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Mulletmanalive
2012-02-07, 12:58 PM
I feel it in my fingers...

http://www.mlahanas.de/Greeks/Mythology/Images/CupidSirJoshuaReynolds.jpg

Long ago, a man named Valentine was fed to some lions. History is a little fuzzy as to why, but it was definitely something to do with love. Apparently.

Because of his story, February is the month of love: to some, a source of great joy; others, a time of sad reflection; to many, it's a cynical time to sell greetings cards.

Either way, love is everywhere you go, it's in every thing you do. Ever wondered why?

_/ _/ _/ _/ _/ _/ _/ _/


The contest begins with the posting of this thread and will continue until the 28th of February.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the 7th of March.

As it's part of what I do, I'm happy to offer artwork as a prize. This month's contest winner will be awarded a choice of one character portrait or an illustration of their winning monster. If another entry achieves sufficient awesome to warrant an honourable mention, I may give out additional paintings [/center]


Rules

1. You will be creating an original creature for D&D 3.5, themed around love or relationships. Nothing pornographic, and this is about emotion, not sex. The creature may cause others to fall in love with a mechanical backing, gain power from being in love with others or mutate into an insane monster due to mad jealousy.

Examples (Ball's in my court for once!):
Gancanagh Bigh fairy hunk of man... Irish.
Leannan Sidhe vampiric muse from Gaelic cultures.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

2b. Contrary to previous rules, templates are explicitly allowed in this competition, with the following limitation: a template is judged on the example creature, which must be a pure SRD NPC character and a pretransformation version of the character must be included for comparison.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV-V, except for a lore section which is required for this competition only).

4. Post all entries on this thread. Do [I]not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

8. Please state if you do not want critiques, otherwise other participants will likely give a rundown of your build in the chat thread.

-=-=-=-=-=-

Mulletmanalive
2012-02-07, 01:03 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread.

-=-=-=-

No Parsed Stat Block Code
Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

Lore

Plot Hook/Story if any

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

DracoDei
2012-02-08, 08:12 PM
Ok, this is VERY rough, but I am back and forth between two houses like a ping-pong ball, and this is the only way I can be sure of having access to this when I have the energy to write. Going to hide this things ugliness in a spoiler until it is fit for people to actually look at.
Heaven's Match

Mardun lay awake in his tent
"I can lead an army of ten thousand against the forces of Vecna, but I can't lead a woman to the altar. What kind of sense does that make?"
"What is the weirdest thing I have encountered in my travels? Well... that is a hard one... I have seen some things that near drove me out of my mind... but for just plain WEIRD I think not much beats the feeling of hearing a blink dog and a winter wolf are making sweat, slow, romantic love in a tent not 20 feet away."
Heaven's Match is a hereditary template that can be added to any INDIVIDUAL intelligent creature of good alignment. Note that in many regards this template is applied to the specific creature the Heaven's Match is intended for, known as the base individual. In other ways this template is applied to that creature's race (including all inherited templates), or VERY RARELY to another race.
Size
As base creature.
Type
Changes to outsider. Subtypes retained. Gains Native Subtype. HD change to d8. All saves are good. BAB poor.

HD
Change to d8. Equal to specific base creature and increases and decreases with that creatures (to a minimum of 1) as time goes on. Recalculate BAB and Saves as indicated here.

Speed
As base creature.
AC
Add deflection bonus of +4 or increase existing deflection bonus by +4.
Attacks
As per bases creature but with Poor BAB.
Armor and Weapon Proficiency
Proficient with two simple weapons or one martial weapon that the base individual is proficient in, and all armor and shields (including Tower Shields).
Space and Reach
As base creature.
Special Attacks
As base creature.
Special Qualities
As base creature plus spellcasting.
Uncanny Dodge???
Matchless Loyalty (Mate only)
Share Fate, Share Spells, Empathic Link, Know Mate, Lay on Hands (self and mate only), Favored Enemy (Succubi, Incubi, and Erinyes(plus similar at GM's discression))

Path A: Love's House
HD|Spells

<=1 | Love's Haven, Least 1/day

2 | Extended Rope Trick 2/day

3 | Extended ??? and ??? 1/day

4 | Extended Disguise Self and Extended Alter Self 1/day

5 | Extended Alter Self 2/day

6 | Extended Alter Self 2/day and one of the following each day: Eagle's Splendor, Owl's Wisdom (Give Extended Bear's Endurance and maybe even Cat's Grace at higher levels?)

