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View Full Version : Pathfinder [1E] Curse of Affliction (PEACH)



Drakevarg
2023-04-08, 12:55 PM
Last thread went completely ignored, hopefully this one does better. I wanted to create a creature that was essentially an amalgam of athach, ettins, trolls, dusk giants, and other creatures that fit under the broad category of "huge, brutish man-eating mutant humanoid." Eventually decided to make it a template, since the setting lore was that these creatures were originally normal people cursed into their state. I rather like how it came out; it allows for a wide variety of unique mutations and sizes while being reasonably internally consistent. With the small note that I have absolutely no clue how it's balanced and thus actually throwing it at a party would be... likely chaotic. So I'd like to present it to the Playground, and see what they think of it.

Curse of Affliction Template
"Afflicted" is a template that can be applied to any humanoid creature. It uses all the base creature's statistics and special abilities except as noted here.
Size and Type: Type changes to giant. Recalculate bonuses from racial hit dice accordingly.
Hit Dice: Increase RHD to 6.
Armor Class: +5 NAB
Attack: Gain a slam attack if it didn't already have one.
Damage:
Size
Slam

Tiny
1d4


Small
1d6


Medium
1d8


Large
2d6


Huge
2d8


Gargantuan
2d10


Colossal
4d8


Special Attacks: Cannibalize, Rock Throwing
Special Qualities: Low-Light Vision, Regeneration 5, Rock Catching, Scent, Mutation

Cannibalize (Ex): Bearers of the curse of affliction gain power - Strength, Constitution, even size - by consuming other creatures. For every 5 HD of sentient (Intelligence 3+) living creatures or every 20 HD of nonsentient living creatures that an afflicted consumes, it gains +1 HD. These additional HD grant the afflicted the following benefits:

- With every additional HD, the afflicted gains +1 Strength.
- With every 2 additional HD, the afflicted gains +1 Constitution and +1 NAB.
These benefits are in addition to the benefits all creatures gain when increasing in size and standard benefits for increasing HD (extra HP, improved stats, additional feats).
When an afflicted's RHD reach 12, its size increases by one category (usually from Medium to Large, with the usual size adjustments) and grows stronger of purpose and will (represented by a +2 increase in Charisma). A similar advancement occurs at 18 RHD, when the afflicted's size increases by an additional size category (usually from Large to Huge) and it gains an additional +2 to Charisma. The afflicted's size does not grow beyond this point, but they can continue to gain HD, and the benefits that come with them, to a maximum of 24 RHD.
Unfortunately for the afflicted, these gains are not permanent. An afflicted must continue to consume the flesh of other creatures to maintain its current status. For every day that passes in which the afflicted does not consume at least 2 HD worth of sentient creatures, or 8 HD worth of nonsentient creatures, its own HD decrease by 1, with a corresponding loss of all associated benefits. They cannot weaken beyond 6 RHD; any further starvation beyond that follows normal starvation rules.
The afflicted do not need to consume flesh to survive, and are fully capable of surviving on the same diet a normal humanoid. However, the power granted by devouring flesh is both addictive and painful to lose, and those who indulge the habit are rarely inclined to stop.

Regeneration (Ex): Fire and acid deal normal damage to an afflicted. If an afflicted loses a limb or body part, the lost portion regrows in 3d6 minutes. If the body part is mutated in some way, there is a 50% chance when it regrows that the mutation is swapped for a different one of the same type. The creature can reattach the severed member instantly by holding it to the stump.

