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    Default Re: GiTP Pathfinder Grab Bag Competition XX: Those That Came Before

    Suffering Spectre
    The Gallows Ghost

    ~ The Last Moments of Callista Stormguard ~
    Callista stood helpless amidst the timbers, the faint taste of salt lingering on her lips. There would come no more tears; she had wept much on the journey, and as the "acolytes" went about their gruesome preparations.
    She spat violently, muttering a curse under her breath. She cursed her coven, she cursed the inquisitor who had captured her... but mostly she cursed the uneducated fools who continued piling timber and twig about her ankles.
    The inquisitor stood his silent vigil over the ceremony, while the priest muttered his prayers in the Hightongue of angels. She would receive no quarter from either. Callista looked to the sky, to the storm clouds circling overhead. Even now she felt her patron's gaze.
    The power of the storms coursed through her soul, echoed within her mind, and leapt effortlessly from her fingertips, but that power would be of little use to her now. If only she had taken the power of flame as her patron, then she might have a chance to survive this... barbarism.
    The priest had finished his blessing. He turned and confronted her in his ornate robe and pointed hat.
    "Callista Stormguard, you are hereby accused of heresy and the dark arts, consorting with demons and practicing the magic of witchcraft. For these crimes, you are sentenced to death by the pyre... do you have any last words?"
    Immediately a long list of expletives jumped to Callista's mind. Then a rebuke, a rebuttal against the foolish charges levied against her... but she only whispered a quiet oath.
    "You may bind me... you may bleed me... you may burn me... but I swear by the power of storms that churn within my bones... I will haunt you forever, and your children after you, and theirs in turn. I will ravage this land and purge your corruption from our holy ground, if it takes me until the end of this age, and every age to come."
    Rombolt, clad in his ceremonial inquisitor's mail, stood silently as the flames consumed the last ounce of flesh from the bones of the young woman he'd just sentenced to death. He would never speak of what happened here... he would never admit his doubts, and he would never... NEVER... admit the chilling fear that swept over him as the woman's eyes burned with a hatred hotter than a thousand judgmental pyres.

    A suffering spectre is a sad, desperate, tortured soul desperately seeking for anything that will ease its pain. Unable to fight for their freedom in life, they are doomed to fight for a moments respite in unlife. Only by giving their pain to another can they experience any relief, though such relief is only short-lived. Once their victims pass away, all of the spectre's suffering is returned to it, and it wails in silent agony as it awaits another lonely wanderer.

    Creating a Suffering Spectre

    "Suffering Spectre" is an acquired template that can be added to any intelligent creature killed by execution. Though most suffering spectres are criminals, an unfortunate quantity spawn from persecuted minorities.
    Suffering spectres are a special type of ghost, completely consumed and transformed by the specific nature of their death.
    A suffering spectre uses the base creature's stats and abilities except as noted here.

    CR: Same as the base creature +3.

    AL: Varies, though without their humanity, the suffering spectre often adopts a more neutral, evil, or chaotic alignment than it had in life.

    Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.

    Senses: Gains darkvision 60 ft., as an undead trait, if it did not have it before.

    Armor Class: A suffering spectre gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.

    Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Sufering spectres use their Charisma modifiers to determine bonus hit points (instead of Constitution). Do not recalculate base attack bonus, saves, or skill points.

    Defensive Abilities: A suffering spectre retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Suffering spectres gain channel resistance +4, the incorporeal ability, and all of the immunities granted by its undead traits. Suffering spectres also gain the eternal torment ability.

    Eternal Torment (Su)
    A suffering spectre is bound to unlife by the fear, panic, and injustice it may have felt in the moments before its death. These feelings give the spectre its power, and will not fade when its spirit is destroyed.
    It is nearly impossible to defeat a suffering spectre in normal combat; the "destroyed" spectre simply reforms again in 2d4 days. Each spectre has at least one way that it may be permanently laid to rest, which usually involves vengeance on the spectre's executioner or the destruction of the implement of the spectre's execution. Of course, when all else fails, a wish or miracle may also send the suffering spectre into the great beyond.

    Weaknesses: In addition to the normal undead weakness to positive energy, suffering spectres usually have one or more additional weaknesses based on the cause of their death. In most instances, suffering spectres can be easily defeated (though not truly slain ~ see the eternal torment ability) by subjecting the ghost to a symbol of the method of execution it suffered in life.

