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Bramble wild elves prefer to confront foes in an area where thorny vegetation is plentifulespecially large, thorn-bearing trees. If they can, they hide, lying in wait for their prey and using their entangle ability to immobilize opponents.

Broken Soul

Entangle (Sp): Once per day; see the bramble template. Improved Grab (Ex): See the bramble template. Prickle Whip (Ex): Once per day; see the bramble template. Thorn Dart (Ex): Twice per day; see the bramble template. Thorny Grasp (Ex): See the bramble template. Fire Vulnerability (Ex): A bramble wild elf takes double damage from re unless a save for half damage is allowed, in which case it takes double damage on a failed save and half damage on a successful save. Thorn Walk (Sp): Once per day, up to 1 hour; see the bramble template. Wild Elf Traits (Ex): A bramble wild elf is immune to sleep spells and eects and has a +2 racial bonus on saving throws against enchantment spells or eects. It also gains a +2 racial bonus on Listen, Search, and Spot checks (already gured into the statistics above). In addition, a bramble wild elf that passes within 5 feet of a secret door is entitled to a Search check as though actively looking for it. Bramble wild elves are automatically procient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, but they rarely craft such weapons themselves. Instead, they rely on weapons taken from victims. Woodland Stride (Ex): See the bramble template.

Skills: *A bramble wild elf gains a +8 circumstance bonus on Hide and Move Silently checks in forested areas and thickets (not represented in the gures above). The bramble wild elf character presented here had the following ability scores before racial and template adjustments: Str 13, Dex 15, Con 12, Int 8, Wis 9, Cha 8.

Agony given physical form, a broken soul is the remains of a creature tortured to madness and beyond. The horrifying and heinous treatment he endured lend him unimaginable toughness and grants the power to cause pain and invoke fear in others. Most broken souls are completely mad creatures that hate themselves and all who look upon them. A broken soul is a horrifying sight. Its twisted and broken body is a mass of bruises, scars, and infected, oozing sores. Its face is a mask of madness and pain. The exact circumstances that create a broken soul are unknown, but they invariably form from creatures severely physically and mentally tortured and yet allowed to live. Some believe a broken soul is blessed with power by some god of pain or vengeance, but others say it is the result of a dark bargain between the tortured creature and some infernal being. Whatever their origins, most broken souls seek out their torturers and do all they can to bring upon them even worse pain and fear than they inicted upon their helpless victims.

Broken Soul

Creating a Broken Soul

Broken soul is an acquired template that can be added to any living creature that has an Intelligence score (referred to hereafter as the base creature). A broken soul uses all the base creatures statistics and special abilities except as noted here.

Armor Class: A mass of scar tissue covers every inch of the broken souls body. This thickening of the hide improves the creatures natural armor bonus by +4 over that of the base creature. Special Attacks: A broken soul retains all the special attacks of the base creature and gains those described here. Agonized Wail (Ex): As a standard action, a broken soul can emit an agonized wail that inspires terror in every creature


Speed: Because a broken soul is in constant agony, each of its speeds is slower by 10 feet than the corresponding speed of the base creature (minimum 5 feet).

within 120 feet that has fewer character levels than itself. Each potentially aected opponent must succeed on a Will save (DC 10 + 1/2 broken souls character level + broken souls Cha modier) or become shaken (see the DMG for a description of the shaken condition). This condition lasts until the aected opponent is out of range. A successful saving throw renders an opponent immune to that broken souls agonized wail for 1 minute. Baleful Gaze (Su): Any creature within 60 feet that meets a broken souls gaze must succeed on a Fortitude save (DC 10 + 1/2 broken souls character level + broken souls Cha modier) or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charisma drain. Whatever the result of the saving throw, the creature cannot be aected by the same broken souls baleful gaze again for 1 minute. Torturous Touch (Su): A broken soul can deliver a torturous touch by making a successful melee touch attack against a target. Any creature struck by this attack must succeed on a Fortitude save (DC 10 + 1/2 broken souls character level + broken souls Cha modier) or take 2d6 points of slashing damage and 1d6 points of Dexterity damage. Furthermore, the aected creature immediately falls prone and lies convulsing and helpless for 1d4 rounds. Special Qualities: A broken soul retains all the special qualities of the base creature and gains those described here. Damage Reduction: Because it has become so inured to pain and abuse, a broken soul has damage reduction 5/.

Resistances (Ex): A broken soul has resistance 5 to acid, cold, electricity, re and sonic. If the base creature has better resistance or immunity to one or more of these energy types, the broken soul retains the better quality. Abilities: Change from the base creature as follows: Str +2, Dex 4 (minimum 1), Con +6, Wis 2 (minimum 1), Cha 6 (minimum 1).

Broken Soul

Skills: Although the broken souls sense of self has been greatly degraded, its very presence is unnerving to others, granting it a +8 racial bonus on Intimidate checks. However, it takes a 10 racial penalty on Concentration checks because of its constant pain. Feats: A broken soul gains Diehard, Endurance, and Toughness as bonus feats if the base creature does not already have them. Organization: Solitary. Challenge Rating: Same as the base creature +2. Alignment: Usually chaotic evil. Level Adjustment: Same as the base creature +4.

Broken Soul Characters

A broken soul favors whichever class the base creature does. Its terrible state can be cured with a miracle or wish spell if willing, but most broken souls harbor a lasting hatred of their torturers and a manic fear of capture or powerlessness. When these latent fears or hatreds resurface, the old scars return, and the template must be reapplied.

- Sample Creature: Broken Soul Erinyes Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 9d8+75 (115 hp) Initiative: +3 Speed: 20 ft. (4 squares), y 40 ft. (good) Armor Class: 25 (+3 Dex, +12 natural), touch 13, at-footed 22 Base Attack/Grapple: +9/+15 Attack: Longsword +15 melee (1d8+9/1920) or +1 aming composite longbow (+6 Str bonus) +13 ranged (1d8+7/x3 plus 1d6 re) or rope +12 ranged (entangle) Full Attack: Longsword +15/+10 melee (1d8+9/1920) or +1 aming composite longbow (+6 Str bonus) +13/+8 ranged (1d8+7/x3 plus 1d6 re) or rope +12 ranged (entangle) Space/Reach: 5 ft./5 ft. Special Attacks: Agonized wail, baleful gaze, entangle, spell-like abilities, summon devil, torturous touch Special Qualities: Devil traits, damage reduction 5/, darkvision 60 ft., immunities (re, poison), outsider traits, resistances (acid 10, cold 10, electricity 5, sonic 5), see in darkness, spell resistance 20, telepathy 100 ft., true seeing Saves: Fort +14, Ref +9, Will +9 Abilities: Str 23, Dex 17, Con 27, Int 14, Wis 16, Cha 14 Skills: Concentration +10, Diplomacy +4, Escape Artist +15, Hide +15, Intimidate +10, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +15, Move Silently +15, Search +14, Sense Motive +15, Spot +15, Survival +3 (+5 when following tracks), Use Rope +3 (+5 with bindings) Feats: DodgeB, DiehardB, EnduranceB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, ToughnessB


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