear. When opened, the chest contains 6d6 silver pieces and one of the following items at random (hand of fate may not be used to control this):
1: Shortsword
2: Shortbow and 20 arrows
3: Dagger
4: Small wood shield
5: Leather armor
6: Hide armor
7: Alchemist's fire
8: Healing oil (heals 1d8, full-round action to use)
9: 4 days rations
10: Crowbar
If the room is empowered, the silver is doubled and there are 2 random items. This room is automatically passed.
Green: Arrow Trap
When this room is entered, a thin near invisible wire appears running across the floor. This wire is the trigger for an arrow trap. If triggered (by stepping on the wire), the victim that triggered the trap is shot by 2 arrows (Atk +10 ranged [1d6/×3]). The Search/Disable Device DC to find/remove the trap is 20. If the room is empowered, the number of arrows is increased from 2 to 4. This room is automatically passed.
Blue: Puzzle Trick
When this room is entered, a tile puzzle appears in the floor. This puzzle is key to passing the room. A DC 15 Intelligence check will solve the puzzle. This check can be retried once, but a second failure causes failure of the room. If the room is empowered, the room fails on the first failed roll. The room is passed if the check is passed before the room fails.
Purple: Precognition Minion
When this room is entered, a single minion will appear. This minion is a dark humanoid form with flowing robes of purple and a amethyst dagger. This minion will attack the intruder(s). Its stats are as follows:
Medium True Neutral Construct
Init: +0, 10 HP, AC 10 (T: 10, FF: 10);
Spd: 30 ft., Fort +0, Ref +0, Will +4;
BAB: +0, Atk: +0 dagger (1d4);
Concentration +4, Sense Motive +4, Spellcraft +4;
No feat;
Str 10, Dex 10, Con -, Int -, Wis 10, Cha 12;
3/day Burning Hands, CL 5, casting stat Cha (Sp).
1/day Dispel Magic (Counterspell only, cast as immediate action), CL 5, casting stat Cha (Sp).
Strategy: Use up Burning Hands before closing to melee, using the Dispel when useful.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. If the room is empowered, two minions appear instead. When a minion goes below 0 HP, it dies and it and its objects vanish. If the intruder(s) flee the room before killing the minion(s), the room is failed. The room is passed if the minion(s) are killed.
White: Treasure Trap
When this room is entered, a lone treasure chest will appear. When opened, the chest contains a Fire Trap which blasts the victim who opened the chest (1d4+9 fire dmg, Reflex DC 18 half). There is nothing else in the chest. The Search/Disable Device DC to find/remove the trap is 29. If the room is empowered, there is a second Fire Trap (each has its own saving throw) in the chest. This room is automatically passed.
Grey: Strength Trick
When this room is entered, a stone block and a large button appears on the floor. A DC 15 Strength check will move the block onto the button. This check can be retried once, but a second failure causes failure of the room. If the room is empowered, the room fails on the first failed roll. The room is passed if the check is passed before the room fails.
Brown: Utility Room
When this room is entered, a bed, box on a table, a chair and a small wardrobe appear. In the box is one days food (including bread, cheese, dried meat, raisins and chocolate) and enough water for 1 day. The wardrobe contains basic simple clothes. Empowering this room has no effect. This room is automatically passed.
Pink: Bell Trap
When this room is entered, a thin near invisible wire appears running across the floor. This wire is the trigger for an bell trap. If triggered (by stepping on the wire), the bell emits a shrill tone throughout the entire dungeon. The initiative of every minion in the dungeon increases by +3 for one hour, stacking with any other triggered bell trap/social trick. The Search/Disable Device DC to find/remove the trap is 20. If the room is empowered, there are two tones, and initiative bonus increases from +3 to +6. This room is automatically passed.
Beige: Social Trick
When this room is entered, a chair appears with a thin beige humanoid figure seated in it. A short time after they see the intruder(s), the figure will raise the alarm and then vanish. The raised alarm increases the initiative of every minion in the dungeon by +2 for one hour, stacking with any other triggered bell trap/social trick. A DC 15 Diplomacy check will convince them not to raise the alarm. An Bluff check can do the same. The grey figure has a total +6 Sense Motive modifier. After a successful check, the figure vanishes. A failed check results in them raising the alarm and vanishing instantly. If the room is empowered, there are two figures each in their own chair, and the two must be handled separately. This room is automatically passed.
Rainbow: Final Boss Room (This room type can not be chosen for normal rooms.)
When this room is entered, three minions will appear, along with a lone treasure chest. One of the minions (the Boss) is a towering dark grey humanoid form with thick armor and a smoky crystal blade. The other two (the lackeys) are light grey humanoid forms with flowing robes of grey and a clear crystal dagger. These minions will attack the intruder(s). Their stats are as follows:
Boss:
Medium True Neutral Construct
Init: +5, 25 HP, AC 15 (T: 11, FF: 14);
Spd: 30 ft., Fort +4, Ref +2, Will +1;
BAB: +5, Atk: +8 longsword (1d8+3);
Sense Motive +4;
Power Attack, Improved Initiative;
Str 16, Dex 12, Con -, Int -, Wis 10, Cha 10.
Strategy: Attack directly, using Power Attack. Flank with the lackeys.
Lackey:
Medium True Neutral Construct
Init: +0, 10 HP, AC 10 (T: 10, FF: 10);
Spd: 30 ft., Fort +0, Ref +0, Will +4;
BAB: +0, Atk: +0 dagger (1d4);
Concentration +4, Sense Motive +5, Spellcraft +4;
No feat;
Str 10, Dex 10, Con -, Int -, Wis 12, Cha 10;
2/day Cure Light Wounds, CL 2 (Sp).
Strategy: Use up Cure Light Wounds on the Boss. Assist the Boss in flanking.
If a minion's initiative modifier is greater than or equal to +12, that minion gets a surprise round before the battle begins. When a minion goes below 0 HP, it dies and it and its objects vanish.
The chest is locked (Open Lock DC 20, break DC 20), and contains the following:
-12d6 gold pieces
-Two of the following items picked at random (hand of fate may not be used to control this):
--1: Shortsword
--2: Shortbow and 20 arrows
--3: Dagger
--4: Small wood shield
--5: Leather armor
--6: Hide armor
--7: Alchemist's fire
--8: Healing oil (heals 1d8, full-round action to use)
--9: 4 days rations
--10: Crowbar
-Arcane Lens (Detect Magic 1/day, CL 3, takes up the eyes slot, value 600 gp)
This room has no passing or failing.
Becoming a Dungeon Soul:
Becoming a Dungeon Soul requires a simple ritual. This ritual requires you to expend 2,500 gp, 100 xp, and 2 hours. After the ritual is complete, the effects of the template are applied instantly.