    Speed: Suffering spectres lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.

    Melee and Ranged Attacks: A suffering spectre loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a suffering spectre. A suffering spectre also gains a number of special attacks and spell-like abilities.

    Special Attacks: A suffering spectre retains all the special attacks of the base creature, but any relying on physical contact do not function. A suffering spectre gains the lesser corrupting touch special attack, as well as one or more special attacks specific to its type. The save DC against a suffering spectre's special attack is equal to 10 + 1/2 spectre's HD + spectre's Charisma modifier unless otherwise noted.

    Lesser Corrupting Touch (Su)
    All suffering spectres gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the spectre inflicts a number of d6s equal to half its CR in damage. This damage is not negative energy—it manifests in the form of physical pain and aches from supernatural wounds. Half of this damage is nonlethal, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

    Spell-Like Abilities: Suffering spectres gain one or more spell-like abilities specific to their individual types.

    Special Qualities: Suffering spectres may gain one or more special qualities specific to their individual types.

    Ability Scores: Wis -2, Cha +6; suffering spectres are driven mad by their anguish and desperation. As an incorporeal undead creature, a suffering spectre has no Strength or Constitution score.

    Skills: Suffering spectres have a +4 racial bonus on Perception and Stealth skill checks. A spectre always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.

    Feats: Suffering spectres may gain one or more feats specific to their individual types.

    Common Suffering Spectre Types

    Suffering spectres take on special attacks, spell-like abilities, and other qualities specific to the nature of their death. The most common types are listed below.

    The Beheaded
    Possibly one of the most common methods of execution, the souls of the Beheaded possess all the power of the headsman, and all the mercy of a guillotine. A Beheaded appears as a headless body, fully clothed and bathed in blood, and barely transparent. The Beheaded cannot speak, though it communicates its simple, bloodthirsty intention quite plainly through its body language.
    Senses: The Beheaded are blind and deaf, though they gain lifesense 60 ft., and can sense the location of unsheathed blades within 30 ft.

    Defensive Abilities: The Beheaded gain channel resistance +6, instead of the normal +4.

    Weaknesses: In addition to being blind and deaf, the Beheaded is deeply unnerved at the presence of blades other than his own. Beheaded take a -2 charisma penalty for 1 round after taking damage from a slashing weapon, and lose the undead immunity to mind-affecting fear effects when adjacent to a living creature wielding a slashing weapon.

    Attacks: A Beheaded wielding a ghost touch slashing weapon gives that weapon the keen magical weapon property.

    Damage: All damage dealt by a Beheaded's lesser corrupting touch is slashing damage, not nonlethal. The touch of a Beheaded feels like a cold knife blade against the skin.

    Special Attacks: A Beheaded loses all special attacks requiring a mouth, face, or voice. A Beheaded gains the following special attacks:
    Executioner's Caress (Su)
    The Beheaded spends a standard action to attempt a melee touch attack against an enemy suffering from a fear effect. If successful, a gash opens across the victim's throat for 1d4+2 rounds, dealing 1d6 bleed damage per round and making the victim panicked during this time. A successful will save reduces the duration of the panic effect by half.

    Spell-Like Abilities: A Beheaded gains the following spell-like abilities, CL 8th:
    1/day - aura of doom
    At will - vanish

    Skills: A Beheaded gains a +4 racial bonus on Intimidation skill checks.

    Feats: A Beheaded gains dastardly finish as a bonus feat, even if he does not meet the prerequisites for it.
    Ultimately defeating a Beheaded usually involves the destruction of the blade which ended his life (be it sword, axe, or even guillotine) alongside the utter destruction of his remains. Particularly vengeful or powerful Beheaded may also require their executioner (or his descendents) to be beheaded as well.

    The Blistered
    Spectres who had been burned at the stake, these vengeful spirits are wracked with constant torment, and impose this fiery pain on their enemies. The Blistered appear as skeletons of black smoke, wreathed in cruel red flames, and they leave ash and soot in their wake. The voice of a Blistered is shrill and distorted, and wracked with unnerving agony.
    Senses: A Blistered can see through fire and smoke without trouble.

