False Idol Creature (CR +2)

The deities or ethos of deception do not always need followers to worship them. Instead they sometimes seek to keep people distracted, preventing them from accepting the salvation offered by other deities; other times they simply enjoy a good swindle. They promote false messiahs and elevate con men so that they have a force and divine favor that people will recognize and believe in. They eventually ruin the lives of their participants often financially as well as destroying the relationships they have with family and friends. They also put the souls of their followers at risk when they abandon the true divine powers of the world. Creatures that have been bestowed this status are known as false idol creatures once their true nature is exposed, unfortunately there is no outward sign.

Creating a False Idol Creature

“False idol” is an acquired template that can be added to any intelligent creature who can speak and has a language. A false idol creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Always chaotic evil.

Size and Type: The creature’s type changes to outsider with the appropriate augmented subtype. Do not recalculate Hit Dice, base attack bonuses, saves, or skill points. Size is unchanged.

Special Abilities: A false idol creature retains all the special abilities of the base creature, and gains the special abilities as described below.

Bound to the Faith (Su): Due to its reliance on faith, a false idol creature suffers a -4 penalty on saving throws against any divine spell or effect, and suffers +50% damage from any divine source. In addition, it can be rebuked or commanded as an undead creature as though it had only 1/2 the total Hit Dice (character level) it actually possesses. Establishing command over the false idol creature is performed as described in the Command Undead feat, and uses one of the cleric’s or paladin’s daily channel energy abilities.

Charming Gaze (Su): Any creature within 30 feet of the false idol creature must succeed on a Will save (DC 10 +1/2 the false idol’s HD + its Cha modifier) or be affected as though by the charm monster spell (CL equal to the false idol’s CR).

Faith’s Power (Su): Once each month, determine the average of creatures that worshiped the false idol that month. For every 20 creatures with an Intelligence of 6 or higher that worshiping it, it gains 1 false faith point. The false idol creature gains a circumstance bonus equal to its false faith points on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the false idol creature gains 5 temporary hit points for each false faith point it possesses. The false idol creature is also treated as one level higher for the purpose of level-dependent variables (such as spellcasting) for each false faith level possessed. The maximum number of false faith points it can possess at any one time is equal to half its CR (minimum 1).

False Divinity (Su): Each false idol creature chooses one cleric domain (or subdomain) and gains the domain spells of that domain as spell-like abilities if she could cast them (CL equal to her CR). Each of these abilities can be used 3 times per day. The false idol creature also gains the domain’s granted powers as a cleric equal to her CR. It cannot select Good or Law as domains.

Favored of the Idol (Su): For every false faith point the false idol creature possesses it may grant power to a follower in a divine class such as anti-paladin, cleric, inquisitor, oracle, warpriest, etc. This divine power is actually granted by the deities or ethos of deception; the followers can only gain access to domains (and other powers associated with that setting’s deity or ethos of deception) and this favored one becomes fully aware of the true nature of the false idol.

Mark of the Idol (Su): A false idol creature can grant worthy servants a measure of its power. As a full-round action, a false idol creature can touch a willing creature, marking it with a unique symbol. For as long as the creature is marked, it gains a spell-like ability it can use once per day. This spell-like ability comes from the false idol creature’s chosen domain (see false divinity, above). The target can also telepathically communicate with the false idol creature over any distance while on the same plane. A false idol creature can dismiss its mark as a standard action, no matter where the bearer is. It can also, as a standard action, cause pain to a mark bearer that deals 1d6 points of damage/2 HD with no saving throw. A false idol creature can mark multiple creatures, up to a number equal to its Hit Dice.

Abilities: Increase from the base creature as follows: Dex +4 (+2 to ranged attack rolls; AC and touch AC, Initiative, and Reflex saves. +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +2 to any of the base creature’s Dexterity-based DCs), Cha +4 (+2 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs).

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