7 | Extended Alter Self ?/day and ? of the following each day: Eagle's Splendor, Owl's Wisdom.
*
8 |

9 |

10 |

11 |

12 |

13 |

14 |

15 |

16 |

17 |

18 |

19 |

20 |

Love's Haven, Least
Transmutation [Good]
Level: Match 1 or 2
Components: F
Casting Time: 1 Swift Action (1 minute delay, see below)
Range: Touch
Target: Heaven's Match(Self) Plus Spouse
Duration: 20 minutes + 10 minutes/level (D)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

This sends the couple to an extradimensional space one minute after it is cast. Note that they must remain in contact with eachother for the entirty of this minute or the spell fails with no effect. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. The couple can NOT see out of the space. This spell leaves a trace on the plane it was cast one, similar to the window left by a Rope Trick spell, but shaped like piece of paper that started out as a 3'x5' rectangle before it was wadded up into a ball. Remember however that it's invisible, and even creatures that can see the trace can’t see through it.

Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

Focus: Wedding rings, worth at least 10 gp each, worn by both parties. These are left in the wake of the couple's departure, interlinked (despite this generally being a geometrical impossibility). When the spell ends by any means the couple returns, wearing the (now unlinked) rings and all their gear (note that this is regardless of what they might NOT have been wearing prior to their return).

Servant of the Domestic Bliss
Conjuration (Creation) [Good]
Level: Match 1
Components: NONE
Effect: One Servant
Duration: 30 minutes/level(D)

As per Unseen Servant with the following changes:
The force is visible as a strong distortion in the air, shaped somewhat like a floating ooze, or the same size as the NATURAL (not current) size of the caster. It is capable of performing simple domestic tasks that require a mind, such as putting away dishes, cooking simple meals, caring for the basic survival needs of children (shooing them away from open flames, feeding babies, changing soiled swaddling cloths/diapers, etc). For the purposes of performing such It has a Craft, Spot, Listen, and Profession check modifier of -5 (confirmed NEGATIVE five) plus caster level. It can not speak but can make a variety of other sounds, such as humming simple tunes, screaming (useful for alerting the couple to emergencies), or making sounds akin to coughing, so as to attract attention.
It has an AC of 6(regardless of size), but is immune to non-magical weapons. It may be damaged by area effects regardless of if they are magical.

The effective strength score is based on the natural size of the caster and is givne on the following table.
Size|Strength Score
Tiny or smaller|1
Small|2
Medium|4
Large|8
Huge|12
Gargantuan|16
Colossal|22



Rope Trick 2nd Sor/Wiz
Unseen Servant (Dispels if Couple ever more than 5' (30'?) from eachother. Useful for doing the dishes after that romantic dinner)
Magic Mouth 1st/2nd level
Guards and Wards 6th (Couple's need time alone to talk) Change to
Mage's Private Sanctum combined with Mage's Faithful Hound at a later level, then Magnificent Mansion at a later level, but only they and children can enter.
Mount changing to Phantom Steed at higher level(For riding off into the sunset on? Doesn't make much sense, but FEELS right)
Plane Shift
Sleep(Children Only)
Deep Slumber(Children Only)

Path B: Two Hearts, Endless Forms
All Illusion Effects have DC reduced by 6
No effect can copy specific individuals.
HD|Spells

<=1 | Extended Disguise Self 1/day

2 | Extended Disguise Self 2/day

3 | Extended Disguise Self and Alter Self 1/day

4 | Extended Disguise Self and Extended Alter Self 1/day

5 | Extended Alter Self 2/day

6 | Extended Alter Self 2/day and one of the following each day: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom.

