Kain Darkwind's Savage Tide
Carrier → Weakened → Impaired → Befuddled → Deranged → Comatose → Metamorphosis
Type disease, injury; Save Fortitude DC 15
Track modified mental; Frequency 1/day
Special Virulent. Heal spells interact with the disease as remove disease, requiring a caster level check against the disease’s DC. The caster gains a +4 bonus on their caster level check when using heal. Creatures that are immune to disease (other than constructs, outsiders and undead) can still contract savage fever, but never pass beyond the latent stage.
Cure 3 consecutive saves
Latent/Carrier: A character in the latent stage has the disease, and may pass it on if contagious, but suffers no debilitating ill effects. The flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area, this effect grows more pronounced as the disease progresses.
Weakened: A character weakened by savage fever suffers all the effects of the shaken, sickened and fatigued conditions. The DCs of her spells and spell-like abilities decrease by 2. If she is a spellcaster, she can no longer cast her highest level of spells.
Impaired: A character impaired by savage fever suffers the effects of the exhausted condition and no longer adds her mental ability score modifiers to the number of uses per day of pools (such as an arcane pool or a ki pool), abilities (such as channel and lay on hands), and bonus spells per day. Her DCs decrease by an additional 2. If she is a spellcaster, she can no longer cast her 2 highest levels of spells.
Befuddled: A character befuddled by savage fever is losing her grasp on thought, reality, and self. She has a 50% chance each round to react hostilely to anything within reach, attempting to harm it to the best of her ability.
Deranged: A character rendered deranged by savage fever is almost entirely disconnected from reality. Her mind filters and twists all external stimuli into strange forms. At this stage, she wants nothing more than to consume raw flesh, and will take whatever steps she needs to obtain that. She gains a bite attack appropriate to her size and uses this natural weapon in preference to all others.
Comatose: A character rendered comatose by savage fever has lost all grip on reality and entered an inner world of nightmares. She can’t be woken by any means as long as she remains in this state on the disease track.
Metamorphosis: The disease has consumed the character. They gain the savage creature template and become uncontrolled monsters, ever hungry.
CREATING A SAVAGE CREATURE
“Savage” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, humanoid, magical beast, or monstrous humanoid (referred to hereafter as the base creature). A savage creature uses the base creature’s stats and abilities except as noted here.
Challenge Rating: +1.
Alignment: Chaotic evil.
Type: A savage creature gains the chaotic subtype.
Senses: A savage creature gains darkvision 60 feet.
Armor Class: A savage creature’s natural armor increases by +2. (+2 per 10 HD)
Defensive Abilities: A savage creature gains DR 5/lawful (10/lawful if over 10 HD, 15/lawful if over 20 HD); immunity to disease, exhaustion, fatigue, mind-affecting effects, and stunning; resistance to acid 10 (20 if over 10 HD, immunity if over 20 HD); and the ferocity special quality. It also gains the following defensive ability.
Death Throes (Su): When a savage creature dies, it can immediately make a bite attack, snapping at all creatures in reach just before it succumbs. A savage creature can make this bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage creature’s body melts into a puddle of acidic goo, leaving behind only its gear and its skeleton. Any living creature within a five foot radius of a melting savage creature takes 1d6 points of acid damage per HD (Reflex DC 10 + ½ the savage creature’s Hit Dice + the savage creature’s Constitution modifier half) – this acid only affects living flesh. A pool of acid remains on the ground, taking up a space equal to the creature’s space while living – it deals the same acid damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of one minute.
Weakness: A savage creature gains the following weakness.
Afflicted (Ex): Once transformed into a savage creature, a greater restorationspell causes the victim to revert to normal, provided the caster succeeds on a caster level check (DC 10 + ½ the savage creature’s Hit Dice + the savage creature’s Charisma modifier). A miracleor wish spell automatically restores a savage creature to normal. A savage creature that is killed and then brought back to life loses the effects of this template.
Speed: A savage creature’s land speed increases by 10 feet.
Melee: A savage creature gains a bite attack that deals damage as for a creature one size category larger. If it possesses 10 HD or more, it gains a tentacle attack that deals damage as a slam with the grab quality.
Reach A savage creature’s reach increases by 5 ft.
Special Attacks: A savage creature gains the following special attack.
Disease (Su): Savage Fever: Bite – injury; save Fort DC 10 + ½ the savage creature’s Hit Dice + the savage creature’s Constitution modifier; onset 1 minute; frequency 1/day; see above
Ability Scores: Strength +6, Constitution +6, Intelligence -6 (minimum 1). A savage creature whose Intelligence is reduced below 3 can no longer understand any languages, nor can it cast spells or use spell-like abilities of any kind.
Skills: A savage creature gains a +4 racial bonus on Escape Artist, Intimidate, and Perception checks, and a -4 penalty on Disguise and Diplomacy checks.