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Archon-Blade
2006-10-11, 11:09 PM
Indigo Sore-child

Creatures afflicted with the horrid, indigo sickness are racked by pain as their mind and body are slowly eaten away by the mysterious disease. Those who survive and come to terms with the often mind-splitting pain of the sickness often grow stronger as their bodies fend off the sickness. The sores, the purple effusions of crusting blood beneath the skin, the telltale signs of the disease, never truly go away. The sore-children are those people (un)lucky enough to survive the disease, and retain their mind.

Creating a Indigo Sore-Child

The Indigo Sore-Child template can be added to any Animal, Magical Beast, Humanoid, Monstrous Humanoid

The creature must contract and survive the Indigo Sickness without any magical help such as cure disease


Armor class: The hardened sores beneath the skin of the creature give it a +1 bonus to natural armor.

Saves: Creature gains a +2 bonus to fortitude saves, an extra +2 bonus for fortitude saves against disease (for a total of +4), and a +2 bonus to will saves against mind-influencing effects (such as read-thoughts, charm person,and dominate person)

Special Qualities:

Flash back: (ex.) When under sever stress, a creature with the Indigo Sore-Child template can randomly (%chance = 50-Wis*5+stressor CR) have flashbacks to Horrid the pain and memories of their disease. These flashbacks put the creature in a supernatural, hallucinogenic state that is never pleasant. Common hallucinations include: having one’s equipment become the dismembered limbs of comrades and loved ones, having every pore of the body ooze blood and bile, all faces becoming invisible or blank, feeling an army of insects crawl and devour one’s flesh, having every creature around you appear as devils, demons or other horrific creatures; and having the ground melt and begin to swallow the creature. While experiencing a flashback a creature with the Indigo Sore-Child template automatically fails any save against any mind-influencing spell, experiences a –4 to wisdom and charisma, and becomes shaken. The Flashback lasts for a number of rounds equal to 3d6 rounds minus the creature’s new wisdom score. Every 1d4+2 rounds the creature may attempt a will save, (using their now lowered wisdom score) with a DC 20 to end the Flashback. For every failed save the creature must attempt another will save DC 15 or increase one fear catagory. At the end of a flashback the creature makes a will save (using their original modifiers) or suffer 1d4 wisdom damage (DC 15 if shaken DC 20 if frightened, DC 25 if panicked).

Crazed Strength: (su.) Once per day per point of constitution modifier, a creature with the Indigo Sore-Child template can enter a state of near insanity by forcibly recalling the experiences of their disease. When using Crazed Strength, a creature with the Indigo Sore-Child template temporarily gains a +4 bonus to Strength, and a +4 bonus to Constitution, but he takes a -2 penalty to Armor Class, and a –4 penalty to Wisdom. The increase in Constitution increases creature with the Indigo Sore-Child template’s hit points by 2 points per Hit Die, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While using Crazed Strength, a creature with the Indigo Sore-Child template 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. This state lasts for a number of rounds equal to the creatures Hit-dice plus his newly improved constitution modifier. When in this state the creature is immune to all mind affecting spells and abilities, including illusions and fear effects. However this ability is not without risk. Inducing the Crazed Strength ability counts as a high stress situation and has a stressor CR equal to the creatures Hit-dice and their % chance to enter a flashback is calculated with their new, lower wisdom score.

Abilities: +2 Con –2 Wis, -2 Cha

Feats: Toughness

Lvl adjustment: +2


note: If this template is used in a campaign using the sanity score system, the creature's sanity score decreases proprotionally with their Wisdom. Also the Flashback ability causes 1d6 sanity damage on a failed save.

Archon-Blade
2006-10-11, 11:10 PM
Indigo Sickness
Infection DC: Contact 15
Incubation Period: 1d6 days
Damage: 2d3 wis, 1d3 str
* Indigo sickness requires a save every other day.