7 | Extended Alter Self ?/day and ? of the following each day: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom.

8 |

9 |

10 |

11 |

12 |

13 |

14 |

15 |

16 |

17 |

18 |

19 |

20 | Shapechange 1/day

Animal Shapes
Polymorph
Magic Jar (Modify this into a temporary body-swap with mate at touch range)




Both
Break Enchantment(Mate Only, never on self, NO cap on caster level check, Give LOTS of uses of this)
Dream(Self to Mate Only)
Status
Telepathic Bond(Self+Mate Only)
Detect Thoughts(Mate Only)
Helping Hand(To lead mate only)
Locate Person(To find mate only)
Mage Hand(1 hour/level, Affects Mate only)
Message
Extended Owl's Wisdom/Extended Eagle's Splendor
Refuge
Whispering Wind
Total Connection(Super Mindreading, Touch Range, Mate Only)

Saves
All Good.
Abilities Str (Racial+2) , Dex (Individual+0, or Racial+4 whichever is higher), Con (Individual+0, or Racial+4 whichever is higher), Int (Individual+0 or Racial+0 whichever is higher), Wis (individual+0 or Racial+8 whichever is higher), Cha (individual+0 or Racial+8 whichever is higher)
Skills Class skills are: Craft(Any that the base Individual has Ranks in), Concentration, Diplomacy, Escape Artist, Knowledge(Any that the base Individual has ranks in), Profession (Any that the base Individual has ranks in), Sense Motive, Survival, Swim, Tumble, Use Rope
Feats 1 Plus 1 per 3HD. All must be from the following list (GM discretion for feats outside core, most approved should be non-combat or defense focused feats): Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Casting, Deflect Arrows, Diehard, Dodge, Great Fortitude, Improved Counterspelling, Improved Initiative, Improved Toughness, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Mounted Combat, Natural Spell, Negotiator, Quick Draw, Run, Self-Sufficient, Skill Focus, Spell Focus, Spring Attack, Stealthy, Stunning Fist, Toughness, Weapon Finesse.
Environment
As base creature.
Organization Solitary plus Spouse
Challenge Rating Equal to Hit-Dice
Treasure Standard
Alignment Always Good, otherwise as Base Individual
Advancement Unlimited by HD, NEVER by class, size increases only if base race has size increase for gaining HD.

Tanuki Tales
2012-02-11, 08:40 PM
Unkind Prince


"What is love? Love is supplicating ourselves before our savior. Love is offering up our flesh to feed his hunger, to have our souls rend asunder by his ebony beak. Love is going out and spreading the stories of his grandeur to those yet saved. Love is rescuing those trapped in bleak lives, exposing their minds to our savior's caressing touch and letting them be tested by their sins. Love is destroying the wretched and evil dragons who can not hear the wonderful chorus of our savior's very presence in this world. You ask me what is love, but it is obvious that you do not know the answer. Yet."

Legends tell of how the first Unkind Prince was brought into existence by a devout mortal worshiper of the demon lord Pazuzu as an homage to his splendor. So great was the misguided pride in their skills and their foul "love" for their patron that it is little wonder that they were blind to the abomination born. The Unkind Prince knew nothing of "love" and slew its creator, escaping out into the wide world.

Unkind Princes are creatures of chaos and corruption, taking joy in spreading their plague across entire countries, watching them tear themselves apart piece by piece until either a massive cult to the horror is left or nothing but desolation remains. They take great pleasure in irony and thus always start the spread of their territory by infecting an out of the way church to some virtuous deity (though any church will do in the end). Those who know of their existence theorize this is because, like their demon lord, they are creatures of pure chaotic evil who do evil for evil's sake. The truth is far more sad than that though. They spread the suffering that they do because they can not fathom the concept of "love" (something that is anathema to their plague) and deeply envy the connections, bonds and relationships that they themselves know they will never have.

Unkind Princes naturally gather large cult followings and bands of minions to worship, pamper and preen them, further fueling their massive egos as they also amass a growing horde of wealth. They are fond of gaining pawns who are capable of reconstituting themselves, considering trolls especially as a delicacy.

