Bewitcher Mage

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Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Bewitcher Mage Pattern (+2 CR)

Subtype: add Mage to subtypes


Bewitcher Mage is a pattern that can be added to any creature that is a capable user of Arcane Magic. During a combat, a Bewitcher Mage creature only has access to the monster abilities listed below, and no Bewitcher Mage may ever begin combat with any sort of boost or buff that they added to themselves.

In combat, Bewitcher Mage monsters are highly effective, their Brutal Domination sure to disrupt the plans of the players and make fights chaotic and fun. Shimmers will ruin the day of all those stealthy sorts, Dreaming Mists don't seem too bad until the GM starts making the players stagger all over the place, but Awful Chimes are just...awful, hitting at range while shutting down the ability to shoot back! Bewitcher's may not hit the hardest, but they sure do hit the worst.

Now, OUT of combat, like all monsters with a Spell-like ability, it is assumed that a Bewitcher Mage monster is a full-fledged caster of Arcane Magics, and if given a little time to prepare, can be assumed to have all sorts of magical things happening. Monster Mages are always doing such nuisance things as sending familiars to spy, using wards and alarms, using dispel magics to strip away magical effects the PC's or friendly NPC's were relying on, and generally adding all kinds of excitement to the GM's story line. Indeed, Mages are even more likely than other Spell-like enabled monsters to have such activities as part of their lexicon. On top of that, GM's frequently have their Mage Monsters wear wizardly accoutrements, such as robes and pointy hats, just to play it up a bit.

In addition to the direct effects of a Mage pattern, if the GM wishes to simulate the effects of a monstrous Mage casting spells on their allies, this can easily be emulated through the use of various Patterns. Invisible Creature, Aerial Creature, Searing Creature, all these patterns and more can be applied to the other creatures in an encounter and explained as the effects of the buffs being cast out of combat by the Mage. Note, however, that all these effects will add to the Challenge Rating of the monsters, to properly capture the added difficulty of such fights. Be sure to keep an eye on your difficulty! And have fun! It is entirely possible to design hundreds of interesting 'roleplay' encounters with various Patterns. If that's your notion of fun, go to town!

This creature affects the robes of a wizard, and seems sly and tricky.

General

Init: +2 CRs greater than base creature.
Ambush Chance: -1 (better at ambushes)
Senses:
Perception: +3 CRs greater than base creature.
Movement Types:

Defense

AC: +1 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +1 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +2 CRs greater than base creature.
Will: +3 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +3 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int: 6    Wis:     Cha:
Feats:
Skills:
Languages:

Special Abilities

Bewitcher's Monstrous Magic (Sp; Bewitcher Mage Pattern)

Once per round as a standard action, a Bewitcher Mage may choose one of the effects listed below. Note that this is a spell-like ability, and thus, will provoke attacks of opportunity if performed while threatened, and requires a caster check to succeed.
  • Shimmers (Sp)
The Bewitcher Mage chooses one or more enemy creatures to whom they have line of sight and line of effect within 100 feet. As a standard action that provokes, they create glowing shimmers of dancing light that surrounds those creatures. The Bewitcher Mage may choose up to two enemy creatures at adjusted CR's 3 to 15, up to three enemy creatures at CR 16 to 31, and up to four enemy creatures at CR 32 and higher. Each of these enemies suffers 1d3 points of damage as light (energy, uncommon) damage, and are considered to be a source of bright light in their square only. This negates the effects of invisibility, and removes the ability to make Stealth rolls, until the effect ends at the beginning of the Bewitcher Mage's next turn. This ability always hits and does not allow a saving throw. If the Mage cannot legally target their maximum number of creatures, any extra effect is lost. They may NOT target multiple Shimmers at a single creature.
  • Awful Chimes (Sp)
The Bewitcher Mage may use this ability as a standard once per round, that provokes attacks of opportunity unless they make a successful Caster Check. The Mage chooses a square within 10 feet of their space. If they have line of sight and line of effect to that square, the sound of cracked, discordant chimes sounds forth, damaging all creatures caught wholly or partially within the area. The sound of Awful Chimes fills a space 3x3x3 squares in size from adjusted CR 3 to 10, a space 5x5x5 squares from CR's 11 to 20, a space 7x7x7 squares from CR's 21 to 30, and a space 9x9x9 squares from CR 31 and higher. This dreadful sound inflicts 1d4 points of damage as rugosic (physical, uncommon) damage, and inflicts the Distracted condition on all affected creatures. This ability allows a Reflex save versus a DC of 14 to take half damage, but the Distracted condition is not removed.
  • Brutal Domination (Sp)
The Bewitcher Mage chooses one enemy creature to whom they have line of sight and line of effect within 100 feet. As a standard action that provokes, they may inflict the Dominated condition upon that creature. This ability allows a Willpower save versus a DC of 14 to reduce the condition inflicted to merely Influenced.
In addition, the target creature suffers 1d3 points of damage as psychic (energy, uncommon) damage. This damage occurs whether the save is made or not.
  • Dreaming Mists (Sp)
The Bewitcher Mage may use this ability as a Standard action. They may choose up to 2 unoccupied, unblocked, square(s), all of which must be within 100 feet of their space, and fill those spaces with candy-like, fluffy vapors. Each square is filled to a height of ten feet, and the Mage may arrange these squares any way the GM see's fit. These vapors block line of sight and line of effect against all creatures, and persist until the beginning of the Mages next turn.
These mists do not impede movement at all, but any creature (friend or foe) who enters them suffers 1d4 points of damage as poison (physical, uncommon) damage, a maximum of once per round per creature. In addition, any creature which takes damage from the Dreaming Mists gains the Genial condition, as the effects of the vapors intoxicate them in a most distressing fashion. This ability allows a Fortitude save versus a DC of 14 to take half damage and reduce the condition to Mellow.
These mists are subject to removal by Dispersing effects, to include:
Dispersing (Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Air Step (Alchemist Extract),  Air Step (Bard Spell),  Air Step (Cleric Spell),  Air Step (Druid Spell),  Air Step (Paladin Spell),  Air Step (Ranger Poultice),  Air Step (Sorcerer/Wizard Spell),  Calm Air (Druid Spell),  Calm Air (Sorcerer/Wizard Spell),  Cloak of Winds (Druid Spell),  Cloak of Winds (Ranger Poultice),  Cloak of Winds (Sorcerer/Wizard Spell),  Freedom (Sorcerer/Wizard Spell),  Gust of Wind (Druid Spell),  Gust of Wind (Sorcerer/Wizard Spell),  Hurricane Blast (Druid Spell),  Hurricane Blast (Sorcerer/Wizard Spell),  Pillar of Fire (Druid Spell),  Pillar of Fire (Sorcerer/Wizard Spell),  Resilient Sphere (Sorcerer/Wizard Spell),  Scouring Winds (Druid Spell),  Scouring Winds (Sorcerer/Wizard Spell),  Telekinetic Sphere (Sorcerer/Wizard Spell),  Wind Wall (Cleric Spell),  Wind Wall (Druid Spell),  Wind Wall (Sorcerer/Wizard Spell))
At the GM's discretion, other effects may strengthen or remove these effects as well.