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Broken One
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==Markovian Broken One Template== “Markovian broken one” is a template that can be added to any animal of Small through Large size that has limbs and an internal skeleton (referred to hereafter as the “base animal”). The creature’s type changes to “aberration” and its size changes to Medium-size. A Markovian broken one uses all the base creature’s statistics and special abilities except as noted here. '''Speed:''' The base animal’s speed changes to 30 ft. If the base animal does not have a normal land speed (i.e. it only has a burrow, climb, fly, and/or swim speed), it gains a land speed of 30 ft. If the base animal has a burrow, climb, or swim speed, that speed is changed to half its normal value. If the base animal has a fly speed, it loses that form of movement. '''Attacks:''' The broken one retains the natural attacks of the base animal, though the damage dealt by those attacks may be changed. Additionally, the broken one may now wield weapons as a humanoid would. A broken one that attacks with its natural weapons and wielded weapons in the same round suffers the normal –5 penalty, as if the wielded weapon were a secondary natural weapon. This penalty is reduced to –2 if the broken one has the Multiattack feat, which can be taken even if the broken one has less than three natural weapons. Obviously, a broken one that is carrying or wielding items cannot use its claw attacks or certain slam attacks. Broken ones are automatically proficient in the following weapons: dagger, sickle, club, halfspear, quarterstaff, shortspear, dart, sling, javelin, throwing axe, handaxe, greatclub, and shortbow. '''Damage:''' The base damage dealt by a broken one’s natural weapons changes to the values described in the table below: Attack Type Damage Bite 1d4 Claw 1d4 Gore 1d6 Slam, Butt, Tail Slap, Hoof 1d3 '''Face/Reach:''' Changes to 5 ft. by 5 ft./5 ft. '''Special Attacks:''' The broken one retains any special attacks possessed by the base animal. Rake attacks use the altered claw damage listed above. '''Special Qualities:''' The broken one retains any special qualities possessed by the base animal, and also gains those listed below. ::''Fast Healing (Su):'' Broken ones have fast healing 1. '''Abilities:''' Increase from the base animal as follows: Str +4, Dex –2, Con +8, Int +6, Cha +6. '''Skills:''' Broken ones receive 12 extra skill points due to the awakening of their sentient minds. Any skills listed in the base animal’s statistics may be purchased as class skills with these extra skill points. The following skills may also be purchased as class skills if they are not already listed in the base animal’s entry: Animal Empathy, Balance, Climb, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (nature), Listen, Move Silently, Spot, Swim, and Wilderness Lore. All other skills are considered cross-class skills of the purpose of spending these extra skill points. If the broken one later advances in a character class, its purchases skills as a normal character of that class would. '''Feats:''' Broken ones gain the Alertness, Endurance, and Improved Initiative feats if they do not already possess them. '''Climate/Terrain:''' Warm forest, hills, and mountains '''Organization:''' Solitary, pair, gang (3–6), band (7–12 plus 1 petty chief of 2nd-4th level), or tribe (20–30 plus 2 petty chiefs of 2nd-4th level and 1 chief of 5th-7th level) '''Challenge Rating:''' As the base animal +1 '''Treasure:''' No coins; 50% goods (no metal objects); 50% items (no metal objects) '''[[Alignment]]:''' Usually neutral evil '''Advancement:''' By character class '''Markovian Broken One Characters:''' A Markovian broken one’s [[Favored Class]] is [[Barbarian]]. Nearly all Markovian broken ones that advance in a character class are barbarians, though [[adept]]s, [[druid]]s, and [[ranger]]s have been known to occur. Other classes are virtually unheard of.
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