Spheres of Power

Vindicator Creature (CR +3)

Sometimes, rather than executing a creature, or simply killing it in battle, an enemy seeks to suck the marrow from its foe’s bones, to grind its enemies’ skulls to powder. Tear down their cities, blacken their sky, sow their ground with salt! Completely and utterly eradicate them! This kind of foe, rather than simply achieving victory, commits atrocities. It is from this defeat that sometimes the deities of retribution reincarnate an avenging spirit.

Creating a Vindicator Creature

“Vindicator” is an acquired template that can be added to any living creature. A vindicator creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +3.

Defensive Abilities: Regeneration equal to Constitution score (acid and fire), DR 5/epic (if the vindicator creature is CR 10 or higher this becomes DR 10/epic, if CR 15 or higher this becomes DR 15/epic) Immune: acid, fire Weakness: Vulnerability to Warded Creature. (A vindicator creature suffers +50% damage from a warded creature’s attacks, and suffers a -4 penalty to saves against spell or effects controlled by a warded creature; its regeneration and damage reduction are also suppressed against attacks from a warded creature.)

Special Abilities: A vindicator creature retains all the special abilities of the base creature, plus the special abilities as described below:

Augmented Critical (Ex): Select a single melee or ranged attack the vindicator creature possesses. With this attack (and only this attack), the vindicator creature threatens a critical hit on 15–20 and inflicts x3 damage on a successful critical hit.

Augmented Special Attack (Ex): Choose one of the base creature’s special attacks. If it is a single special attack, it deals half again as much (+50%) damage as normal. If this single special attack does not deal damage, add a +4 bonus to the save DC of the attack. If the attack has no save and does not deal damage, this ability has no effect.

Healer’s Bane (Su): Damage caused by the vindicator creature’s critical hits are subject to the legendary curse Healer’s Bane (see below). The special Will save DC for this legendary curse is 10 + the CR of the Vindicator creature + its Con modifier. Cure: The specific creature type must be a warded creature, the specific circumstance is the site of the vindicator creature’s death.

Warded Creature (Ex): When a vindicator creature appears, the violated race, sub-race or cultural background is granted the status of warded. A vindicator creature can sense the direction, distance (exact), emotional state, and status of all warded creatures within 1 mile per the vindicator’s CR. Warded creatures within 120 ft. of the vindicator creature gain the benefits of a greater heroism spell (does not affect himself).

Abilities: Increase from the base creature as follows: Str +10 (+5 to melee attack and damage, +5 to Climb and Swim checks, +5 to Strength, and CMB checks, +5 to CMD), Dex +10 (+5 to ranged attack rolls, AC and touch AC, Initiative checks, and Reflex saves. +5 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, +5 to any of the base creature’s Dexterity-based DCs), Con +10 (+5 hp per HD, +5 to Fortitude saves, and any of the base creature’s Constitution- based DCs).

Feats: Vindicator creatures gain Bleeding Critical, Blinding Critical, Critical Focus, Staggering Critical, and Stunning Critical as bonus feats, if they meet the prerequisites.


Healer’s Bane

“May you suffer a vicious wound that will not heal!”

Type curse; Save Will

Effect Damage caused by critical hits to the subject cannot be healed; this includes healing by conjuration (healing) spells, channeled positive energy, natural healing, regeneration, fast healing, etc.

Cure (DC 27) If a specific type of creature under a specific circumstance creates an effect that removes a bestow curse, this combination grants a +20 circumstance bonus on any attempt to remove the curse. These specific requirements are subject to GM adjudication. Examples include: a creature that is immune to curses, a creature of the same type as the creature that uttered the curse or inflicted the first critical hit, a creature who has never committed violence, on the dawn of the third day, on the site of the curses original creation, or on holy ground dedicated to the ethos of healing.