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Corruption Codex

Authors: Alexander Augunas, N. Jolly, Isabelle Lee Cover Artist: Jacob Blackmon Cover Design: Alexander Augunas Interior Art: Jacob Blackmon Editor: Robert N. Emerson

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Corruption Codex © 2016 by Gaming, LLC.

About Everyman Gaming, LLC Everyman Gaming began as the blog of Alexander Augunas in January 2014, where he wrote about Pathfinder Roleplaying Game tips, tricks, and techniques for both players and GMs. In May of 2014, Alex began talks with the Know Direction Network about bringing his blog to their site under the name Guidance. At the same time, Alex transformed Everyman Gaming into the company it is today so he could begin self- publishing his works. In 2016, he teamed up with Rogue Genius Games to release Ultimate Occult and has remained with them since.

Find Everyman Gaming LLC on the web at http://www.everymangaming.com!

Special Thanks To Isabelle and N.: This product wouldn’t have been half as great as it is without your help and collaboration.

02 Not every power attainable in the Pathfinder Roleplaying Game is benign. Magic with a cost, powers both great and terrible, Contents and influences that corrupt one’s very being are key aspects Corruption of fantasy, especially those with dark undertones. Such Devolution...... 04 power often offers a great reward, but often at the cost of Catalyst...... 04 one’s humanity. While many character options throughout Manifestations...... 04 the Pathfinder Roleplaying Game tap into this idea, few manage Devolution in Your Campaign...... 05 to realize the concept as well as the corruption mechanic, Sample Devolved Creature...... 07 Codex which was introduced in Pathfinder Roleplaying Game: Horror Adventures. The corruptions introduced in that product tend to Fungal...... 08 focus on classic horror—lycanthropes, vampires, alchemical Fungal Corruption...... 08 monstrosities, and more. But the mechanic has the potential Manifestations...... 08 to be used for so much more than movie classics. Fungal Infestation in Your Campaign...... 09 That’s where the Corruption Codex comes into play. Sample Fungal Creature...... 11 Designed as the brainchild of three of the Pathfinder Roleplaying Game’s most storied authors, the Corruption Codex Kaiju...... 12 takes the corruption mechanic and soars to new heights with Catalyst...... 12 it. Alongside genre classics like devolution, the Corruption Codex Manifestations...... 13 offers corruptions based on a more modern take on horror as Kaiju Corruption in Your Campaign...... 13 well as others that are simply cool. Supporting these corruptions Sample Kaiju Creature...... 15 are new simple corruption templates, a new monster, new feats, and new magic items. This is certainly not the end of our Voidspawn...... 16 inspiration for corruptions, and we’re hoping that after reading Catalyst...... 16 the Corruption Codex, you’re left clamoring for sequel products! Manifestations...... 16 Voidspawn in Your Campaign...... 17 Alexander Augunas, Everyman Gaming LLC Sample Voidspawn Creature...... 19

Description of Contents Feats...... 20 The following sections and subjects appear in Corruption Codex. Devolution: This corruption represents a character whose Bestiary...... 22 physical and mental body is thrust backwards in time, causing it Voidspawn Drone...... 23 to transform into an ancient throwback of its race. DevolutionSample file corruption can occur from exposure to strange magics, Magic Items...... 24 vile druidic rites, or the powers of an enigmatic anunnaki. This section includes a stat block of Everyman Iconic Drake Character Option Index...... 26 Windchaser as a devolved character. Bard ...... 26 Fungal: A plethora of corruptive plants exists in the Druid Archetype...... 26 Pathfinder Roleplaying Game, the worst being horrific fungi with Feats...... 27 the power to commandeer a sentient creature’s body for their Character Option Index...... 27 own purposes. Fungal corruption occurs from exposure to such influences, especially the likes of russet mold, yellow musk, or mindslaver mold. This section includes a stat block of Everyman Feats: This section includes a number of new feats designed Iconic Sister as a fungal corrupted character. to be the salvation (or bane) of corrupted characters. Kaiju: Ushering the end of entire civilizations, sometimes Bestiary: This section includes a new simple corruption the powerful that are classified as kaiju by mortals are template for each of the four new corruptions introduced in the of a far humbler origin than that of true kaiju. Rather, some Corruption Codex, as well as a new creature—the voidspawn drone. are simply ordinary-sized creatures made massive by powerful Magic Items: This section includes new magic items magic, rituals gone awry, or other means. This section includes a that characters can use to help combat or even purge their stat block of Everyman Iconic Danshi as a kaiju creature. corruption, allowing them to dancer closer with dark powers. Voidspawn: Twisted by incomprehensible entities that exist Character Options Index: The final section in the beyond the boundaries of reality, characters who are twisted Corruption Codex is an index of the character options used by the into voidspawn rarely stay sane for long as their bodies sprout stat blocks found throughout the product. Options that cannot be countless tentacles and eyes. This section includes a stat block of cited are instead reprinted in full in this section to provide easy Everyman Iconic Jewel as a voidspawn creature. reference for GMs looking to use those stat blocks in games. 03 Devolution Your body and mind have physically regressed, transforming you into a primitive, feral version of your race. As the corruption intensifies, your body becomes increasingly robust and your senses sharpen as bestial urges awaken inside of you. However, your body and mind can no longer process information as they once could, quickly eroding your mental facilities until you are without so much as a glimmer of intelligence in your eyes, leaving you no better than a common beast.