Mutation (Ex or Su): All those bearing the curse of affliction are twisted by it in some way, beyond the simple fact of their brutish build and dulled wits. Some are more mutated than others, but all afflicted have at least one of the following:

Eye Mutations
Sightless (Ex): The afflicted has empty sockets, no sockets, or is simply blind. The afflicted has blindsight out to 40 ft, and is immune to all gaze attacks, visual effects, illusions and other attack forms that rely on sight.
Cyclops (Ex): The afflicted has a single large eye, usually centered in their head. This eye is especially sensitive and provides the afflicted with a +8 bonus to Perception and darkvision out to 90 ft.
Many Eyes (Ex): The afflicted has several eyes around its head or even across its body, granting it all-around vision and immunity to flanking.
Evil Eye (Su): The afflicted's eyes radiate a curse upon a single creature within 30 ft. The target must succeed on a Will Save (DC 1/2 HD + CHA) or be dazed for three days. Creatures with immunity to fear are not affected by the evil eye. The afflicted can use this power a number of times equal to 1/2 HD + WIS. If the afflicted has access to a ki pool, these uses count towards their ki use.
Head Mutations
No Head (Ex): The afflicted's body ends at the shoulders, and their face is instead formed out of their torso. If the afflicted has a bite attack, the damage dice increase by two sizes. The afflicted is also immune to any effects related to beheading or otherwise target the head or neck.
Two Faces (Ex): The afflicted's head has two faces fused to it, sometimes side by side while other times at the front and back. The afflicted cannot be flanked, and any time it is targeted by a mind-affecting ability, the afflicted rolls their Will save twice and takes the better result.
Two Heads (Ex): The afflicted has two heads, enabling it to wield a weapon in each hand without penalty and providing it a +2 racial bonus to Perception.
Three Heads (Ex): The afflicted has three heads, enabling it to wield a weapon in each hand without penalty and providing it a +4 racial bonus to Perception. The mental cacophony within the joined mind of a three-headed afflicted is indecipherable to others, and any attempt to read the afflicted's mind automatically fails.
Arm Mutations
Disproportionate Arms (Ex): The afflicted has one abnormally long arm and one atrophied one. The afflicted's effective reach is treated as if they were a size larger while using that arm, but the other arm is treated as a size smaller with regards to any natural attacks or the size of weapons it can wield.
Hulking Arm (Ex): One of the afflicted's arms is unnaturally engorged and muscular, and is treated as if the afflicted was one size larger while using that arm.
Many Arms (Ex): The afflicted has 1d8 additional arms, granting it the ability to make extra natural or weapon attacks. It gains Multi-Weapon Fighting. If the afflicted has multiple heads, it only ignores penalties for as many arms as it has heads.
Tentacle Arm (Ex): One of the afflicted's arms is a flexible, muscular boneless limb not unlike a squid's tentacle. The afflicted gains a +4 bonus on CMB checks to confirm a grapple, and upon a successful slam attack can attempt a grapple without provoking an attack of opportunity. Opponents so grappled take slam damage again with a successful grapple check.
Bestial Mutations
Claws (Ex): The afflicted's limbs end in wicked claws, which deal damage one size smaller than their slam attack. If the afflicted hits with two claws, it automatically deals damage from those claws again.
Elephantine Feet (Ex): The afflicted's legs are thick and heavy, allowing it to trample opponents at least one size smaller than it for its slam damage + 1.5 STR by simply moving through their space as a full-round action moving twice their speed. These feet also make the afflicted especially steady, giving it a +4 bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Horns (Ex): The afflicted has one or more horns or tusks growing from its head, dealing damage equal to their slam attack. The afflicted can make a gore attack at the end of a charge, dealing double damage if it hits.
Powerful Jaw (Ex): The afflicted has an unnaturally powerful bite, dealing damage one size smaller than their slam attack. The afflicted can also unhinge its jaw; by making a successful grappled check on an opponent already grappled by the afflicted, they can swallow their victim whole, provided they're at least one size category smaller than the afflicted. Once inside the afflicted, the opponent takes bludgeoning damage equal to 1d4 + STR, plus 1d8 points of acid damage per round from the afflicted's gullet. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the afflicted's stomach. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
Abilities:

STR
+8


CON
+4


INT
-4


CHA
-4
Feats: The afflicted gains additional feats to reflect its increase in HD. In place of a feat, an afflicted can select an additional mutation.