Unkind Princes possess male personalities but are hermaphroditic, laying an egg once every decade. They sense that they are about to lay one month in advance of its actual occurrence, this filling them with great dread as they are bombarded by emotions completely alien to them. The Unkind Prince will go into a panic, completely abandoning their nest and minions to fly as far away as possible before laying the egg. They want absolutely nothing to do with their progeny and abandon all reasoning to cross the distance (even forgoing spellcasting to meet their ends).

The only natural foes that bring fear and real caution to Unkind Princes are True Dragons and other Unkind Princes.

Obsessive greed is so saturated within and so natural to dragons they are completely immune to the disease spread by the Unkind Prince. This, combined with their own titanic power, make them one of the chief threats to an Unkind Prince. If an Unkind Prince discovers that a dragon lives in their territory, they will choose their action based on its morality. If neutral or evil, the Unkind Prince will rely on subtly and subterfuge to come out on top, manipulating mortals to kill the creature while even trying to make alliances with it. If the dragon is good, the Unkind Prince will race to build as large a cult as fast as possible; the perfect army to persecute and kill the majestic creature.

If an Unkind Prince discovers the existence of another of its kind it will enter a insane war-like mindset. It will ignore all other concerns and foes, throwing its all into destroying what it views as a rival and as potential source of emotions it does not wish to experience. It is not a rare occurrence that two or more Unkind Princes burgeoning cult empires were brought down around them by other forces because they were more engrossed with one another.

An Unkind Prince takes the form of a sleek, beautiful to behold raven the size of a horse. Their eyes are the color of platinum and filled with a malevolent intelligence far above that of the average human. Resting just a foot above their preened brow is a circular crown of purple fire that grows brighter the more influence they gain over a region. The typical Unkind Prince stands 10 feet tall, with a wingspan of 20 feet, and weighs approximately 500 lbs.

An Unkind Prince speaks Infernal, Common and two other languages of the region, but is loathe to let any lesser creature hear its voice, relying almost solely on its telepathy.



Large Magical Beast
Hit Dice: 20d10+120 (230 hp)
Initiative: +7
Speed: 10 ft., fly 80 ft (good)
Armor Class: 22 (-1 size, +3 Dex, +3 natural, +7 Deflection), touch 19, flat-footed 19
Base Attack/Grapple: +20/+28
Attack: Claw +25 (1d6+6)
Full Attack: 2 Claws +25 (1d6+6) and Bite +20 (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Aura of Pestilence, Empathic Contagion, Savior's Will, Spells
Special Qualities: Eyes of the Damned, Damage Reduction 10/Cold Iron, Darkvision 60 ft., Low-light vision, Master's Grace, Tainted Crown, Tainted Immunities, Telepathy 100 ft
Saves: Fort +25, Ref +22, Will +15
Abilities Str 22, Dex 17, Con 22, Int 14, Wis 14, Cha 25
Skills: Bluff +21, Diplomacy +20, Intimidate +20, Knowledge (Arcana) +15, Knowledge (Religion) +15, Sense Motive +15, Spellcraft +15
Feats: Chain Spell, Extend Spell, Improved Initiative, Practiced Spellcaster, Rapid Metamagic, Residual Metamagic, Twin Spell
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Triple Standard
Alignment: Always Neutral Evil
Advancement: By Character class
Level Adjustment: -


Combat

An Unkind Prince will always hide behind its minions and the cult it has generated through its plague, using them to soften up any foes. The Unkind Prince will hang back and unleash it's Mindblast first, quickly resorting to its spellcasting if its enemies do not succumb to the Makind's Folly. An Unkind Prince will not activate it's Aura of Pestilence unless its more important minions are out of its area of effect and melee combat is the only option left.

The Unkind Prince will never fight to the death and is loathe to fight any battle by itself, escaping as quickly as possible at the first ample opportunity. This is never the end though and the Unkind Prince will have its revenge on those who dare oppose and attack it.

