Monster Codex | Rules | Bugbears | New Rules

New Rules

The following section details an archetype, new feats, a spell, and a selection of magic items favored by bugbears and wikkawaks.

Bugbear Archetype

Only the most vicious and bloodthirsty bugbears take on the mantle of the antipaladin; those who do so usually focus their vile power on causing as much fear as possible.

Fearmonger

The fearmonger wants to do more than cause pain, misery, and confusion. He wishes to spread fear among his foes and infect entire populations with it. The fearmonger archetype is available only to the antipaladin alternate class.

Feed on Fear

At 2nd level, the first time in a round a creature fails a saving throw against a fear effect created by a fearmonger's spell, spell-like ability, or supernatural ability (including any ability that causes a creature to be shaken, frightened, or panicked), the fearmonger is healed of 1 point of damage per 2 antipaladin levels. If the fearmonger is at full hit points when this ability is activated, he instead gains an equal number of temporary hit points. These temporary hit points last for 1 minute. Temporary hit points gained through multiple successful uses of this ability do not stack; the duration increases instead.

The antipaladin can use this ability a number of times per day equal to 1/2 his antipaladin level plus his Charisma bonus. This ability replaces touch of corruption.

Frightening Cruelty

The fearmonger must select shaken as his 3rd-level cruelty, dazed as his 6th-level cruelty, and frightened as his 9th-level cruelty. At 12th level, the fearmonger gains the panicked cruelty.

Panicked

: The target is panicked for 1 round per 4 class levels the antipaladin possesses. The antipaladin must have the shaken and frightened cruelties before selecting this cruelty.

This class feature alters cruelty.

Bugbear Feats

The following feats are common among bugbears.

Bushwhack

You can subdue an unsuspecting foe quickly.

Prerequisites

Dex 13, Improved Grapple, Improved Unarmed Strike.

Benefit

When a flat-footed creature is unaware of your presence and you successfully grapple it, you can attempt a second grapple combat maneuver check to pin the creature as a free action. If you have the Chokehold feat, you can instead use this second combat maneuver check to initiate a chokehold.

Hurtful

You know how to add injury to insult.

Prerequisites

Str 13, Power Attack.

Benefit

When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Pile On

You can keep a foe shuddering in fear.

Prerequisites

Str 13, Hurtful, Power Attack.

Benefit

Once per round when you damage a creature that is shaken, frightened, or panicked, you can choose to deal half your normal damage in order to extend the duration of its fear condition by 1 round.

Shocking Bellow

You can demoralize a foe with a sudden ferocious scream.

Prerequisite

Intimidating Prowess.

Benefit

If you act in the surprise round of a combat, as a free action you can attempt a single Intimidate check to demoralize a creature within 30 feet that can clearly see or hear you.

Staggering Blow

You know just where to strike to temporarily stagger a foe.

Prerequisites

Str 13, Power Attack, Vital Strike, base attack bonus +8.

Benefit

When you attack a foe using Vital Strike, you can choose to take a –2 penalty on your attack roll to also make the attack a staggering strike. You must make this choice before making the attack roll. If your attack roll is successful, your target must succeed at a Fortitude saving throw (DC = 10 + 1/2 your character level + your Strength modifier) or be staggered until the start of your next turn. Once a creature that failed its save recovers from the effects of your staggering blow, it is immune to the effects of this feat for 24 hours. Constructs, oozes, plants, undead, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect.

Strangler

You can choke foes with a lasso.

Prerequisites

Exotic Weapon Proficiency (lasso), Weapon Focus (lasso).

Benefit

When you successfully entangle a creature with a lasso and beat the target's CMD by 5 or more, the target cannot speak above a whisper and must succeed at a concentration check (DC = 20 + your CMB + the spell level) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. Additionally, the DC of an Escape Artist check to slip free of a lasso you are using equals 15 or your CMD, whichever is higher.

Visceral Threat

Your ability to threaten foes is great enough to make them hesitate.

Prerequisite

Intimidating Prowess.

Benefit

You may use Intimidate, rather than Bluff, to attempt a feint against a creature within your melee reach.

Bugbear Spell

Bugbears spellcasters separate their prey from support.

Isolate

School: illusion [glamer] ()
Domain:
Level: antipaladin: 3; bard: 3; skald: 3; inquisitor: 3; sorcerer: 3; wizard: 3; arcanist: 3; witch: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 round/level (D)
Saving Throws: Will partial
Spell Resistance: yes
Target: creature touched

You cause the target to become invisible and silent, but only to his allies. Any creature with an attitude of indifferent or worse toward the target, and any creature that wishes the target harm, can see the target normally. The target can see and hear himself, can cast spells with verbal components, and can use command words normally, but any effect that requires allies to see or hear the target does not function. An ally that can see invisible creatures can both see and hear the target of isolate .

If the target succeeds at its save, the duration of the spell is reduced to 1 round.

Bugbear Magic Items

Although any creature can use the following wondrous magic items, they are particularly popular among bugbears.

Elixir of Oppression

Aura: faint transmutationThis elixir is normally made from the juice of tomb herald brambles, though other formulae have also been discovered. It allows creatures with the scent ability to smell fear, and instills a bloodlust in the imbiber when it's facing a fearful creature. The imbiber gains a +4 competence bonus on Perception checks made with the scent ability, and a successful DC 15 Perception check allows the imbiber to determine by scent whether a creature is shaken, frightened, or panicked. Once a creature's condition has been identified, the imbiber gains a +2 morale bonus on attack rolls and opposed skill checks against that opponent.These effects last for 1d4+1 hours. If a creature drinks a second elixir of oppression within 24 hours of the first, it is sickened for 24 hours and does not gain the benefits of the second dose.
CLl: 3rd
Price: 600 gp
Weight: -

Horror Dust

Aura: faint necromancy
CLl: 3rd
Price: 600 gp
Weight: -

Horror dust

is the compressed stuff of nightmares. It is contained in a glass vial that can be thrown as a splash weapon with a range increment of 10 feet. It shatters on impact, creating a cloud of hallucinogenic magic in a 20-foot radius that causes victims to suffer terrible visions and hear phantom screams. Targets in this area must succeed at a DC 13 Will save or be shaken for 1d6 rounds. If a creature is directly struck with the horror dust and fails its save, it is also confused for 1 round. Goblinoids actually enjoy the visions created by horror dust, and are immune to its fear effect.