Shade
Monster Junkie
This one turned out a lot less funny than the others I was working on. While I know that "Broken" isn't by Evanescence, I felt that it fit well with the template.
Evanescent
An evanescent is a mortal who has fallen hopelessly in love with a celestial being. Whether because that love cannot be returned, or because the mortal has aged to the point of death, this overwhelming love causes the mortal to become semi-immortal herself. However, she is forevermore linked to the object of her affection, and gradually begins to fade away when that being is not around.
For their part, celestials are saddened by these victims of unrequited love, and do everything in their power to ease their tortured existences. However, any attention they lavish upon an evanescent also strengthens its love for the immortal, making the likelihood of the evanescent accepting its final rest much less likely. Thus, many celestial beings try to aid them from afar (sometimes sending other celestial creatures to watch over them), but always staying out of sight and out of reach.
Many half-celestials have a mortal parent who has become an evanescent. Aasimars can often have an ancestor that has succumbed to evanescence as well.
Evanescents wander the planes, committing acts of goodness and charity while continually seeking their lost love. Through good deeds, they hope to attract the attention of their bonded immortal.
An evanescent stands about as tall as a typical humanoid of its type, but weighs only half as much due to its semivaporous form.
An evanescent speaks any languages it new in life, and most know Celestial.
Creating An Evanescent
"Evanescent" is an acquired template that can be added to any living creature of nonevil alignment (referred to hereafter as the base creature).
An evanescent has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to deathless. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: The base creature’s natural armor bonus decreases by 3 (to a minimum of +0).
Special Qualities: An evanescent retains all the base creature’s special qualities and gains those described below.
Bring Me to Life (Su): If an evanescent's bonded immortal is within 60 feet, the evanescent begins to become more substantial and takes on more aspects of its former life. This immediately ends the effect of its broken quality (see below). Additionally, the evanescent gains a +2 enhancement bonus to its Strength and Wisdom scores.
Broken (Su): An evanescent grows weak and begins to fade away if its bonded immortal is not on the same plane. As the evanescent dissipates into a semivaporus form, it becomes harder to hit, but also has less effect on the Material world.
While broken, it is difficult to know where to attack the creature. Any melee or ranged attack directed at an evanescent has a 20% miss chance. The blow or missle may pass through the creature's body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature. The evanescent also suffers the same 20% miss chance against other creatures.
Additionally, while in this semivaporous form, an evanescent suffers a -4 penalty to its Strength score (minimum 1).
Damage Reduction (Su): An evanescent has damage reduction 10/magic.
Deathless Traits: An evanescent is immune to mind-affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless, or for energy drain. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. Like living creatures, deathless are harmed by negative energy and healed by positive energy.
My Immortal (Su): An evanescent is eternally bound to a celestial creature. Should this being ever die, the evanescent immediately fades into nothingness. The evanescent can still be restored to life with a true ressurection spell.
An evanescent can sense the location of its bonded immortal if they are both on the same plane of existence. The evanescent can take a standard action to determine the exact direction of the immortal from its current location.
Rejuvenation (Su): In most cases, it’s difficult to destroy an evanescent through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An evanescent that would otherwise be destroyed returns to its last location with a successful level check (1d20 + evanescent's HD) against DC 16. As a rule, the only way to set an evanescent to eternal rest is to somehow convince it to accept that its love for its bonded immortal cannot be returned, or to destroy the bonded immortal. Only truly evil individuals would choose the latter option.
Turn Resistance (Ex): An evanescent has +4 turn resistance.
Abilities: Modify from the base creature as follows: Str -4, Wis -2, Cha +2. As a deathless creature, an evanescent has no Constitution score.
Skills: An evanescent has a +8 racial bonus on Hide, Move Silently, Search, and Spot checks. Otherwise same as the base creature.
Environment: Any.
Organization: Solitary.
Challenge Rating: Same as the base creature + 1.
Alignment: Any nonevil.
Advancement: By character class.
Level Adjustment: Same as the base creature + 3.
