Unkind Creature

From Epic Path
Jump to navigation Jump to search
Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Unkind Creature Pattern (+3 CR)

Subtype: add Unkind to subtypes


Unkind Creature is a pattern meant to represent creatures with the Evil Eye, or some kind of a Doom that follows them. Unkind Creatures inflict bad luck on their victims, and the worse the luck grows, the more fated their victory.

Unkind is a subtle Pattern, but is powerful and dangerous in its effects. Unkind creatures can represent allies or victims of some dark coven of witches at work in a community, or the effects of some ancient burial ground, or the silent, haunted ruins of some ancient, awful society. A vast graveyard may be haunted by Unkind Specters, or some awful alchemical mistake may have invested the water supply in the sewers of a city with accursed powers. Evil cultists are a good place where Unkind curses can take root, and Unkind Vampire Thralls are oddly appropriate, as if those doomed souls needed anything worse in their tortured existence.

Unkind Creatures can be extremely dangerous to those who cannot resist their ill fortune, spreading misery and woe, and even if they are defeated, the victors are often left cursed, as the miasma of misery they spread clings and persists.

The Curse, the Evil Eye, Hexes and Hoodoos, all those things can be represented by Unkind Creatures, and bold GM's can find many ways to work this Pattern into their stories.

This creature looks haggard and drawn, as if suffering from some awful malady...that it is willing to share with you.

General

Init: +1 CRs greater than base creature.
Senses:
Perception: +3 CRs greater than base creature.
Movement Types:

Defense

AC: +3 CRs greater than base creature.
Maneuver Defense: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +3 CRs greater than base creature.
Damage: +3 CRs greater than base creature.
Maneuver Offense: +2 CRs greater than base creature.
Save DC's: +3 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
  • creature adds +2 CRs to all of its existing skills.
Languages:

Special Abilities

Evil Eye (Su; Unkind Creature Pattern)

Up to once per round as a swift action, an Unkind Creature may inflict the Jinxed status upon a foe they choose, as long as they are within 2 squares of their space. To use this Jinx they must have line of sight and line of effect to their victims, and any victim can only be affected by this Evil Eye once per round, no matter how many Unkind use it on them. As a result, the Unkind spread this awful glare widely among their foes. This ability allows a Will save versus a DC of 14 in order to negate the effect. Also see Inevitable Doom, below.

Cursed Blow (Su; Unkind Creature Pattern)

Up to once per encounter as a free action, an Unkind Creature may inflict Hexed upon an enemy creature after they have struck it with any melee attack. A given enemy may only suffer this effect once each round, and so the Unkind tend to 'spread out' their melee attacks. This ability allows a Will save versus a DC of 14 to reduce the Hex to Jinxed, but see Inevitable Doom, below.

Inevitable Doom (Su; Unkind Creature Pattern)

If a victim is already suffering from Jinxed when legally affected by Cursed Blow or Evil Eye, then their condition is automatically raised to Hexed. If a victim is already suffering from Hexed when legally affected by Cursed Blow or Evil Eye, then their condition is automatically raised to Cursed. If a victim is Cursed when legally affected by Cursed Blow or Evil Eye, then the condition is removed, and the creature suffers 1d6 points as necrotic (energy, uncommon) damage, as the power of the curse shrieks out of their bodies, tearing at their very life force as it does so.