plague, or how it spreads. Some blame reckless science while others believe the plague came from alchemical experimentation. One study even claimed that the plague may actually be microscopic constructs capable of using the host’s organic resources for self-procreation. But could such technology even truly exist? Regardless of the origin or machinations of the plague, unfortunate victims slowly, yet painlessly, loose bits and pieces of their flesh, bones, organs, appendages and sanity, as clockwork mechanisms replace organic matter until the victim eventually becomes a mindless, emotionless construct. The initial symptoms of this affliction are masked by the victim’s flesh, often appearing as common bruises or welts, but eventually cogs and gears protrude through the skin before extremities are replaced entirely by metal mechanisms.
CREATING A CLOCKWORK PLAGUED
“Clockwork Plagued” is an acquired template that can be added to a living, corporeal creature (referred to hereafter as the base creature). The plague favors creatures with lower Intelligence scores, but some rare cases have been reported in even the most brilliant of individuals.
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The clockwork plague advances in stages, I through III, after which point the afflicted creature dies and becomes a full clockwork creature (we suggest recreating the creature using the rules for creating a clockwork armature, presented in Pure Steam Campaign Setting, page 190, but without giving the creature the armature subtype). Each stage of the plague lasts for about 2 weeks, with the final stage of the plague lasting for 2 weeks, plus 1 additional week per point of remaining Constitution the creature possesses above 1 (see Ability Score Modifiers, below). A clockwork plagued creature retains all the base creature’s statistics and special abilities except as noted here. CR: Based on the stage of the affliction: stage I, same as base creature +0; stage II, same as base creature +1; stage III, same as base creature +2.
Size and Type: The base creature’s size and type stays the same. At stage III, the creature is treated as having the construct (clockwork) creature type for spells and abilities that require a specific creature type.
AC: At stage II, the base creature gains a +1 natural armor bonus. If it already possesses a natural armor bonus, the bonus increases +1. At stage III, the base creature’s natural armor bonus increases by an additional +2, and the base creature gains a +2 dodge bonus to AC.
Hit Points: Same as base creature. At stage II, +1 hp per HD. At stage III, +2 hp per HD. These bonus hit points have a maximum limit based on the base creature’s size (see construct creature type; Tiny and smaller base creatures do not gain bonus hit points). A clockwork plague victim always treats their Constitution score as at least 10 for determining their total hit points.
Defensive Abilities: A clockwork plague victim has all the defensive abilities of the base creature, and gains the following:
Construct Resistances: Starting at stage II, the base creature gains a +2 bonus on saving throws against ability damage, ability drain, disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. A clockwork plague victim always treats their Constitution score as at least 10 for determining their total Fortitude save bonus. At stage III, this bonus increases to +4, and any ability damage or drain the creature suffers is reduced by half (rounded down).
Damage Reduction: Starting at stage II, the base creature gains DR 2/adamantine. At stage III, the base creature instead gains DR 5/adamantine.
Pain Immunity: Starting at stage I, the base creature gains immunity to nonlethal damage (excludes nonlethal damage from hunger/thirst or the environment), as well as effect with the pain descriptor.
Attacks: A clockwork plagued victim retains all the natural attacks of the base creature. Starting at stage II, if the base creature does not have any natural attacks, it gains one slam attack. The damage of this attack is based on its size. At stage III, the base creature gains one slam attack, even if it had any natural attacks, or now has two slam attacks if it did not have any natural attacks. If the base creature already had a slam attack it uses the value in the table or its own, whichever is better.
Special Attacks: The clockwork plague victim retains all the special attacks of the base creature and gains the following special attacks.
Grind (Ex): Starting at stage III, a clockwork plagued creature deals an amount of slashing damage equal to its slam attack damage plus 1-1/2 times its Strength bonus when it makes a successful grapple check as razor-sharp gears emerge from its body to grind and slice its foe.