    Defensive Abilities: A Blistered's form is wreathed in heat and flames. Any creature striking the Blistered with a natural attack or attempting to grapple it takes 1d6 points of fire damage, and must succeed a DC 15 reflex save or be set on fire.

    Weaknesses: Though not technically "vulnerable" to fire damage, a Blistered takes full damage from all sources of fire and flame. This negates any 50% reduction in damage that the Blistered would benefit from when encountering fire damage from any source, mundane or magical. The Blistered cannot be set on fire, however, as it has no physical form to be consumed as fuel.
    A Blistered does not have the normal weakness to cold damage that most fiery spirits possess. A Blistered submerged in water appears to be a thin skeleton of black and orange cinders, and its burn ability is suppressed while underwater. If it leaves the water, the Blistered becomes immediately dry and gains its full power again. Splashing a Blistered with water rarely does anything; it must be completely enclosed, or else the water boils away immediately.

    Speed: A Blistered is a fierce and passionate spirit. It gains a 10 ft. bonus to its fly speed when pursuing or catching an enemy creature. Though quick, the Blistered are not as capable flyers as the other spectres. They only have a good maneuverability.

    Attacks: A Blistered deals burn damage (see special attacks) when it hits with its lesser corrupting touch, in addition to the normal effects of the attack. Any weapon the Blistered wields gains the flaming magical weapon property.

    Damage: All damage from a Blistered's lesser corrupting touch is fire damage. The nonlethal portion stems from smoke and the heat of the air in the victim's lungs. Creatures taking damage from a Blistered's lesser corrupting touch become fatigued for 1d4 rounds if they fail their fortitude save.

    Special Attacks: Burn (2d4, DC 10 + 1/2 Blistered HD + Blistered Charisma modifier)

    Spell-Like Abilities: A Blistered gains the following spell-like abilities, CL 8th:
    1/day - ash storm (an emanation centered on the Blistered)
    At will - death candle, burning arc
    Defeating a Blistered usually involves the gathering of ashes from their pyre (or the ground where the pyre had been) and submerging that ash in holy water for a year and a day. Particularly vengeful spectres may require additional ash before they are laid to rest... usually the ashen remains of every individual who had adding flame to their execution pyre.

    The Drowned
    Spectres who had walked the plank or been bound-and-drowned, these ghosts can conjure water in the lungs of their enemies and crush the weak with powerful tides. The Drowned appear as pale, moss-covered corpses that distort like water when they move. The voice of a Drowned is throaty, and interspersed with coughs and gargling sounds.
    Senses: The Drowned can see through murky and muddy water without difficulty.

    Defensive Abilities: A Drowned possesses a strange sense about the water, and can see within any pool all that lies within sight of every other pool within a 30 ft radius. In an area with numerous puddles or a single large body of water, this effectively gives the drowned the all-around-vision ability.

    Weaknesses: A Drowned is bound to the water, but it does not welcome him. A Drowned is shaken while it is more than half submerged in the water, and becomes outright frightened if bound or restrained while underwater. This supersedes the Drowned's normal immunity to mind-affecting fear effects. Though it does not breathe, a Drowned is temporarily destroyed if it remains underwater for longer than twice its charisma score, as the fear it feels overcomes its ability to manifest on the material plane.

    Speed: A Drowned gains a 10 ft. bonus to its speed when in the water, though it may choose to make fly checks to maneuver, instead of swim checks.

    Attacks: Any weapon a Drowned wields gain the seaborne magical weapon property. Creatures failing their save against a Drowned's lesser corrupting touch take a penalty on swim checks for 1d4 rounds as if they were carrying a heavy load.

