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The Deformed
Heroes: 0 - Deformed: 0
Legend says that the fortress of Veradas Tor was strong and unbeatable. It could withstand any siege from any army, even the Evil Sorceress Queen’s army. After months of fighting, the Sorceress Queen had to admit defeat against Veradas Tor that boldly stood in her way, a sore thorn in her eye. Determined to destroy it, she created a virus. She had already exposed the fortress to several diseases, diseases that she could burn out afterwards. Now she didn’t care to possess the fortress anymore, she just wanted to see it destroyed. It took a few months to create the virus and the next week became a week of torment. More and more soldiers of the fortress fell to the virus and eventually Veradas Tor fell. The virus, designed to last, still exists.
"Deformed" is a template that can be added to any human creature (referred to hereafter as the "base creature"). Half-orcs and half-elves have a 50% chance that they are immune to the virus. The creature’s type changes to "monstrous humanoid". A deformed creature uses all the base creature’s statistics and special abilities except as noted here.
- Strength +6, Constitution +6
- 1 mutation/3 HD (for a list of mutations, see below)
- Bloodlust: the deformed are often beyond reason because their mutations warp their mind. Everyday, they must cause at least twice their hit dice in damage to a living creature or they suffer from uncontrollable attacks of frenzy. In this frenzy, they must attack the nearest living creature, friend or foe with a –4 penalty to AC. If no creature is present, the deformed hurts himself until his bloodlust is satiated.
This bloodlust can be overcome by a successful will save DC 10 + HD. The DC increases by 1 (cumulatively) for every day the deformed doesn’t hurt something other that himself. The deformed receives a +5 bonus to this roll if he has hurt himself that day.
- Mutations: mutations vary depending on what strain of the virus has infected you. There are currently two known strains. The virus is very unstable and mutates constantly so new strains can come into existence.
Strain 1: tentacles and spiky bits
- Fast healing +2, can be taken multiple times
- Spiked Body: The deformed creature grows small horns all over its body, it gets +4 natural AC. The base creature can no longer wear armor, but it counts as having spiked armor.
- Horns: The base creature grows horns with which it can make a charge attack for 2d6 +1½ strength points of damage (attack is at –5 because it is an off hand attack)
- Tentacles: D2 limbs change into tentacles. The deformed has reach 10 and improved grab with these tentacles.
- Improved Grab (Ex): To use this ability, the deformed must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict for 2d6+ 1½ strength points of damage. The deformed can still move but cannot take any attack actions when constricting.
- Flesh Hooks: The base creature grows 2D4+2 spikey protrusions. These spikes can be launched at nearby enemies but remain attached to the body with a (launch) tentacle. The spikes are a natural weapon with reach 15 ft., and can be used as an AoO, dmg: d6 + ½ STR
- Slashing Scythe: One of the deformed arms ends in a big bony scythe. Counts as a natural weapon; Deals damage as a scythe.
Strain 2: Extra limbs
- Fast healing +2, can be taken multiple times
- Extra Head: Because each of its two heads controls an arm, the creature does not suffer an attack or damage penalty for attacking with two weapons. The creature gets the Superior Two-Weapon Fighting feat. It also gets a +2 bonus to all search, spot, and listen checks. This deformity can only be taken once.
- Extra Arm: The deformed grows an extra arm. It can attack with this arm as an extra off-hand attack at -5 penalty. The creature now has access to the Multidexterity and Multiattack feats. This mutation can be taken multiple times.
- Size Increase: The base creature grows in size and increases to the next size categorie.
- Leathery Skin: +2 Natural AC bonus, can be taken multiple times
- Wings: The creature grows batlike wings that grant it the ability to fly. It can fly at base move rate +10 ft. with poor maneuverability. This can be taken multiple times and increases fly rate with +10 ft. and maneuverability with one step. The creature now has acces to the Flyby Attack Feat.
CR adjustment: same as character +1, +1 per mutation
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