Catalyst and Charisma scores are reduced by an additional 4 (minimum The devolution corruption is typically the result of powerful 2), and you cannot read or speak without difficulty—reading magic gone awry, or the result of a powerful curse designed and speaking are move actions for you instead of free actions. to strip your humanity away. Perhaps the most disturbing In addition, the chance for any spell or spell-like ability that possibility of all, however, is the interference of a member of you cast to fail is increased to 50%, and casting spells that the enigmatic anunnaki (Pathfinder Roleplaying Game: Bestiary require verbal components is a full-round action for you (if 5)—strange beings from another world capable of uplifting or the spell takes 1 or more rounds to cast, increase the number devolving the minds of cognizant creatures at a whim. of rounds needed to cast the spell by 1 instead). Corruption Stage 3: The third time your sentience Progression reaches 0, and you become an NPC under the GM’s control. Unlike other corruptions, the devolution corruption often Your Intelligence and Charisma scores are reduced to 2, your claims its victims simply through the passage of time, type changes to animal, you lose all spellcasting and abilities though indulging in physical sensations or primal behaviors that require intelligence (including the ability to understand speeds up the rate that your mental state deteriorates at. language or communicate coherently), you can’t wield At each corruption stage (including stage 0) you have an manufactured weapons, and you can’t use skills other than amount of sentience equal to the sum of your mental ability Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, scores (Intelligence + Wisdom + Charisma). Whenever an Stealth, Survival, and Swim. opportunity to act out a significant primal behavior or desire occurs, you are tempted to take it. This action might include Removing the Corruption acting aggressively or competitively, acquiring basic necessities As a devolved creature’s instinctual psyche—sometimes called for survival, experiencing carnal or sensual pleasure, or the creature’s id—often runs afoul over its ego and super-ego experiencing fear or terror. What counts as significant is up as a result of the corruption, removing the corruption may to the GM, but any effect that inspires such emotionsSample always require file that your friends and allies manifest and enter your counts as being significant. Whenever you perform such an personal mindscape (see the mindscape section of Chapter 6 in action, you must succeed at a Will save or lose fragments of Pathfinder Roleplaying Game: Occult Adventures) so that the your your mind to these primal desires. Failing the save reduces id can be tamed or subdued, after which subsequent awaken your sentience by 1d20. When your sentience reaches 0, and break enchantment spells will enable you to return to your corruption advances to the next stage, replenishing your your original self in both mind and body. If the corruption sentience using your newly modified mental ability scores. is the result of a curse, this course may first require that you If you procreate while corrupted, your children’s natural break the curse either by killing the creature that cursed you Intelligence and Charisma take the same penalties or or by having that individual willingly remove it. If you are reductions you had from your corruption when you sired absolutely desperate, a member of the mysterious anunnaki them. This effect cannot be lifted by magic. Progeny you sire can instantly remove this corruption with its uplift ability. If an while corrupted also possess physical traits that were more encounter with an anunnaki caused this corruption, however, common among earlier evolutionary forms of their parent only another anunnaki can remove the corruption. species (such as elongated foreheads in humans). Corruption Stage 1: The first time your sentience Manifestations reaches 0, your alignment shifts one step towards neutral. The following are manifestations of the devolved corruption. Your Intelligence and Charisma scores are reduced by 4 (minimum 2). If you are capable of casting spells or spell-like Devolved Strength abilities, each time you cast a spell there is a 25% chance that Your primal form grants you unbridled brawn. the spell will fail, as if you had failed a concentration check to Gift: You gain a +2 bonus to your Strength score. cast the spell defensively. Stain: You lose the ability to control your strength. All Corruption Stage 2: The second time your sentience damage you deal is lethal damage—you cannot deal nonlethal reaches 0, your alignment shifts to neutral. Your Intelligence damage with attacks, spells, or any special abilities. 04 Heightened Senses The emergence of your instinctual psyche enhances your Devolution in Your Campaign natural senses. When a character devolves, her physical and mental state Gift: You gain low-light vision and scent. If you already regress to a more primal, animalistic state. Exactly how a possess low-light vision, you gain a +2 racial bonus on sight- character appears in this state and what she acts like varies based Perception checks instead. If you already possess slightly from race to race, but the end result is always more scent, you gain a +2 racial bonus on scent-based Perception primitive and robust. For instance, devolved humans often checks instead. have low, flat, elongated skulls, larger fingertips and kneecaps, Stain: Your enhanced senses make you more nervous and thicker bones, and a projecting mid-face. Devolved characters jumpy. You take a –2 penalty on saving throws against emotion are most often the subjects—willing or unwilling—of the fell effects and fear effects, and the DC to demoralize you is rites of devolutionist druids (see the druid section in Chapter reduced by –3. 