    Special Attacks: The Drowned gain the following special attack:

    Touch of the Nereid (Su)
    As a standard action, the Drowned can attempt a melee touch attack against a single opponent. If he succeeds, the victim's lungs quickly begin to fill with water. The victim retains a number of rounds of breath equal to his constitution score, though this duration is reduced by 1 round whenever the victim takes a standard or full-round action.
    After this period of time, the victim can no longer breathe. He must make a fortitude save (DC 10 + 1/2 Drowned's HD + Drowned's charisma modifier) every round to continue gasping for air. When he first fails one of these checks, he drops to 0 HP and falls unconcious. On the next round, he drops to -1 HP and begins dying. On the round after that, he will die.
    Allies of the victim can administer first aid with a Heal skill check (DC same as the victim's fortitude save) as a full-round action. If the ally succeeds, then the victim coughs up all water currently in their lungs, gaining a number of rounds of breath equal to the victim's constitution score. The victim's HP remain unchanged by this initial skill check, though they stabilize and regain conciousness if it succeeds.
    After the initial infection, this ability persists for as long as the victim is within medium range of the Drowned. Removing the victim from the ability's maximum range (100 ft. + 10 ft. per Drowned HD) or defeating the Drowned (even if temporarily) immediately cures them, though they do not gain any HP and cannot be revived in this way.

    Spell-Like Abilities: A Drowned gains the following spell-like abilities, CL 8th:
    At will - rusting grasp, hydraulic push*
    3/day - hydraulic torrent*
    * Hydraulic push can only be used while the Drowned is in contact with a small body of water (2.5 x 2.5 ft.), while hydraulic torrent can only be used while in contact with a large source of water (10 x 10 ft.). In either case, the bull rush must push opponents further away from some part of the body of water. It is possible, that a large enough body of water can be used to push a creature or object further toward the interior of the body, however.

    Skills: Swim is always a class skill for the Drowned, and they gain a +4 racial bonus to its checks.
    Laying a Drowned spectre to rest is a daunting task, as their remains are often found at the bottom of deep bodies of water. Fortunately, the ritual is a relatively simple one; the remains of the Drowned must be found and burned on holy ground. Particularly powerful or vengeful spectres will require additional sacrifice, however... the lungs of their executioner (or said executioner's descendants) filled with holy water and added to the flames.

    The Entombed
    Spectres who had been buried alive, these tortured souls can inhabit earth and stone, and have the power to open pits within the ground to swallow their opponents. The Entombed appear as desperate facial features in a swirl of dust and smoke, with bones of obsidian and the stench of grave soil. Their voices are muffled and quiet, though they look to be screaming or shouting loudly.
    Senses: The Entombed gain tremorsense 30 ft.

    Weaknesses: Perhaps the most pitiful of spectres, the Entombed struggle on the border of earth and sky, desperate for the freedom of the surface, but powerless without their stones. An Entombed with more than half its form above the ground suffers a -2 penalty to its charisma score. This penalty increases by 1 for every additional round it remains more than half exposed. This penalty is reduced by 2 for every round in which the Entombed is totally submerged within the soil, or reduced by 1 if only partially buried. The entombed, however, becomes shaken while completely submerged, and frightened if it remains buried for more than 4 rounds. This supersedes the Entombed's normal immunity to mind-affecting fear effects. An Entombed who remains submerged for over a minute is defeated, though it will re-form in a few days.

    Speed: The Entombed have a 20 ft. fly speed and poor maneuverability, though they gain a 20 ft. bonus to their speed while in contact with the ground.

    Damage: All damage from an Entombed's lesser corrupting touch is nonlethal and bludgeoning, stemming from a dull crushing pain around the victim's body.

    Special Attacks: An Entombed gains the following special attacks:

    Grasp of Stone (Su)
    The Entombed can pull earth and stone together into cohesive shapes, and most often uses this ability to create crude hands and gauntlets of stone around his own ghostly limbs. These physical manifestations allow the Entombed to make trip and grapple attempts.

    Jaws of the Earth (Su)
    The Entombed may activate this ability as a full-round action while submerged within solid ground. Upon activation, all ground within 10 feet of the Entombed becomes quicksand for 2d4 rounds. If the Entombed activates this ability again while within the quicksand, the radius increases by an additional 10 ft. Any creature still underground when the effect expires returns to the surface, though they remain partially buried. A DC 20 strength check is needed to break a victim free of this burial, and this check cannot be made by the trapped victim.