Amylee, Evanescent 12th-Level Human Bard
Medium Deathless
Hit Dice: 12d12 (78 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (+3 Dex, +5 +3 leather armor, +2 deflection), touch 15, flat-footed 17
Base Attack/Grapple: +9/+8
Attack: +1 rapier +13 melee (1d6/18-20)
Full Attack: +1 rapier +13/+8 melee (1d6/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music (fascinate, suggestion), spells
Special Qualities: Bardic music (countersong, inspire courage +2, inspire competence, inspire greatness, song of freedom), bardic knowledge, bring me to life, broken, damage reduction 10/magic, darkvision 60 ft., deathless traits, my immortal, rejuvenation, +4 turn resistance
Saves: Fort +4, Ref +11, Will +10
Abilities: Str 8, Dex 16, Con -, Int 16, Wis 10, Cha 20
Skills: Balance +5, Bluff +12, Concentration +20, Diplomacy +17, Disguise +5 (+7 acting), Escape Artist +18, Gather Information +12, Hide +18, Intimidate +7, Jump +1, Knowlege (the planes) +18, Listen +15, Move Silently +19, Perform (sing) +20, Search +11, Sense Motive +8, Spellcraft +18, Spot +8, Survival +0 (+2 on other planes), Tumble +18, Use Rope +3 (+5 with bindings)
Feats: Dodge, Eschew Materials, Iron Will, Mobility, Spring Attack, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Chaotic good
Advancement: By character class
Level Adjustment: +3
This beautiful female humanoid appears wispy and faint. Her long, dark hair frames a face that appears to bear overwhelming sadness and longing. She wears black leather armor and wields a rapier.
This sample evanescent uses a 12th-level human bard as the base creature.
Amylee was a human bard of great promise, and her beautiful voice drew the attention of a planetar named Malchius. He was so moved by her song that he began to regularly attend her performances. Although he tried to remain inconspicuous using his invisibility spell-like ability, Amylee once had cast see invisibility before a performance after fearing an invisible thief was stalking her. Instead of finding the thief, she saw the angelic being of unearthly beauty, and she was forevermore smitten. She became so concerned with locating Malchius that she eventually stopped eating and sleeping, and hadn't even realized that she had died and entered a deathless state. Over time, she became aware of her condition, and has now returned to performing, sincing melancholy songs of lost love, hoping to one day draw Malchius' attention again.
Amylee stands 5-1/2 feet tall and weighs about 55 pounds.
Amylee speaks Celestial, Common, Elven, and Sylvan.
Combat
Amylee generally avoids combat, unless doing so would aid an imperiled nonevil creature or her bonded immortal.
Spells: Amylee is a 12th-level bard.
Typical Bard Spells Known (3/5/4/4/3 per day; caster level 12th): 0--daze, detect magic, ghost sound, know direction, mage hand, read magic; 1st--charm person, cure light wounds, expeditious retreat, ventriloquism; 2nd--detect thoughts, heroism, sound burst, whispering wind; 3rd--charm monster, dispel magic, scrying, see invisibility; 4th--break enchantment, cure critical wounds, locate creature.
Bring Me to Life (Su): If Amylee's bonded immortal, Malchius, is within 60 feet, she begins to become more substantial and takes on more aspects of her former life. This immediately ends the effect of her broken quality (see below). Additionally, she gains a +2 enhancement bonus to her Strength and Wisdom scores.
Broken (Su): Amylee grows weak and begins to fade away if her bonded immortal is not on the same plane. While broken, it is difficult to know where to attack her. Any melee or ranged attack directed at Amylee has a 20% miss chance. The blow or missle may pass through her body without harming her. Even a true seeing effect is useless for determining where and how to strike her. Amylee also suffers the same 20% miss chance against other creatures. Additionally, while in this semivaporous form, Amylee suffers a -4 penalty to her Strength score (minimum 1).
My Immortal (Su): Amylee is eternally bound to a planetar named Malchius. Should Malchius ever die, Amylee immediately fades into nothingness. She can still be restored to life with a true ressurection spell. Amylee can sense the location of Malchius if they are both on the same plane of existence. She can take a standard action to determine the exact direction of the planetar from its current location.
Rejuvenation (Su): In most cases, it’s difficult to destroy an evanescent through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An evanescent that would otherwise be destroyed returns to its last location with a successful level check (1d20 + evanescent's HD) against DC 16. As a rule, the only way to set an evanescent to eternal rest is to somehow convince it to accept that its love for its bonded immortal cannot be returned, or to destroy the bonded immortal. Only truly evil individuals would choose the latter option.
Skills: An evanescent has a +8 racial bonus on Hide, Move Silently, Search, and Spot checks. Otherwise same as the base creature.