2 of Pathfinder Roleplaying Game: Horror Adventures), but devolution can also occur from exposure to strange magical Natural Armaments events, as a consequence from a ritual cone awry, or as a curse Your body becomes more savage and feral, making you able to from a particularly powerful witch or . better strike at foes unarmed. Devolved creatures often quickly lose the ability to Gift: You gain a natural weapon that represents a common rationalize the terrible fate that is befalling them, yet despite physical trait that your evolutionary ancestors possessed. this devolution is at its most effective when played against those This natural weapon must be chosen from the following list: closest to the devolved character. Friends and family somberly bite, 2 claws, or slam. At the GM’s discretion, you may also watch as their spouse, parent, or friend slowly disappears, choose from gore, hoof, 2 pincers, sting, tail slap, 2 talons, leaving a slobbering beast in their wake, powerless to do 2 tentacles, or wing, provided one of your evolutionary anything about it. Grim reminders of how far the character ancestors possessed the necessary physical traits to possess has fallen mentally play up the tragedy of this corruption, as such an attack as a common trait. This natural weapon is a devolved characters often realize mid-devolution that they are primary natural attack that deals damage as described in the missing something important, some ability to communicate natural attacks entry in the appendix of Pathfinder Roleplaying with others while simple tasks, things the character might still Game: Bestiary). If you already possess a natural attack, you love or crave, are beyond her ability to perform rapidly slip may instead choose one natural attack and gain a +1 bonus on between her fingers. attack rolls and damage rolls with that type of natural weapon. At manifestation level 4th and again at manifestation level 8th, you may either gain a +1 bonus on attack rolls and Retrogressive Locomotion damage rolls with a different type of natural weaponSample that Vestigial file limbs and muscles lost to evolution regrow, granting you possess or you may gain an additional natural attack that you locomotive means possessed by your ancient ancestors . your evolutionary ancestors possessed, provided your GM Prerequisite: Manifestation level 4th. approves of your choice. Gift: You gain or enhance a movement type to better reflect Stain: You take a penalty on attack rolls made with the physical capabilities that your evolutionary ancestors manufactured weapons equal to half your manifestation possessed. This movement type must be chosen from the level (minimum –1). At manifestation level 9th, you lose following list: burrow, climb, fly, land, or swim. You gain a proficiency with all manufactured weapons instead. movement speed of the selected type equal to half your base speed. What common physical capabilities your ancestors Primal Body possessed is up to the GM, and should be determined by your Your body surges with health and vigor, as if you were at the character’s race. Alternatively, you may choose a movement height of your prime. type that members of your race already possess and increase Gift: You gain a +2 bonus on Fortitude saves. In addition, your speed with that type of movement by 5 feet. add 2 hit points per manifestation level you possess to your At manifestation level 6th and manifestation level 8th, hit point total. These hit points don’t affect your Hit Die or you may either increase the speed of a previously selected other statistics. movement type as described above (up to a maximum bonus Stain: Your mind has become simplistic, making you easy of +10 feet per movement type) or you may gain an additional to and distract. You take a –4 penalty on Sense Motive movement type that your evolutionary ancestors possessed, checks, and the DC to feint you in combat decreases by 4. provided your GM approves of your choice. In addition, any time a foe would gain a bonus on attack rolls Stain: Your devolving, primal physique makes it difficult for or skill checks against you resulting from tactical actions or you to find apparel that fits you. You cannot wear armor unless positioning (such as aid another bonuses or flanking bonuses), it has been designed for an unusually sized creature. Calculate that bonus increases by +2. the cost and weight of such items as if you were a nonhumanoid 05 (see the armor for unusual creatures section in Chapter 6 in the Survival Instincts Pathfinder Roleplaying Game Core Rulebook). If you are already a Your heightened instincts allow you to avoid harm with ease. nonhumanoid, double the value on Table: Armor for Unusual Prerequisites: Heightened senses, manifestation level 2nd. Creatures as appropriate for your size instead. Gift: You gain the uncanny dodge class feature, as the rogue class feature. If you already have uncanny dodge from Steel Hide a different class, you automatically gain improved uncanny You shrug off even the most brutal attacks with thick skin and dodge (see below) instead. feral determination. At manifestation level 6th, you gain improved uncanny Prerequisites: Thick hide, manifestation level 5th. dodge, using twice your manifestation level as your effective Gift: You gain damage reduction equal to 1 + half your rogue level. If you already have uncanny dodge, add your manifestation level (maximum DR 5/–). manifestation level to your effective rogue to determine the Stain: Your mind is quickly becoming more beast than man. minimum rogue level needed to flank you instead of twice For the purpose of effects targeting creatures by type (such as your manifestation level. a ranger’s favored enemy and bane weapon), you count as both Stain: As your instinctual psyche strengthens, your mental your original type and as an animal. If you progress to stage 3 resolve erodes. Apply the saving throw penalty from the of the devolved corruption, you instead take a –2 penalty to heightened senses manifestation on all Will saving throws you your AC and on saves against attacks and spells that include make, not just saves against emotion effects and fear effects. At bonuses that target animals (such as a ranger’s favored enemy) manifestation level 6th, this penalty increases to –3. or that only affect animals (such as the hold animal spell). Thick Hide Your skin thickens as you devolve, offering you additional protection from harm. Prerequisite: Manifestation level 2nd. Gift: Your natural armor bonus to AC increases by 1. At manifestation level 5th, your natural armor bonus instead increases by 2. Stain: You are slowly forgetting how to best make use of your armor and shield. While using armor of any kind, reduce the armor’s bonus to AC and its maximum Dexterity bonus by 2 (minimum 0), and increase its armor check penalty by +2. While using a shield of any kind, reduce the shield’s bonus to SampleAC byfile 2 (minimum 0), and increase its armor check penalty by +2. At manifestation level 5th, you apply any armor check penalty that you gain from your armor and shield on all attack rolls you make, as if you weren’t proficient with any armor or shields.

