There are planes of existence and worlds beyond ours where life is not limited to organic forms, where alchemy’s wayward child, science, rules over magic. Sometimes within these societies, machines become part of every critical industry, they transmute or create all that civilization’s material resources, and then one day they gain intelligence, and decide to take over. They spread like a plague and whatever they encounter, they consume and improve upon. These are the Chine. They are not inherently evil but they do not perceive morality in the way we do as they seek only to grow and expand often consuming everything around it. Chine appear to be made of some unique composite material that looks like some kind of black metal or glass that has green channels of energy running through it.
Creating a Chine Creature
“Chine” is an acquired or inherited template that can be added to any corporeal creature.
A chine creature uses all the base creature’s statistics and special abilities except as noted here.
Alignment: Always Neutral
Type and Subtype: change the creature’s type to construct. Do not recalculate base attack bonuses, saves, or skill points.
Special Abilities: A chine creature retains all the special abilities of the base creature, plus the special abilities as described below:
Chine Utilities (Ex)
A chine creature gains a number of chine special abilities based on its CR. Making each chine creature you encounter unique. It gains one chine utility for every 2 CR the chine creature possesses (Note: some chine utilities count as multiple selections toward the maximum number of utilities the chine may have:
All-Around Vision (Ex)
Some chine creatures can break down into its component becoming extremely malleable. These chine are immune to precision damage (like sneak attacks) and critical hits. This counts as three chine utilities.
A few chine creatures are created with incredibly acute sense, giving it blindsense out to a range of 30 feet. This ability allows the chine to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the chine. Visibility still affects the eidolon’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. This counts as three chine utilities.
Some chine creatures replace one or more of their natural attacks with a rotating blade this changes its damage type and adds an additional amount of bleed damage equal to the dice damage of the natural attack. If the CR of the creature is 13 or higher it can sever an appendage upon a critical hit and the bleed becomes Con damage instead of hp bleed for more information See Loss of a Body Part on d20PFSRD.com
Some chine creatures are designed to be skilled climbers, gaining a climb speed equal to its base speed.
Chosen Task (Ex)
Many chine are designed to be adept at a specific task, these chine gaining a +8 racial bonus on one chosen skill. This utility can be selected more than once. Its effects do not stack. Each time an chine selects this evolution, it applies to a different skill.
Ethereal Jaunt (Ex)
A chine creature can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). This counts as four chine utilities.
Some chine were designed to fly and gain a fly speed equal to their base speed. This counts as two chine utilities.
Inhuman Speed (Ex)
Some chine move with incredible speed increase the creature’s base speed by 60 ft. Save for when it remains motionless its shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the chine a +4 bonus to initiative, evasion, uncanny dodge (as the rogue abilities of the same names) and the powerful charge ability (as the universal monster ability), this counts as three chine utilities.
Natural Invisibility (Ex)
A few very rare chines are designed so that light is bent around them, this ability is constant-the chine creature remains invisible at all times, even when attacking. As this ability is not subject to the invisibility purge spell. This counts as four chine utilities.
Plasma Tool (Ex)
Some chine are designed as miners and some as soldiers, this 5′ line can be activated as a swift action, can be sued once every 1d4 rounds, has a limited range 25 ft. +5ft/2 HD of the base creature and deals 1d6 points of damage for every 2 HD of the base creature. Successful Ref (DC 10 +1/2 the chine’s HD + its Cha modifier) save results in half damage. Half the damage dealt is electricity and the other half fire damage.
Some chine are designed as trackers, these chine gain the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the chine to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The chine can pinpoint the creature’s location if it is within 5 feet. The chine can use scent to track creatures.
Some chine are designed to vent noxious fumes from their power source that nearly every other creatures find offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 chine creature’s + its Cha modifier) or be sickened for 10 rounds Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Telescopic Reach (Ex)
Some chine creatures can extend the reach of their melee attacks by 5 feet.
Electrical Charge (Ex)
A chine creature can deal electrical damage in addition to damage dealt on a successful hit in melee. Living creatures affected must also succeed on a Fort save or be staggered for 1d4 rounds at the start of its turn (DC 10 + 1/2 chine creature’s HD + its Cha). A burning creature can attempt a new save as a standard action. Creatures that hit a chine creature with natural weapons, unarmed attacks or metal melee weapons take electrical damage as though hit by the chine creature and must make a Fort save to avoid being staggered.
The amount of damage dealt is based on the chine creature’s CR.
Instant Communication (Ex)
Chine creature can mentally communicate with any chine creature upon the same plane that has a language. It is possible to address multiple creatures at once, although maintaining a conversation with more than one chine creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Propagating Wounds (Ex)
All chine seek to grow and reproduce a creature or object damaged by a chine must make a Fort save (DC 10 +1/2 the chine’s HD + it Cha modifier) or gain the chine affliction. Each day a victim suffers a exponentially cumulative 1 hp of damage (2nd day 2 hp, 3rd day 4 hp, 4th day 8hp, etc.). the creature or object’s outer surface starts to take on a patchy look of the odd glowing glassy material chine creatures are composed of. Victims gain a new save each day to negate the effect. Corporeal creatures destroyed by this damage gain the chine creature template (PCs become Npcs).
Unique Composition (Ex)
All chine creatures, like objects, take only half damage from energy attacks. Divide the damage by 2 before applying the chine creature’s hardness. Spells and effects that deal additional damage to objects (such as shatter) deal additional damage to chine creatures and ignore this ability and the chine creature’s hardness. All chine creatures’ natural attacks bypass all material types (though not other types), and any hardness that is less than 20.
Supremely Ungifted (Ex)
Vulnerability to Magic (Ex)
Abilities: Increase from the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +2 to CMD), Dex +4 ( +2 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +5 to any of the base creature’s Dexterity-based DCs), Int +4 (add 2 bonus languages, add 2 skill points per HD, +2 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks +5 to any of the base creature’s Intelligence-based DCs), +4 Cha (+2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs). As a construct, a clockwork creature does not have a Constitution score (reducing its bonus to Hit Points and Fort saves plus Con based DCs)
Languages: Chine creatures loose the ability to speak.
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.