The Indigo Sickness is a horrible disease that causes large, painful sores underneath the skin of any infected creature. Sores also develop in the brain tissue, causing intense pain and nightmarish hallucinagenic effects. These sores bruise and bleed, and in the diease's final stage rupture, destroying nerves and lymph-nodes, causing a extremely painful death. Without magical assistance Indigo Sickness is close to a death sentance, sometimes taking months to finish off it's victims.

It is said that the indigo sickness is a punishment of the gods on the wicked. It is your internal corruption and vileness that eeks out of your skin and kills you. Some call the sickness the gods' vengence. Other theories say that it could be caused by a vile mutation of anotherwise mundane diease. There are even some Sore-Children who belive that the disease is a culling agent made to rid the world of those not strong enough to deserve to live.

The sickness is realitively slow progressing diease, but is hard to get defeat.
The sickness is only transferable during it's active cycle (Sore-Children do not naturally spread the diease). Any creature that contracts the diease, fails 3 saves against it, and then naturally recovers gains the Sore-Child Template. Once a creature has recovered from one infection of the Indigo Sickness, they can never be infected again, they suceed all saves against the diease automaticly.

Archon-Blade
2006-10-11, 11:10 PM
Hulsk
Ogre Indigo Sore-child Barbarian 5

Large Giant
Hp: 113
initative: +1
speed: 40 ft
AC: 23
base attack: +8/+3
grapple: +20
Attack: +1 Greatax +17 3d6+13 x3Full Attack: +1 Greatax +17/+12 3d6+13 x3
Face/Reach: 10ft/10ft
Special Attacks: Crazed Strength 5/day, Rage 2/day
Special Qualities: Flashback, Darkvision 60ft., Low lightvision, Trap Sense +1, Improved Uncanny Dodge
Saves: Fort=+13, Ref=+3, Will=+1
Abilities: Str 26, Dex 13, Con 20, Int 10, Wis 9, Cha 7
Skills: Climb= +14, Jump= +18, Listen=+6, Spot=-1, Hide=-8.
Feats: Power attack, Cleave, Great Cleave, Weapon Focus (great ax), Toughness.
Challenge rating: 10

Rage (Ex)

Twice per day, Hulsk can enter a state of fierce rage that last for 11 rounds. The following changes are in effect as long as he rages: AC 21; hp 131; Atk +19/+14 melee (3d6+16, +1 greatax); SV Fort +15, Will +3; Str 30, Con 22; Climb +16, Jump +17. At the end of his rage, the Hulsk is fatigued for the duration of the encounter.

Trap Sense (Ex)

Hulsk has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.

Uncanny Dodge (Ex)

Hulsk retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dex bonus to AC is +0, but this means that he is not subject to a rogue’s sneak attack in these circumstances.

Improved Uncanny Dodge (Ex)

Hulsk can no longer be flanked. This defense denies a rogue the ability to sneak attack Hulsk by flanking him, unless the attacker has at least four more rogue levels than Hulsk has barbarian levels.

Crazed Strength (Ex.)
5 times perday, Hulsk can enter a state of forced near insanity. When in this self-induced state, Hulsk gains a +4 to strength and constitution, and adds 10ft to his move speed, but takes a –4 to wisdom, and enters a state of battle frenzy similar to barbarian rage. This state lasts for 16 rounds.When in this state Hulsk is immune to all mind affecting spells and abilities, including illusions and fear effects. When using this ability Hulsk has a 45% chance of entering Flashback

Flashback (Ex)
When under sever stress, Hulsk can randomly (%chance = 50-Wis*5+stressor CR) have flashbacks to Horrid the pain and memories of their disease. These flashbacks put Hulsk in a supernatural, hallucinogenic state that is never pleasant. While experiencing a flashback Hulsk automatically fails any save against any mind-influencing spell, experiences a –4 to wisdom and charisma, and becomes shaken. The Flashback lasts for a number of rounds equal to 3d6 rounds minus Hulsk's new wisdom score. Every 1d4+2 rounds the creature may attempt a will save, (using their now lowered wisdom score) with a DC 20 to end the Flashback. For every failed save the creature must attempt another will save DC 15 or increase one fear catagory. At the end of a flashback the creature makes a will save (using their original modifiers) or suffer 1d4 wisdom damage (DC 15 if shaken DC 20 if frightened, DC 25 if panicked).