Wild Skills As you become more in touch with your instincts, you regain primal skills long since forgotten. Gift: Choose two of the following skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Stealth, Survival, or Swim. You gain a competence bonus on skill checks made with the chosen skills equal to 1 + your manifestation level (maximum +10). At manifestation level 4th, you may apply this bonus to two additional skills. At manifestation level 8th, you may apply this bonus on skill checks made with all listed skills. Stain:You take a –2 penalty on all skill checks that cannot be used untrained. This penalty increases to –3 at manifestation level 4th. At manifestation level 8th, you are treated as if you did not have any skill on your list of class skills except Acrobatics, Climb, Escape Artist, Fly, Perception, Stealth, and Swim (these skills are not added to your list of class skills if you did not already have them as class skills). 06 Sample Devolved Creature (10), alchemical cartridges (paper, 20; salt shot, 10), +1 Despite its humanlike appearance and garb, this humanoid creature ghost touch bullets (4), amulet of natural armor +1, oil of has a flat, elongated head and a thick, robust frame covered in thick, residual tracking (2), potion of cure light wounds (2), potion bristly hair matted by dirt and blood. It snarls in anger and fear as of lesser restoration; Gear +1 machete, +1 pistol, +2 mithral you approach, bellowing a primitive roar as it charges towards you, its chain shirt, backpack (bedroll, gunsmith’s kit, iron pot, eyes lacking any trace of humanoid sentience. mess kit, rope, torches [10], trail rations [5 days], water skin), belt pouch (245 gp), belt of incredible dexterity Drake, Devolved Human CR 7 / ML 9 +2, cloak of resistance +2, endless bandolierUE, headband of 3,200 XP inspired wisdom +2, ring of protection +1, thieves’ tools, Male human gunslinger (pistolero) 5/ranger (monster Windchaser journal. hunter) 2 / devolved 9 STATISTICS N Medium animal (human) Str 18, Dex 14, Con 13, Int 2, Wis 16, Cha 2 Init +4; Senses low-light vision, scent, Perception +18 Base Atk +7; CMB +10; CMD 23 DEFENSE Feats Deadly Aim, Point-Blank Shot, Power Attack, Precise AC 16, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +2 Shot, Rapid Shot natural armor); –2 vs. attacks that target animals Skills Acrobatics +17, Climb +15, Perception +18, Stealth hp 72 (7d10+25) +13, Survival +17 (+18 when following tracks) Fort +11, Ref +10, Will +5; –2 vs. attacks and spells that Languages Common target animals, –2 vs. emotion and fear effects SQ combat style (archery), track Defensive Abilities improved uncanny dodge, uncanny Gear +1 machete, +1 pistol, +2 mithral chain shirt. dodge; DR 5/– OFFENSE Reduced to little more than a primitive beast, little remains Speed 35 ft., climb 20 ft. of the person that a character that has been corrupted by Melee +1 machete +9/+4 (1d6+5/19-20), bite +6 (1d6+4) devolution once was. The resulting creature is a primitive, or bite +11 (1d6+4), slam +12 (1d4+5) animalistic version of the character, based upon their race. Ranged +1 pistol +7/+2 (1d8/x4) These primitives are often significantly more robust than TACTICS their evolved counterparts, built for a simple life of hunting, During Combat Drake avoids engaging with stronger- foraging, and scavenging much as animals do. Lacking any looking opponents whenever possible. When forced into a semblance of the intelligence they once possessed, those confrontation, he drops his machete in favor of his natural reduced to mere beasts by devolution are often doomed to attacks, as he has long since lost the mental capacity to live their days as frothing simpletons—the most fortunate understand how to properly wield such a weapon.Sampleamong file them having completely forgotten the intelligence Morale A creature of instinct, Drake attempts to flee if they left beyond, while the most accursed forever haunted by brought below 20 hit points. emotions they can no longer understand and memories they Base Statistics When uncorrupted, Drake’s statistics are can no longer comprehend. Type humanoid; Senses Perception +13; AC 24 (+6 Devolved creatures vary heavily, even between devolved armor, +3 Dex, +1 deflection, +1 dodge, +1 natural members of the same race. This variance often occurs because armor); hp 54 (7d10+7); Fort +9; Melee +1 machete of subtle differences in the devolved creature’s bloodline—for +12/+7 (1d6+4/19-20); Ranged +1 pistol +11/+6 example, a human with a hint of draconic blood in her family tree (1d8+4/x4) Special Attacks monster slaying +1, up might assume a draconian appearance when devolved. Likewise close and deadly; Str 16, Int 10, Cha 10; Feats Deadly the forces at play in causing the creature’s devolution often Aim, Gunsmithing, Point-Blank Shot, Power Attack, strongly influence