Size Slam Damage
Fine -- Diminutive 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8 A rtwork by Re be kah C ro wme r
Horrific Appearance (Ex) Starting at stage II, a living creature within 60 feet that views a clockwork plague victim must succeed on a Will save (DC of 10 + 1/2 base creature’s HD + base creature’s Constitution modifier) or become shaken for 1d4 rounds (increases to 1d6 at stage III). A clockwork plague victim always treats their Constitution score as at least 10 for determining the save DC of this ability. Those that successfully save against this ability cannot be affected again by the same creature’s horrific appearance for 24 hours.
Special Qualities: The clockwork plague victim retains all the special qualities of the base creature and gains the following special qualities.
Metallic Hunger: Starting at stage I, the base creature develops a preference for foods high in iron, even resulting to eating bits of actual metal objects when no other food is available. Consuming adequate amounts of such substances staves off hunger for the creature. By stage II, eating most organic substances low in, or devoid of, iron may actually result in the plagued creature becoming sickened for a short period, or even nauseated, and may not stave off hunger for the creature. For each day that a clockwork plague victim starves, the progression of the plague is delayed by 2 days, however, it must also make a Will save (DC 10, +1 for each previous check), or effectively gain the confused condition, as its thoughts and actions are dominated by the need to feed.
Scent Metals (Ex): Starting at stage I, the base creature gains the ability to sniff out metals. This ability functions much the same as the scent ability, except that the range is 90 feet and the creature can only use it to sense metal objects (including creatures wearing or carrying metal objects).
Slipping Mortality: Starting at stage III, the base creature gains the following qualities.
•
The base creature can no longer be raised or resurrected.•
The base creature no longer needs to breathe, drink, eat organic foods, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a clockwork plagued creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the creature to survive or stay in good health. A plagued creature must still consume certain foods or objects (see above) to survive and stay in good health.•
When the base creature receives magical or medical healing, the amount of healing it receives is reduced by half (rounded down). The base creature can be healed by mechanical repairs, but only for half the amount (rounded down).•
The base creature gains fast healing 1.Ability Score Modifiers: The base creature’s ability scores are modified based on the stage of its affliction.
Stage I: +2 Strength, -2 Constitution (cannot drop below 1), -2 Intelligence (cannot drop below 1).
Stage II: +2 Strength (cumulative), -2 Constitution (cumulative; cannot drop below 1), -2 Intelligence (cumulative, cannot drop below 1), -2 Charisma (cannot drop below 1)
Stage III: +2 Strength (cumulative), -4 Constitution (cumulative, cannot drop below 1), -4 Intelligence (cumulative, cannot drop below 1), -4 Charisma (cumulative, cannot drop below 1)
Feats: A clockwork plague victim keeps original feats. At stage III, it gains Improved Initiative and Lightning Reflexes as bonus feats.
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JACKALOPE
This creature appears to be a large hare, sporting a pair of antlers and exuding a strange aura.
JACKALOPE CR 1
XP
400
N Tiny magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
Aura misfortune aura (30 ft., DC 13, 10 rounds) DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) hp 11 (2d10)
Fort +3, Ref +6, Will +1 OFFENSE
Speed 40 ft.
Melee gore +7 (1d3-3/×2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS
Str 5, Dex 16, Con 10, Int 4, Wis 12, Cha 14 Base Atk +2; CMB -3; CMD 8 (12 vs. trip) Feats Run, Weapon Finesse
Skills Acrobatics +7, Perception +5, Stealth +10 SQ thundergenesis, sound mimicry
ECOLOGY
Environment deserts, hills, and plains Organization solitary, pair, or hutch (3-5)
Treasure none; some towns offer a bounty on jackalope antlers ($25 per pair)
SPECIAL ABILITIES
Aura of Misfortune (Su) Any creature, other than another jackalope, that directly attacks a jackalope, or that comes within 30 feet of one, must make a successful DC 13 Will save or suffer grave misfortune for 10 rounds. If multiple jackalope are within the same aura, the DC to resist this effect increases by +1 for each additional jackalope after the first. Anytime an affected creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result, for the duration of this effect. Creatures that successfully save cannot be affected by the same creature’s aura of misfortune for 24 hours. This save DC is Charisma-based.