    Spell-Like Abilities: An Entombed gains the following spell-like abilities, CL 8th:
    1/day - spiked pit
    3/day - binding earth

    Special Qualities: An Entombed gains the following special quality:

    Partially Buried (Su)
    When attacking while submerged within earth or stone, the Entombed gains concealment (20%), in addition to gaining cover from the surface it is attacking from. Enemies in contact with the ground do not have the normal total concealment from the Entombed when he is attacking while submerged.
    The total destruction of an Entombed is relatively easy compared to the other suffering spectres. To lay their soul permanently to rest requires digging up their remains, grinding the bones into a fine powder, and scattering them around the perimeter of the burial site, before consecrating the area as holy ground. Particularly malevolent spirits, especially those that lived for days within their tombs, will often require that the bones of their executioner (or his descendants) be placed in the pit which the spectre's corpse had been buried in.

    The Hanged
    Spectres who met their end at the bottom of a gallows, the Hanged are powerful and cunning spirits who strangle and snap the throats of mortal men. The Hanged appear as blood-red skulls with bent necks and broken spinal chords, with only the thinnest hints of flesh and cloth around them. Like the Beheaded, they cannot speak, though their jaw moves slowly and unnaturally.
    Defensive Abilities: The Hanged gains channel resistance +6 instead of the normal +4.

    Weaknesses: A Hanged treats every rope, chord, and chain which would be used to bind it as though it were a ghost touch weapon. This means that a Hanged can be caught in a mundane or magical net, bound with mundane rope, and hung (again) with a mundane noose. A Hanged loses all immunities to mind-affecting fear effects while within 30 feet of any suitable tool, and becomes shaken if it senses that such a device will be used against it. Should the Hanged become bound by rope or chain in any fashion, the Hanged becomes immediately frightened, and after a number of rounds equal to its charisma score, the Hanged is temporarily destroyed.

    Attacks: Any creature failing his save against the Hanged's lesser corrupting touch becomes mute for 1d4 rounds as his throat is wrenched tight.

    Special Attacks: The Hanged gains the following special attacks:

    The Strangler's Noose (Su)
    The Hanged can manifest a ghostly 20 ft. rope from the underside of any solid structure within 30 feet, over the head of one of its victims. If the Hanged succeeds on a ranged touch attack, the rope binds around the neck of the victim, lifting them a few feet into the air. Opponents trapped in such a noose are mute, and suffer as though from the limp lash spell, taking a 1d6 penalty to all physical ability scores each round until paralyzed from the neck down. The ghostly ropes may be destroyed, and have a hardness of 5 and 20 hit points.
    The Hanged creates one noose through one standard action, though he may have a number of simultaneous nooses equal to his charisma modifier. The Hanged may create nooses in strategic locations, readying actions to drop the nooses down around his foes in surprise. Spotting such a noose is a DC 15 perception check, though they are considered traps and magical effects.

    Grip of the Gallows (Su)
    The Hanged makes the fingers of one hand tangible, elongated, and wiry as a garrote. With a successful melee touch attack, the fingers entwine around the throat of his victim, binding together into a single collar before wrenching the victim away. The force is so frightening, and so sudden, that the victim must succeed a fortitude save (DC 10 + 1/2 Hanged's HD + Hanged's charisma modifier) or become paralyzed for 1d4 rounds. Regardless of the save, the victim takes 3d6 damage and cannot speak for 1d4 rounds. The Hanged may use this attack a number of times per day equal to its charisma modifier.

    Spell-Like Abilities: The Hanged gains the following spell-like abilities, CL 8th:
    1/day - telekinesis (combat maneuver or violent thrust only)
    3/day - call the void
    Laying a Hanged spectre to rest is often a relatively easy task; their remains and the gallows from which they swung must be brought together and burned, and the ashes buried in holy ground. Particularly outraged spectres, specifically those that survived the initial drop but instead died slowly, deprived of air and mercy, will often require the broken spines of the hangman (or his decedents) be added to the flames and buried alongside the gallows.

    Sample Creature: Aegia of Stonegarden

    Aegia is the ghost of a powerful medusa, who used her cunning and guile to hunt unsuspecting travelers for nearly 20 years. Carefully disguising herself to appear human, she would approach young people on the road and ask for their help. Leading them away, she would turn on them with her cryptic gaze, turning them to stone. Over the course of her villainy, Aegia managed to petrify nearly a hundred young men and women, for apparently no other reason than simple jealousy. A group of adventurers banded together and hunted her down, gouging out her eyes before bringing her to the local magistrate for trial. Found guilty, she was sentenced to death. Her victims' families came together, grabbing the stony fragments of their loved ones, and threw the pieces upon her until she was dead under the weight of the rocks.
    Tortured and merciless, Aegia's ghost has transformed into something more powerful, and she haunts the local hamlet with an array of new powers. Her ghastly form appears as a withered, broken, though attractive woman, translucent and shrouded in dust and hovering rubble. Her green eyes seem to pierce your soul as she turns her deathly gaze upon you.
    Aegia possesses a magical longbow which she removed from the petrified hands of a recent exorcist, and she uses it with cunning skill.