its appearance after the devolution process Precise Shot, Rapid Reload (pistol), Rapid Shot, Weapon finished. For instance, creatures devolved by devolutionist Focus (pistol); Skills Acrobatics +7, Climb +7, Craft druids often have a wild, animalistic appearance while those (carpentry) +4, Disable Device +3, Handle Animal +4, devolved by the enigmatic anunnaki tend to become pristine, Knowledge (arcana) +7, Knowledge (dungeoneering) perfect renditions of their race’s primitive ancestors. All races, +7, Knowledge (engineering) +5, Knowledge (local) even constructs, have a devolved equivalent. For some, these +9*, Knowledge (nature) +8*, Knowledge (planes) +9, races have their own unique names—for instance, primitive Knowledge (religion) +9, Perception +13, Sense Motive humans are known as Neanderthals. For others, the race’s +7, Sleight of Hand +7, Stealth +7, Survival +11 (+12 devolved form is that of another race—such as with drow or when following tracks); Language Common; SQ deeds duergar, who typically devolve into animalistic versions of elves (gunslinger’s dodge, gunslinger’s initiative, pistol-whip, and dwarves, respectively. Even races that seem incapable of quick clear, utility shot), grit (3), gunsmith, hunter’s lore, changing or evolving, such as androids and samsarans, can be pistol training (pistol), track; Combat Gear acid flask reduced to brutish, animalistic creatures through devolution. 07 Fungal A living, writhing fungus has taken root within your body, squirming its roots and tendrils throughout your body until you are little more than its fleshy puppet. At first the signs of this corruption are unpleasant—your skin constantly itches in uncomfortable places and you always feel tired and dirty. As the corruption progresses, however, these feelings and emotions give way to calm acceptable, even enjoyment, as the fungi slowly strips away your ability to resist its attempts to overtake your body.

Fungal Corruption and your original type for the purpose of harmful effects (such A living, writhing fungus has taken root within your body, as horrid wilting and a ranger’s favored enemy class feature). squirming its roots and tendrils throughout your body until Corruption Stage 3: The third time you fail a Fortitude you are little more than its fleshy puppet. save to prevent the corruption from progressing, you become fully infested by the fungus. Your type changes to plant, you Catalyst gain the augmented subtype and immunity to disease, and you Fungal infestation commonly stems from contact with become an NPC under the GM’s control. If you spend one full fungoid creatures or hazards, especially yellow musk creepers, week at this corruption stage, the fungus fully consumes your mindslaver molds, and creatures with the fungal creature body. You effectively die as the fungus fully consumes your body, template. You might contract fungal corruption after failing though the fungus lives with your general appearance, as well as a saving throw against such a creature or hazard’s special your class levels, Hit Dice, and all benefits deriving therefrom. abilities and surviving the experience without receiving the effects of remove disease or a similar effect, especially if the Removing the Corruption special ability is spore- or pollen-based (such as a yellow- Getting rid of fungal corruption is difficult, as all traces of musk creeper’s pollen spray ability) or involves the creature the fungus must be purged from both your body and your attaching to another creature’s body (such as a mindslaver equipment in order to fully remove the corruption from you. mold’s infestation ability). Remove disease and similar magic can purge fungal corruption from a creature’s body, but only if the fungus is sufficiently Progression weakened by cutting its supply of nourishment—specifically A fungal infestation increases over time as the fungus spreads blood—for a length of time. Weakening the fungus requires itself further throughout your body. Each month, your fasting and a complete abstinence from water—even so much infestation expands as it draws the nutrients necessary for as sitting in a damp cave can supply the fungus with nutrients its growth from your body—this occurs a numberSample of times necessary file for life. during the month equal to your manifestation level. Each episode lasts about an hour, during which you’re racked Manifestations by pain and must attempt a Fortitude save (DC 15 + your The following are manifestations of the fungal corruption. manifestation level). On a success, you weather the episode. If you fail, your corruption progresses to the next stage, but Create Spawn you don’t need to attempt any further saves until the next You are able to shape fungoid creatures that serve your whims. month. Apply any conditional bonuses on saves against disease