It's a monster. Well, a race of monsters, but you get the idea.
So it's a race of monsters that spawn when heroes fall, is it just a single monster entry with lore, or does it include support material, like new monster feats that apply to this creature etc. Just trying to find out what you're getting for the price.
Sorry for the delay, I was busy working on the Release of Heroes of the Jade Oath and Restless Souls over the weekend, and unfortuantlly we don't get a email notification when folks post here.
The Hero's Bastard one monster,based around the idea that sin in a magical fantasy world can create the most powerful monsters.
If you fail to be a chaste hero and are seduced by Echedna the Mother of Monsters seven suns later your child is born as a Hero's Bastard
Its a pugilist of the first order with the special abilities such as Degenration, Flesh of my Flesh (like Barghest feeding), Summon Foe, and Way of Triumph (similar to rend),
It includes tactics, lore dcs and designer's notes. There is a CR 12 and CR 14 example.
If you have any other questions let me know.
This was cool, and all, but it's not complete. Needs an errata to add everything in.
1) It's a magical beast. This means it gets strong Fort and Reflex. The Fort and Ref are fine for the creature, but his Will is way off. It should be +6. The base should be +3, with another +3 from Wis. The Auld version is the same way. The base is +5 plus +3 Wis for +8. Add in the Iron Will feat, that gives it +10.
2) The feats are lacking. Pathfinder has you gain a feat at every odd level. This means five feats at 9 HD and eight at 15 HD. The regular creature has four, and the Auld version has six, as per 3.5. Although, I do question that because the Auld has a comma (,) after Power Attack, as if the others were going to be added to that. Since the Auld has Iron Will, it can be assumed that the standard version of the monster should have that as well for +8. What about the other two feats though? Maybe Lightning Reflexes since it's Huge size, to make up for the missing Dex? Maybe have the other one be Improved Lightning Reflexes? Could always go with Toughness for even more hp. However, I think Improved Initiative would be the wisest choice though since it only has a +1 on that.
3) Missing skill points. A magical beast has 2+Int/hp. This creature has 10 Int. This gives it 20 on the regular one, and 32 for the Auld. Magical Beasts have Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills, meaning it gets +3 for being trained in it.
The regular one spent 5 on Acrobatics (5 ranks +3 trained +2 Dex mod = 10), and spent 10 on Climb (10 ranks +3 trained +8 racial +15 Str mod = 36). This leaves 5 points. Perception isn't under the skills, but it is under senses. It's +6. The 3.5 version has Spot at +18, but has Jump at +28. We can get close. Use 1 rank for Perception, +3 trained +3 Wis mod. Gives you +7. Now we can use the last 4 ranks in Acrobatics. Gives you +14. It's not the +28 Jump, but we're using Dex instead of Str this time. The Auld version lists in brackets what the jumping modifier would be, so that's likely missing. With the difference, that should make it +27 jumping.
Now for the Auld version. This one has 8 ranks in Acrobatics +1 Dex +3 trained. Pretty sure that the jumping one is wrong though. Having 48 Str gives you +19. Dex is +1. So that should be 12+18=+30, not +24. Unless there's a penalty I'm not aware of. Climb is Str +19 +3 trained +8 racial +16 ranks for +46. That leaves 8 ranks. Perception is +9, but the 3.5 version has Spot +18. This means that only 3 ranks were used, and we've got 5 left that's to go somewhere. Best to put it in Perception. This makes the new total +14. Almost nearly the +18 that 3.5 had. This can easily be fixed by taking 4 ranks from Climb and putting it in Perception instead. That'd make Climb +43 (which is plenty high enough unless you're making epic skill checks at 70 and 100 to climb walls like Spider-Man) and Perception +18. Climb was only +27 in the 3.5 version anyways.
4) The Auld's AC is 28 instead of 27. When a creature goes from Large to Huge, they gain +3 natural armor. This makes theirs +19 natural instead of +18.
I think that covers everything.
I'd like to note that I do understand that this was your first attempt at doing one supplement out, and the date you released this compared to Paizo's Bestiary, so you were essentially blind. However, now that those rules are out, these changes are going to be necessary for the creatures to properly fit into the Pathfinder world without any scrutiny.