Sound mimicry (Ex) Jackalopes possess the ability to mimic the songs and conversations of camping frontiersmen, preferring to sing or speak along with an eerie sound. When threatened, a jackalope will use this ploy to create a diversion to hide, receiving a +8 bonus on its Bluff check to do so. This feature does not give the jackalope the ability to speak or understand language (see the universal
monster ability for more details).
Thundergenesis (Su) While within earshot of an intense thunderstorm, a jackalope gains regeneration 1 (silver), until the storm subsides. If the lightning flash of such a storm were to touch the flesh of a previously dead jackalope, it has a 25% chance of revival, unless its remains are packed in salt or treated with formaldehyde.
More dreaded by the sharecropper than a purple worm or hell hound is the pernicious horned rodent, the jackalope, loose on his field. The jackalope is unfortunately familiar to travelers and sodbusters of the Feral Expanse. It resembles a large hare, standing roughly 2 feet in height and weighing 15 pounds, but sports a pair of antlers it is not afraid to employ.
Other peculiarities have been identified among this breed. While the jackalope is known to graze ceasely on vegetation, it has no less a penchant for whiskey, leaving many a hapless wanderer puzzling over their empty hip flasks after rousing the next morning. Livestock are scared easily by their presence, while ranchers and sharecroppers have long blamed jackalopes not only over the ruination of their crops but of their daily misfortunes in other affairs. Folklore persists that they breed during the lightning flashes of a thunderstorm, or can imitate the ballads and merriment of frontiersmen. (Tenors beware!) JACKALOPE ANTLER WITCH KNIFE
If a masterwork or magical dagger made of jackalope antler is transformed into a witch knife via the Witch Knife feat, the witch may also choose one hex each day when she prepares her patron spells. Until the witch prepares her patron spells again, the saving throw DC of her chosen hex is increased by 1.
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KACHINAS
Standing proudly at knee-height to a human, this doll-like humanoid is dressed in an elaborate and colorful costume of body paint, feathers, fur, beadwork, and a mask reminiscent of an animal or natural phenomenon.
KACHINAS CR 2
XP
600
NG Tiny feyInit +6; Senses low-light vision; Perception +7 DEFENSE
AC 17, touch 16, flat-footed 13 (+1 armor, +3 Dex, +1 dodge, +2 size)
hp 9 (2d6+2)
Fort +1, Ref +6, Will +5 DR 5/cold iron; SR 13 OFFENSE
Speed 20 ft., climb 20 ft.
Melee shillelagh quarterstaff +2 (1d6-1/x2)
Ranged sling +7 (magic stone; 1d6-1/x2; 50 ft. range) Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +8) Constant—deadeye’s lore, feather step
At will—dancing lights, know direction, guidance, prestidigitation
3/day—barkskin, entangle (DC 14), invisibility (self only), magic stone, shillelagh
STATISTICS
Str 6, Dex 16, Con 12, Int 12, Wis 14, Cha 16 Base Atk +1; CMB -3; CMD 10
Feats DodgeB, Improved InitiativeB, Point-Blank Shot Skills Acrobatics +6, Climb +10, Craft (clothing
and jewelry) +6, Handle Animal +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Perform (dance) +7, Ride +4, Sense Motive +6, Stealth +15, Survival +10 (+4 from deadeye’s lore) Languages Sylvan, empath 30 ft.
SQ wild empathy ECOLOGY Environment any
Organization solitary, pair, band (3-5), war party (6-8), or tribe (9+)
Treasure standard (gems, jewelry, trinkets) SPECIAL ABILITIES
Empath (Su) Kachinas possess a crude form of telepathy, allowing them to transmit mild impressions, general emotions, and remembered sensations to other creatures that don’t share their language. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a kachina can relate a feeling of fear or the faint smell of leaves,
but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.
Wild Empathy (Ex) A kachina can improve the attitude of an animal. This ability functions just like the druid class feature of the same name, using the kachina’s caster level in place of its druid level.
Kachinas are tiny fey that appoint themselves the guardians to rural communities or natural groves, springs, canyons or trails in the southwest. Travelers traditionally make an offering to local kachinas to earn their aid or to denote their peaceful intentions as they travel within the kachina’s territory. A kachina may adopt a child, family, or community that is especially generous or kind to the natural wildlife of their territory, and will then attempt to guard it from predators and pillagers. They do not communicate directly with other races, but transmit emotions or sensory memories of touch, scent, or taste. Kachinas often train small animals as mounts and attendants to aid them in their vigil.