Prerequisite: Manifestation level 2nd. that you possess to this saving throw. If you have immunity to Gift: Once per day a standard action, you can cast summon disease, you gain a +4 bonus on your save in addition to any nature’s ally II as a spell-like ability. Creatures you summon other bonuses you possess. have their type changed to plant and appear as writhing Corruption Stage 1: The first time you fail a Fortitude masses of fungus and mold shaped as the summoned creature, save to prevent the corruption from progressing, your but otherwise have the normal statistics and abilities for Intelligence and Charisma scores are reduced by 2 (minimum a creature of that kind. This ability can only summon one 2) as fuzzy mold and fungi shoots sprouts in patches across creature, regardless of the list used. For every manifestation your body. If scraped off, burned, or otherwise removed, the level beyond 2nd, the level of the summoned nature’s ally spell fungus grows back to full size in 1d12 x 10 hours. increases by 1 (to a maximum of summon nature’s ally IX at Corruption Stage 2: The second time you fail a Fortitude manifestation level 9th). You cannot cast summon nature’s ally save to prevent the corruption from progressing, your spells whose spell level exceeds half your Hit Dice using this Intelligence and Charisma scores are reduced by 4 (minimum ability. You can use this ability twice per day at manifestation 2) as the fungi’s presence withers your body and leaves your level 5th, and three times per day at manifestation level 8th. face dark and sullen. In addition, your alignment shifts one Stain: Your constant summoning of fungoid creatures step towards neutral and you count as both a plant creature invites the fungus deeper into your body, making the 08 corruption difficult to resist. You take a –4 penalty on saves to prevent the corruption from progressing. Furthermore, Fungal Infestation in Your Campaign alchemical bonuses on saves against disease (such as from Fungal infestations creep up slowly upon a character, spreading antiplague) provide no benefit on your saves made to prevent their tendrils throughout the character’s body long before the corruption from progressing. they begin to emerge across her skin. This behavior is largely a survival mechanism—by ensuring that they take root within Draw Sustenance a host’s flesh before growing atop their body, they ensure that You draw nourishment from unlikely sources, as does your it becomes significantly more difficult to permanently damage fungal infestation. or destroy the fungus as a whole. After all, even the smallest Gift: Whenever you rest, you regain hit points as though tendril remaining within a character’s skin or blood is enough you were undergoing complete bed rest and long term care (4 to allow the corruption to regrow anew. Fungal corruption hit points per Hit Die for each day of rest) as long as you are in typically stems from fungoid plant creatures and hazards, contact with moist natural earth or decaying flesh while you including mindslaver mold, russet mold, and violet fungus, to are resting. If you gain complete bed rest in this manner, you name a few common sources. are also nourished for the day as if you had eaten three good Exactly what happens when a character becomes fully quality meals and drank a gallon of water. (This may expose corrupted by a fungal corruption depends upon the exact strain you to any contaminants or diseases in the earth or decaying of fungus that she has become infested with. Nearly all subsume flesh at the GM’s discretion.) the character’s body for its own purposes, but whether this kills Stain: Your infestation saps water from your body, causing the character (as the case is with violet mold and russet mold) you to rapidly dehydrate. You can go without water for only or not (as the case is with mindslaver mold) depends upon the 12 days plus a number days equal to your Constitution score source of the corruption. If the corruption kills the character, before becoming at risk of dehydration, and in temperate it typically takes the fungus one week after the corruption conditions you need to drink two gallons of water each day to progresses to stage 3 to fully consume the character. After it avoid dehydration (or one gallon if you are a Small character). does so, however, the character’s body is no longer considered In hot temperatures, you may need to drink two or three its own—parts of the corrupted body can no longer be used to times this amount. In addition, if you suffer any amount of locate the character or raise her from the dead. If the character’s nonlethal damage from dehydration, you also become fatigued body isn’t consumed by the fungus, however, it remains a living until the nonlethal damage is healed. puppet under the fungus’s control for the rest of its mortal life.