Mike_Lemmer
2006-10-11, 11:58 PM
Trimming time.


The Indigo Sore-Child template can be added to any Animal, Magical Beast, Humanoid, Monstrous Humanoid with and wisdom and charisma of at least 3.

High-enough scores to survive the ability penalties are expected; you don't need to state a minimum Wis/Cha to survive here.


Size /type – Animal, Magical Beast, Humanoid, Monstrous Humanoid. (remains unchanged)

You can remove this. You don't need to list anything that doesn't change.


HD-HP Creature gains the benefit of the toughness feat, and improved Con modifier

You can remove this. HP bonuses due to added feats & Con don't need to be listed.


Initative: same

Speed: same

Cut.


Saves: Creature gains a +2 bonus to fortitude saves, a +4 bonus for fortitude saves against disease, and a +2 bonus to will saves against mind-influencing effects (such as read-thoughts, charm person, dominate)

Does the +4 disease bonus stack with the +2 fort bonus?


Flash back: (ex.) When under sever stress, a creature with the Indigo Sore-Child template can randomly (%chance = 100-Wis*5+stressor CR) have flashbacks to Horrid the pain and memories of their disease. These flashbacks put the creature in a supernatural, hallucinogenic state that is never pleasant. Common hallucinations include: having one’s equipment become the dismembered limbs of comrades and loved ones, having every pore of the body ooze blood and bile, all faces becoming invisible or blank, Feeling an army of insects crawl and devour one’s flesh, every creature around you appear as devils, demons or other horrific creatures; and having the ground melt and begin to swallow the character. None of the hallucinations are real, however the character believes them to be completely true, and acts accordingly. While experiencing a flashback a creature with the Indigo Sore-Child template automatically fails any save against any mind-influencing illusion spell, experiences a –4 to wisdom and charisma, becomes shaken, and takes a –2 penalty to saves against fear effects and becoming frightened. If frightened, the creature takes another –2 (for a total of –4) against fear effects and against the save for becoming panicked. The Flashback lasts for a number of rounds equal to 20 minus the creature’s new wisdom score. At the end of a flashback the creature makes a will save (using their original modifiers) or suffer 1d4 wisdom drain (DC15 if shaken DC20 if frightened, DC25 if panicked).

Mmmm. Check the spelling, capitalization, and grammar. Split it up into multiple paragraphs. Also, use a Will save instead of a percentage to see if a hallucination occurs. (I'd suggest Will save vs 10 + 1/2CR.)

I'd also remove "the character must believe them"; that can be misinterpreted into the forcing the character into a breakdown, when he can still fight. Also remove the escalating penalties/DCs for fear effects; it adds a lot of complexity without much use. The duration should be a straight rolled value, or a chance to break it every 3-5 rounds with another Will save. Finally, replace the Wis drain with Wis damage; drain should be saved for monsters, and even most magical diseases only cause ability damage.


Crazed Strength: (su.) Once per day per point of constitution modifier, a creature with the Indigo Sore-Child template can enter a state of near insanity by forcibly recalling the experiences of their disease. When in this self-induced state, the creature gains a +4 to strength and constitution, and adds 10ft to it’s standard move speed, but takes a –4 to wisdom, and enters a state of battle frenzy similar to barbarian rage. This state lasts for a number of rounds equal to the creatures Hit-dice plus it’s newly improved constitution modifier. When in this state the creature is immune to all mind affecting spells and abilities, including illusions and fear effects. However this ability is not without risk. Inducing the Crazed Strength ability counts as a high stress situation and has a CR equal to the creatures Hit-dice and their % chance to enter a flashback is calculated with their new, lower, wisdom score.

I'd explain this ability by using the Barbarian Rage as a base, then detailing its differences.

Now, where did this indigo disease come from?