Equipment: +1 rapier, +3 leather armor, ring of protection +2.
Evanescent
An evanescent is a mortal who has fallen hopelessly in love with a celestial being. Whether because that love cannot be returned, or because the mortal has aged to the point of death, this overwhelming love causes the mortal to become semi-immortal herself. However, she is forevermore linked to the object of her affection, and gradually begins to fade away when that being is not around.
For their part, celestials are saddened by these victims of unrequited love, and do everything in their power to ease their tortured existences. However, any attention they lavish upon an evanescent also strengthens its love for the immortal, making the likelihood of the evanescent accepting its final rest much less likely. Thus, many celestial beings try to aid them from afar (sometimes sending other celestial creatures to watch over them), but always staying out of sight and out of reach.
Many half-celestials have a mortal parent who has become an evanescent. Aasimars can often have an ancestor that has succumbed to evanescence as well.
Evanescents wander the planes, committing acts of goodness and charity while continually seeking their lost love. Through good deeds, they hope to attract the attention of their bonded immortal.
An evanescent stands about as tall as a typical humanoid of its type, but weighs only half as much due to its semivaporous form.
An evanescent speaks any languages it new in life, and most know Celestial.
Creating An Evanescent
"Evanescent" is an acquired template that can be added to any living creature of nonevil alignment (referred to hereafter as the base creature).
An evanescent has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to deathless. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: The base creature’s natural armor bonus decreases by 3 (to a minimum of +0).
Special Qualities: An evanescent retains all the base creature’s special qualities and gains those described below.
Bring Me to Life (Su): If an evanescent's bonded immortal is within 60 feet, the evanescent begins to become more substantial and takes on more aspects of its former life. This immediately ends the effect of its broken quality (see below). Additionally, the evanescent gains a +2 enhancement bonus to its Strength and Wisdom scores.
Broken (Su): An evanescent grows weak and begins to fade away if its bonded immortal is not on the same plane. As the evanescent dissipates into a semivaporus form, it becomes harder to hit, but also has less effect on the Material world.
While broken, it is difficult to know where to attack the creature. Any melee or ranged attack directed at an evanescent has a 20% miss chance. The blow or missle may pass through the creature's body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature. The evanescent also suffers the same 20% miss chance against other creatures.
Additionally, while in this semivaporous form, an evanescent suffers a -4 penalty to its Strength score (minimum 1).
Damage Reduction (Su): An evanescent has damage reduction 10/magic.
Deathless Traits: An evanescent is immune to mind-affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless, or for energy drain. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. Like living creatures, deathless are harmed by negative energy and healed by positive energy.
My Immortal (Su): An evanescent is eternally bound to a celestial creature. Should this being ever die, the evanescent immediately fades into nothingness. The evanescent can still be restored to life with a true ressurection spell.
An evanescent can sense the location of its bonded immortal if they are both on the same plane of existence. The evanescent can take a standard action to determine the exact direction of the immortal from its current location.
Rejuvenation (Su): In most cases, it’s difficult to destroy an evanescent through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An evanescent that would otherwise be destroyed returns to its last location with a successful level check (1d20 + evanescent's HD) against DC 16. As a rule, the only way to set an evanescent to eternal rest is to somehow convince it to accept that its love for its bonded immortal cannot be returned, or to destroy the bonded immortal. Only truly evil individuals would choose the latter option.
Turn Resistance (Ex): An evanescent has +4 turn resistance.
Abilities: Modify from the base creature as follows: Str -4, Wis -2, Cha +2. As a deathless creature, an evanescent has no Constitution score.
Skills: An evanescent has a +8 racial bonus on Hide, Move Silently, Search, and Spot checks. Otherwise same as the base creature.
Environment: Any.
Organization: Solitary.
Challenge Rating: Same as the base creature + 1.
Alignment: Any nonevil.
Advancement: By character class.
Level Adjustment: Same as the base creature + 3.
