Campaign of the Month: June 2012
Kuei Bound Template (+2 CR)
“Kuei-bound creature” is an acquired template that can be added to any creature with a soul that has become possessed with a kuei (referred to hereafter as the base creature). A kuei-bound creature uses all the base creature’s statistics and special abilities except as noted here.
The creature so bound grows several inches in height and muscle mass, and the barkskin ability (see below) causes their appearance to become withered like the bark of an old tree.
Size and Type: Size and type are unchanged, but the creature gains the evil subtype if the base creature did not already have it.
Armor Class: A Kuei-bound creature gains a +2 profane bonus to Armor Class.
Physical Attributes: A Kuei-bound creature gains a +4 profane bonus to their Strength, Dexterity and Constitution scores. The creature also suffers a −4 profane penalty to their Charisma score.
Special Attacks: A kuei-bound creature retains all the base creature’s special attacks and gains those described here.
Diabolic Attack: Bad Luck: A kuei may inflict bad luck on a person with a standard action, a DC 15 Will save negates this effect. If the save is failed, the player rolls 2 dice for all actions (pretty much any d20 roll, and all damage dice rolls) and takes the worst result. This lasts 1 month for every level of Kuei. A creature that successfully saves is not subject to the same Kuei’s Bad Luck attack for 24 hours. The curse can be broken only by a caster that casts Clerical magic with either the Purification Ritual, a remove curse or miracle spell, or the Initiate feat. This is resolved by an opposed level check between the kuei and the adept. (This is an attack from the Kuei itself, and may be used once per round in addition to whatever the host’s actions may be).
Spell-Like Abilities: (100 pts per day) – as a swift action, At will— barkskin +2 (3pts, lasts 7 days), haste (5pts each round), Tenebrae Magae spell Gate (15pts).
This spell opens a doorway between one place and another by means of a second plane. Certain creatures (devils, demons and spirits) are more sensitive to the activation of such gates, and will be able to manifest through a gate when it is used.
To activate a gate, the caster must have access to a doorway, the dimensions must be at least 7 feet tall by 3 feet wide. He then activates the spell and the door will appear to be covered in a glowing red and blue smoke and light. The caster imagines where he desires to go and opens the gate to the destination. Whenever a gate is used, there is a 5% chance (a roll of 1 on a d20) a demon, devil or spirit will emerge with the user on the other side. The caster must be at least familiar with where the gate is opening to. The gate will last for ten minutes or until the caster dispels it. One cannot see the other side of an activated gate until one steps through.