Aura of Pestilence (Su)
As a free action, the Unkind Prince can cloak itself in an aura of black fire that reeks of filth and sickness on a metaphysical level. Any creature that comes within ten feet of the Unkind Prince must make a DC 27 Fortitude save. Failing this save means that the creature is afflicted by one of the diseases listed on the table below; these diseases have an instant incubation period, taking effect on the following round. The save for this ability is Charisma based.

{table=head]Result|Disease
1|Blind Sickness
2|Cackle Fever
3|Demon Fever
4|Devil Chills
5|Filth Fever
6|Mindfire
7|Mummy Rot
8|Red Ache
9|Shakes
10|Slimy Doom[/table]


Eyes of the Damned (Su)
The Unkind Prince is treated as if under a constant True Seeing effect and is able to see perfectly in all forms of darkness (magical or otherwise). If the Unkind Prince spends 1 round studying a creature or object it is treated as if under Detect Magic and Detect Alignment effects.


Empathic Contagion (Su)
As a standard action, an Unkind Prince can unleash a broadcast of its own devilish mind as a 60 foot cone. All creatures caught inside of it must make a DC 27 Will save or be stunned for 1d6+1 rounds. Even if they successfully save against this effect they must immediately make another DC 27 Will save or be infected with Mankind's Folly (see below). A creature who saves against this second effect are immune to this ability for 24 hours. True Dragons are immune to this ability. The save for this ability is Charisma based.

Master's Grace (Su)
An Unkind Prince adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class (included above).

Savior's Will (Su)
As a standard action, the Unkind Prince can perform one of the following:
See and speak through any creature that is afflicted by or has completely succumbed to its Mankind's Folly disease. It may only use what ever senses the chosen creature possesses and its range is limited to that of the disease.
Command any creature that has completely succumbed to its Mankind's Folly disease to self-destruct. The affected creature is instantly slain and deals 6d10 damage in a 30 foot radius. A successful DC 20 Reflex save reduces this damage by half. A creature can negate the ability with a successful DC 20 Will save. If it succeeds it may then make a new save against the Mankind's Folly disease at its original DC. The use of this ability is limited to the range of the disease.

Spells
An Unkind Prince casts spells as a 15th level Sorcerer.

Typical Sorcerer Spells known (8/8/8/7/7/7/5 DC 17+spell level)

0 - Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic, Resistance; 1st - Charm Person, Grease, Magic Missile, Obscuring Mist, True Strike; 2nd - Blindness/Deafness, Invisibility, Knock, Resist Energy, Web; 3rd - Dispel Magic, Displacement, Haste, Magic Circle against Alignment; 4th - Arcane Eye, Dimensional Anchor, Charm Monster, Mass Enlarge Person; 5th - Baleful Polymorph, Cloudkill, Mind Fog, Teleport; 6th - Disintegrate, Globe of Invulnerability, Planar Binding; 7th - Summon Monster VII, Limited Wish

Tainted Crown (Su)
The Unkind Prince has a pool of energy that fills as creatures take Wisdom damage from its Mankind's Folly disease. The Unkind Prince gains 1 point for every point of damage dealt, to a maximum of five times its hit dice. The range for this ability is 10 miles per Hit Dice of the Unkind Prince and one additional mile per the hit dice of each creature infected. These points remain in the pool until the Unkind Prince uses them or until after 1 month has passed since the point was gained. The Unkind Prince naturally has 1 point in this pool and regains it after 8 hours of rest if it is spent.

The Unkind Prince, as a standard action, can spend points from its pool, healing 5 hit points per point spent. If this healing would cause the Unkind Prince to exceed it's maximum hit point total it gains any excess as Temporary Hit Points. These temporary hit points last for one hour after they are gained. The Unkind Prince may only spend an amount of points per round equal to its total hit dice.

The Unkind Prince, as an immediate action, can nullify a spell that would have otherwise affected it by expending an amount of points from its pool equal to the spell's level. Only spells that target it specifically are completely nullified, spells that affect multiple targets or have an AOE are nullified in a 10 foot radius sphere centered on the Unkind Prince.