Amylee, Evanescent 12th-Level Human Bard
Medium Deathless
Hit Dice: 12d12 (78 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (+3 Dex, +5 +3 leather armor, +2 deflection), touch 15, flat-footed 17
Base Attack/Grapple: +9/+8
Attack: +1 rapier +13 melee (1d6/18-20)
Full Attack: +1 rapier +13/+8 melee (1d6/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music (fascinate, suggestion), spells
Special Qualities: Bardic music (countersong, inspire courage +2, inspire competence, inspire greatness, song of freedom), bardic knowledge, bring me to life, broken, damage reduction 10/magic, darkvision 60 ft., deathless traits, my immortal, rejuvenation, +4 turn resistance
Saves: Fort +4, Ref +11, Will +10
Abilities: Str 8, Dex 16, Con -, Int 16, Wis 10, Cha 20
Skills: Balance +5, Bluff +12, Concentration +20, Diplomacy +17, Disguise +5 (+7 acting), Escape Artist +18, Gather Information +12, Hide +18, Intimidate +7, Jump +1, Knowlege (the planes) +18, Listen +15, Move Silently +19, Perform (sing) +20, Search +11, Sense Motive +8, Spellcraft +18, Spot +8, Survival +0 (+2 on other planes), Tumble +18, Use Rope +3 (+5 with bindings)
Feats: Dodge, Eschew Materials, Iron Will, Mobility, Spring Attack, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Chaotic good
Advancement: By character class
Level Adjustment: +3
This beautiful female humanoid appears wispy and faint. Her long, dark hair frames a face that appears to bear overwhelming sadness and longing. She wears black leather armor and wields a rapier.
This sample evanescent uses a 12th-level human bard as the base creature.
Amylee was a human bard of great promise, and her beautiful voice drew the attention of a planetar named Malchius. He was so moved by her song that he began to regularly attend her performances. Although he tried to remain inconspicuous using his invisibility spell-like ability, Amylee once had cast see invisibility before a performance after fearing an invisible thief was stalking her. Instead of finding the thief, she saw the angelic being of unearthly beauty, and she was forevermore smitten. She became so concerned with locating Malchius that she eventually stopped eating and sleeping, and hadn't even realized that she had died and entered a deathless state. Over time, she became aware of her condition, and has now returned to performing, sincing melancholy songs of lost love, hoping to one day draw Malchius' attention again.
Amylee stands 5-1/2 feet tall and weighs about 55 pounds.
Amylee speaks Celestial, Common, Elven, and Sylvan.
Combat
Amylee generally avoids combat, unless doing so would aid an imperiled nonevil creature or her bonded immortal.
Spells: Amylee is a 12th-level bard.
Typical Bard Spells Known (3/5/4/4/3 per day; caster level 12th): 0--daze, detect magic, ghost sound, know direction, mage hand, read magic; 1st--charm person, cure light wounds, expeditious retreat, ventriloquism; 2nd--detect thoughts, heroism, sound burst, whispering wind; 3rd--charm monster, dispel magic, scrying, see invisibility; 4th--break enchantment, cure critical wounds, locate creature.
Bring Me to Life (Su): If Amylee's bonded immortal, Malchius, is within 60 feet, she begins to become more substantial and takes on more aspects of her former life. This immediately ends the effect of her broken quality (see below). Additionally, she gains a +2 enhancement bonus to her Strength and Wisdom scores.
Broken (Su): Amylee grows weak and begins to fade away if her bonded immortal is not on the same plane. While broken, it is difficult to know where to attack her. Any melee or ranged attack directed at Amylee has a 20% miss chance. The blow or missle may pass through her body without harming her. Even a true seeing effect is useless for determining where and how to strike her. Amylee also suffers the same 20% miss chance against other creatures. Additionally, while in this semivaporous form, Amylee suffers a -4 penalty to her Strength score (minimum 1).
My Immortal (Su): Amylee is eternally bound to a planetar named Malchius. Should Malchius ever die, Amylee immediately fades into nothingness. She can still be restored to life with a true ressurection spell. Amylee can sense the location of Malchius if they are both on the same plane of existence. She can take a standard action to determine the exact direction of the planetar from its current location.
Rejuvenation (Su): In most cases, it’s difficult to destroy an evanescent through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An evanescent that would otherwise be destroyed returns to its last location with a successful level check (1d20 + evanescent's HD) against DC 16. As a rule, the only way to set an evanescent to eternal rest is to somehow convince it to accept that its love for its bonded immortal cannot be returned, or to destroy the bonded immortal. Only truly evil individuals would choose the latter option.
Skills: An evanescent has a +8 racial bonus on Hide, Move Silently, Search, and Spot checks. Otherwise same as the base creature.
Equipment: +1 rapier, +3 leather armor, ring of protection +2.