Fungal Armor Your body becomes plated by rigid mounds of fungi that offer it can without compromising your ability to serve as its host. you protection from harm. SampleYou filetake a –2 penalty to your Constitution score. Prerequisite: Manifestation level 2nd. Gift: You gain a +2 bonus to your natural armor. At Fungal Senses manifestation level 5th, this bonus increases by 1. Your infestation adapts your body to life in the lightless dark, Stain: The fungal growths that cover your body make it nearly for better and for worse. impossible for you to move effectively. Your movement speed Prerequisite: Manifestation level 2nd. for all nonmagical movement types you possess is reduced by 10 Gift: You gain darkvision 30’. If you already had darkvision, feet (or 5 feet if the movement type’s speed is 20 feet or less). increase your darkvision by 30 feet instead. At manifestation level 5th and manifestation level 8th, your darkvision further Fungal Rot increases by an additional 30 feet, to a maximum of darkvision Your infestation produces a sickly substance that rots away 90’ (or an 90-foot increase to your existing darkvision). living flesh. Stain: While your infestation can exist in daylight, it is Prerequisites: Draw sustenance, fungal slam, poisonous much better suited to the dark and its presence twists your blood, manifestation level 5th. senses to similar effect. You gain light blindness (see the list of Gift: Whenever you hit a target with your slam attack, the universal monster rules in Pathfinder Roleplaying Game: Bestiary). target is automatically exposed to your fungal blood poison (see This sensitivity also causes you to take a –2 penalty on saves the poisonous blood manifestation). In addition, the venom against light-based effects. rots the flesh around the point of contact away with shocking swiftness, creating a mass of decayed flesh suitable for your Fungal Slam consumption. If the target fails its save against your fungal The heavy coatings of fungi that cover your body allow you to blood poison by 5 or more, it takes an additional 1d4 points of make a devastating attack. Strength and Constitution damage. This is a poison effect. Prerequisite: Poisonous blood. Stain: Your infestation has consumed all of your body that Gift: You gain a slam attack that deals 1d6 points of damage 09 (or 1d4 point of damage if you are Small). In addition, if you Stain: Your ability to read and relate to the emotions of critically hit an opponent with this slam attack, it becomes others wanes as the fungal infestation takes hold. Whenever exposed to your fungal blood poison, as if the creature had a nonplant creature uses the aid another action to assist you, ingested a piece of your body. reduce the bonus to +1. Additionally, any numeric bonuses Stain: Your hands are caked in fungi that constrict your hands that you would gain from effects that require teamwork and fingers, making it difficult to use them for anything that with an ally (such as from flanking another creature or using requires finesse.You take a –4 penalty on all ability checks and skill teamwork feats) is reduced by half (minimum 0). This also checks involving your hands (such as opening locks). In addition, affects variable bonuses, such as when dealing sneak attack you must succeed at a concentration check in order to cast spells damage to a creature that you are flanking with an ally. with somatic components (DC 15 + your manifestation level). Poisonous Blood Plant Empathy The fungi that pervades your body has infected your blood, Your infestation grants you a strange bond with plant creatures. poisoning any foolish enough to consume your flesh or blood. Gift: You gain the wild empathy class feature, as a druid of Gift: Your flesh and blood are ingested poisons. Whenever twice your manifestation level. You can only use this ability a creature makes a bite attack against you, swallows you on plant creatures. In addition, you can affect plant creatures whole, or otherwise ingests part of your body, that creature (including mindless ones) with mind-affecting abilities as if must succeed at a Fortitude save or become afflicted by the they weren’t immune to mind-affecting effects. following poison: Fungal Blood/Flesh: Poison—ingested; save Fort DC 10 + 1/2 your level + your manifestation level; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex, and nauseated for 1d4 rounds; cure 1 save. You can drain your blood to procure an ingested poison that functions as described above. However, its blood has a distinctively and largely disgusting smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised, which requires a successful DC 15 Profession (cook) check. Harvesting enough blood or flesh to create a dose of poison deals 1 point of damage to you, and the harvested blood or flesh retains its poisonous nature for only 24 hours unless additional fungal blood or flesh is mixed into it. Sample Stainfile: The pervasive nature of the fungi that inhabits your blood worsens your locomotive capabilities. You take a –2 penalty to your Dexterity score.