Kachinas are brightly garbed in feather and bead costumes and body paint given to them by locals in hopes of earning their good will and protection; a fine costume is a tremendous status symbol among kachinas. The masks in particular typically embody natural phenomena, like storms, earthquakes, forest fires, rivers, flowers, the sun, the moon, specific animals, or a raw emotion, such as anger or happiness. A rtwork by Re be kah C ro wme r
KHOYAN
This small humanoid closely resembles the cacti among which it resides, its skin covered with fine needles, and its head topped by a crown of flowers and leaves in place of hair.
KHOYAN CR 1
XP
400
NE Small feyInit +1; Senses low-light vision; Perception +5 DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) hp 8 (1d6+5)
Fort +2, Ref +5, Will +3 OFFENSE
Speed 20 ft., climb 20 ft.
Melee claw +4 (1d3-2 plus poison) Ranged blowgun +4 (1 plus poison) Space 5 ft.; Reach 5 ft.
Special Attacks quill barrage, poison
Spell-Like Abilities (CL 1st; concentration +2) At will—dancing lights, ghost sound (DC 11), prestidigitation 1/day—longshot, pass without trace
STATISTICS
Str 6, Dex 16, Con 14, Int 12, Wis 12, Cha 12 Base Atk +0; CMB +2; CMD 10
Feats EnduranceB, ToughnessB, Weapon Finesse Skills Bluff +5, Craft (alchemy) +5, Knowledge (nature)
+5, Perception +5, Sleight of Hand +7, Stealth +11 (+15 when hiding among cacti), Survival +2 (+6 in deserts); Racial Modifiers Stealth +4 when hiding among cacti, Survival +4 in deserts
ECOLOGY
Environment hot and temperate deserts Organization solitary, pair or patch (4-12)
Treasure standard (blowgun, flask of khoyan spirits, other treasure)
SPECIAL ABILITIES
Poison (Ex) Quills—injury; save Fort DC 12; frequency 1/round for 3 rounds; effect dazed for 1 round; cure 1 save. The save DC is Constitution-based.
Quills (Ex) A khoyan’s flesh is covered in sharp quills. Its claw attack deals piercing damage, as well as bludgeoning and slashing damage, and a khoyan can pluck its quills for use with its blowgun. A creature that strikes a khoyan with an unarmed attack or a natural weapon takes 1 point of piercing damage from the khoyan’s quills and risks being poisoned. Manufactured weapons do not endanger an attacker in this way. Any creature that grapples a khoyan takes 1d4 points of piercing damage and risks being poisoned on its turn each round.
Quill Barrage (Ex) Once per day, a khoyan can fire dozens of needlelike quills in all directions. All creatures within 15 feet take 1d6 points of piercing damage (Reflex DC 12 half ) and are subject to its poison quills. If a creature fails its save against a khoyan’s quill barrage, it is subject to 2 doses of a khoyan’s poison. The save DC is Constitution-based. Khoyans closely resemble a specific type of cactus such as a prickly pear, barrel cactus, or jumping cholla. They are native desert dwellers and subsist on a well tended field of local flora in addition to picking the pockets of travelers. Khoyans also brew alchemical spirits out of mashed succulents in gourds or clay jars for personal use and barter. Khoyans usually retreat if their poison has no effect. The loss or theft of their alcohol supply is a surefire way of triggering a rampage of violence and vandalism on those the khoyans feel were responsible. In combat, khoyans use the desert environment to their advantage and prefer to snipe at others from a screen of cacti or the branches of a mesquite tree.
KHOYAN SPIRITS
A potent brew made by khoyans from fermented cactus milk, pinyon seeds, and mushrooms. It gives a quick burst of energy while its effects persist, but leaves the imbiber lethargic and weakened afterwards.
Type ingested; Addiction minor (Fort DC 14); Price $30; Effect ignore effects of fatigue, hunger, and thirst for 1 hour; Damage fatigue and 1d2 Constitution damage
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