If the Unkind Prince would take ability damage or drain or suffer from a negative level, the Unkind Prince may (as a free action) expend 1 point from its pool to negate 3 points of damage or drain or 1 negative level.

Tainted Immunities (Ex)
As long as the Unkind Prince has at least 1 point in its pool it has immunity to death effects, disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, and stunning.

The Unkind Prince also cannot be detected by scrying spells and effects and is immune to any spell that detects or relies upon alignment.






Mankind's Folly

Infection: See Above
Save DC: 27
Incubation: 1 round
Damage: 1d6 Wisdom

Mankind's Folly is not a normal disease, being of the mind instead of the body. As soon the afflicted is infected they fall unconscious for 1 hour and awaken with no memories of the Unkind Prince that infected them. They then find themselves overcome with one of the following "sins", to the point of almost complete self destruction.

{table=head]Result|Sin
1|Lesser Sin
2|Greater Sin[/table]

{table=head]Result|Lesser Sin
1|Envy
2|Gluttony
3|Greed
4|Lust
5|Pride
6|Sloth
7|Wrath
8|Roll Twice[/table]

{table=head]Result|Greater Sin
1|Delusion
2|Cruelty
3|Ignorance
4|Hate
5|Despair
6|Paranoia
7|Cowardice
8|Terror
9|Death
10|Roll Twice
[/table]

When presented with a situation that would temp them into taking part in their inflicted sin (such as a lavish meal for Gluttony or vulnerable person traveling by themselves for Death) the infected must make a DC 20 Will save to resist giving in to their urge to satiate their sin. The infected creature will always exclude any being they truly love from the direct barbs and destruction of their encroaching corruption (and thus never need to make the Will save if giving in to temptation would directly affect their loved ones) but will otherwise destroy any kind of relationship they had with other beings as they sink deeper and deeper. The infected creature fuels the Unkind Prince that infected them as long as they are within 10 miles per hit dice possessed of that Unkind Prince, but moving out of range does not cure them of their affliction.

The infected becomes contagious themselves, spreading the disease with contact. Any creature touched by the infected creature must make a DC 13 Will Save or be infected with the same "sin" that the one who exposed them was corrupted by. The Unkind Prince's range is expanded every time this occurs by 1 mile per hit dice of the newly infected creature.

If a creature afflicted by Mankind's Folly survives to the point their Wisdom score reaches zero, they enter a deep, fitful sleep. Overcome by feverish dreams, they come to realize the depraved, sinful individual they had been degenerating into and have a deep epiphany. The Unkind Prince is the salvation from their damned lifestyle and it is their solely to protect and guide them. The creature awakens with a Wisdom score of 1 the next morning and no longer takes damage from this disease and no longer can make saving throws to overcome it. They will then seek out the Unkind Prince, guided each night in their dreams by the creature. They are now completely devoted to the monster, feeling a love for it only possessed by those of true faith. A creature who reaches this state can no longer be saved, unwaveringly serving the Unkind Prince no matter the costs. Only the death of the Unkind Prince will once more make them able to be cured as if they had never succumbed entirely to the disease in the first place. Few are saved even if the monstrosity is slain, they more often than not committing suicide from the grief of losing their "god and savior".

Prior to this a Wish or Miracle spell will cure the infected but they are still susceptible to further infection. Only through true love are they ever safe from the Unkind Prince. If the infected creature performs an act of true love or witnesses an act of true love on their behalf they are automatically cured of the disease and are permanently immune to the Mankind's Folly of that specific Unkind Prince.

Creatures that possess an Intelligence score of 3 or higher are not immune to this disease, even if they otherwise would be. Creatures with an Intelligence score of 2 or lower are immune to this disease.

Mulletmanalive
2012-03-01, 12:43 PM
The contest is closed.

Due to his being the only entrant, Troll Brau wins [i have no umlaut key, this is a custom keyboard]. Not going to bother with a voting thread.