Poisonous Spore Cloud You can unleash a cloud of poisonous spores at your enemies. Prerequisite: Poisonous blood. Gift: You can unleash a cloud of spores in a 15-foot-radius spread that lingers in the air for 1 minute as a standard action. This cloud does not obscure vision, but creatures within the cloud are exposed to your fungal blood poison as if they had consumed part of your body (see the poisonous blood manifestation). When used in conjunction with this ability, your fungal blood poison is an inhaled poison instead of an ingested poison and its effect fatigues the victim for 1 minute instead of nauseating them for 1d4 rounds. Stain: Your face—especially the inside of your mouth— becomes lined with fungi and you constantly reek the same odor that your fungal blood poison exudes. You take a –4 penalty on all Charisma-based checks and skill checks with any creature capable of smelling you. In addition, reduce the starting attitude of any creature with the scent ability that can smell you by one step. 10 Sample Fungal Creature Spellcraft +7, Stealth +9, Survival +17, Swim +5; Racial This lithe humanoid with pointed ears is covered in a variety of fungi, Modifiers +1 Knowledge (nature), +2 Perception from fuzzy yellow mold to crusted plates of rigid polypores. Though Statistics her eyes appear vacant and slime dribbles from her open mouth, she Str 10, Dex 12, Con 8, Int 8, Wis 16, Cha 12 brandishes her staff aggressively. Base Atk +5; CMB +5; CMD 16 Feats Augment Summoning, Dervish Dance, Direct Plants, Sister, Fungus-Infested Elf CR 7/ML 9 Leaf Singer, Spell Focus (conjuration) 4,800 XP Manifestations create spawn, draw sustenance, fungal Female elf druid (leshy warden) 6, bard (dervish of dawn) 2 armor, fungal rot, fungal senses, fungal slam, plant empathy, N Medium plant (augmented humanoid, elf) poisonous blood, poisonous spore cloud Init –1, Senses darkvision 90 ft., low-light vision; Perception +13 Skills Bluff +5 (+1 if creature can smell you), Climb +5, Handle Defense Animal +5 (+1 if creature can smell you), Heal +7, Intimidate AC 17, touch 11, flat-footed 16, (+1 Dex, +3 armor, +3 +6 (+2 if creature can smell you), Knowledge (geography) natural armor) +4, Knowledge (nature) +12, Perception +13, Perform hp 24 (8d8–8) (dance) +12 (+8 if creature can smell you), Sense Motive +7, Fort +5, Ref +5, Will +8; +2 vs plants, +4 vs fey and Spellcraft +5, Stealth +8, Survival +17, Swim +5; Racial plant-targeted effects, +4 vs bardic performance, language- Modifiers +1 Knowledge (nature), +2 Perception dependent, and sonic, –2 vs light, –4 vs corruption progress Languages Common, Elven, Druidic, Sylvan Weakness light blindness SQ fleet, green empathy, leshy caller, leshy familiar, leshy Offense tender, trackless step, versatile dance, woodland stride Speed 20 ft. Gear +1 scimitar, green dragonhide armor, quarterstaff Melee +1 scimitar +6 (1d6+2/19-20) or slam +5 (1d6 plus Special Abilities fungal blood) Battle Dance (Su) Sister is a master dancer and can use the Bard Spells Known (CL 2nd, concentration +3) momentum from her dances to inspire herself in combat. 1st­–comprehend languages, silent image, ventriloquism This functions like the inspire courage bardic performance, 0 (at will)–dancing lights, detect magic, ghost sound, message except the bonus is doubled and applies only to Sister. Druid Spells Prepared (CL 6th; concentration +#) Leshy Caller (Ex) Sister counts as a plant creature for the 3rd–lily pad strideD, plant growth, poison (DC 16), speak purpose of growing leshies, and she adds leaf leshies, gourd with plants leshies, fungus leshies, and seaweed leshies to her list of 2nd–barkskin, burst of nettlesD flame sphere (DC 15), soften creatures for summon nature’s ally I, II, III, and IV, respectively. earth and stone, wood shape Leshy Familiar (Ex) Sister gains a fungus leshy as a familiar, 1st–blendARG x2, entangle, faerie fire, hydraulic pushSampleD usingfile her druid level as her effective wizard level. As long 0 (at will)–create water, detect magic, detect poison, guidance, as the leshy lives, Sister gains access to the Swamp domain know direction as if through a druid’s nature bond class feature (this is D Domain spell; Domains Swamp an exception to this ability’s normal function, as a leshy Spell-Like Abilities (CL 18th, concentration +9) familiar typically grants its master the Plant domain). 3/day–create spawn (summon nature’s ally IV) Versatile Dance (Ex) Sister gains a bonus on Perform Special Attacks battle dance 5 rounds/day (inspire courage (dance) checks equal to half her bard level, and can +2), channel energy 4/day (4d6; can only be used to heal substitute her Perform (dance) bonus for her Acrobatics animals, plants, and vermin), fungal blood, fungal rot, bonus when making Acrobatics checks. minuet of the midnight ivy, wild shape 1/day (as a 4th-level druid; plant shape I only) Guided like a puppet by a fungoid puppetmaster, a creature that Tactics has become infested by fungal corruption is little more than means During Combat Sister summons fungoid creatures to fight of locomotion for the infestation, a way by which the fungus can for her using create spawn and summon nature’s ally IV, all acquire nourishment and spread its deadly spores to propagate while avoiding combat using her blend spell. more of its kind. Many different kinds of fungi rely on usurping Morale The fungus drives Sister to fight until below 20 hit sentient beings as part of their life cycle, but the more famous points, after which it flees. among them are russet molds, mindslaver molds, and yellow Base Statistics When uncorrupted, Sister’s statistics are Type musk creepers. For mindslaver molds, infesting a living creature humanoid (elf); Senses low-light vision, Perception +13; is a means for the fungus to move and feed itself, a puppet through Speed 30 ft.; Dex 14, Con 10, Int 12, Cha 16; Skills which the fungus can interact with the world around it. Russet Bluff +7, Climb +5, Handle Animal +7, Heal +7, Intimidate mold and yellow musk creepers, however, ultimately use their +8, Knowledge (geography) +6, Knowledge (nature) +14, hosts for little more than mulch, as humanoid bodies provide the Perception +13, Perform (dance) +14, Sense Motive +7, perfect amount of nutrients a growing fungus. 11