    Entombed Medusa CR 10
    XP 9,600
    LE Medium undead (incorporeal)
    Init +6; Senses all-around vision, tremorsense 30 ft., darkvision 60 ft.; Perception +15


    AC 17, Touch 17, flatfooted 15; (deflection +5, dex +2)
    hp 72 (8d8+40)
    Fort +2, Ref +8, Will +6
    Special Defenses channel resistance +4, incorporeal, undead immunities, eternal torment
    Weaknesses entombed weaknesses


    Speed Fly 20 ft. (poor) (40 ft. when in contact with the ground)
    Melee touch +13
    Ranged +1 ghost touch longbow +11/+6 (1d8+1/×3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks petrifying gaze, lesser corrupting touch, grasp of stone, jaws of the earth
    Spell-like Abilities CL 8th
    1/day - spiked pit (DC 18)
    3/day - binding earth (DC 17)


    Str --, Dex 15, Con --, Int 12, Wis 11, Cha 21
    Base Atk +8; CMB +13; CMD 25
    Feats Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse
    Skills Bluff +13, Disguise +13, Intimidate +16, Perception +15, Stealth +17; Racial Modifiers +4 Perception, +4 Stealth
    Languages Common

    Special Abilities

    Eternal Torment (Su)
    Aegia is nearly possible to ultimately destroy. Normal defeat is only temporary; she will simply reform in 2d4 days after being defeated. The only way to stop this cycle and lay Aegia to rest permanently is as follows:
    Aegia's bones (and the bones of the magistrate who sentenced her) must be dug up, ground into dust, and scattered in a circle around the sight of her stoning. The area must then be consecrated as holy ground; only then will she be unable to haunt and kill anymore villagers.

    Entombed Weaknesses (Su)
    If she emerges more than half her body from the ground, she immediately takes a -2 penalty to her charisma score. This penalty then increases by an additional -1 for every additional round in which she remains removed from the ground. This penalty is reduced by 1 while at least half her form is submerged in the ground, or by 2 while completely submerged. If Aegia completely submerges herself within the soil, she becomes immediately shaken for as long as she remains, and becomes frightened is she stays under for more than 4 rounds. Aegia is immediately defeated if she remains underground for more than a minute, though she will reform in a few days.

    Petrifying Gaze (Su)
    Turn to stone permanently, 30 feet, Fortitude DC 19 negates. The save DC is Charisma-based.

    Lesser Corrupting Touch (Su)
    Using this ability is a standard action, requiring a melee touch attack. By passing part of her body though an enemy, Aegia deals 5d6 nonlethal bludgeoning damage to her victim. A successful fortitude save (DC 19) halves the damage inflicted.

    Grasp of Stone (Su)
    Aegia can pull earth and stone together into crude hands and gauntlets around her own arms while at least partially submerged in the ground. These physical manifestations allow Aegia to make trip and grapple attempts as though she were not incorporeal, though she still uses her charisma modifier for her CMB and CMD.

    Jaws of the Earth (Su)
    Aegia may activate this ability as a full-round action while submerged within solid ground. Upon activation, all ground within 10 feet of her form becomes quicksand for 2d4 rounds. If she activates this ability again while within the quicksand, the radius increases by an additional 10 ft.
    Any creature still underground when the effect expires returns to the surface, though they remain partially buried. A DC 20 strength check is needed to break a victim free of this burial, and this check cannot be made by the trapped victim.

    Partially Buried (Su)
    When attacking while submerged within earth or stone, Aegia gains concealment (20%), in addition to gaining cover from the surface she is attacking from. Enemies in contact with the ground do not have the normal total concealment from Aegia when she is attacking while submerged.
    Last edited by gr8artist; 2013-11-03 at 11:53 PM.
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