Athletic Creature: Difference between revisions
Jump to navigation
Jump to search
m (Reese moved page Athletic-Creature to Athletic Creature over a redirect without leaving a redirect) |
No edit summary |
||
(17 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Template:Pattern | {{Template:Pattern | ||
<!-- GENERAL ADJUSTMENTS --> | <!-- GENERAL ADJUSTMENTS --> | ||
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}} | |||
| Pattern-Name| Athletic Creature | |||
}}</onlyinclude> | |||
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}} | | CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}} | ||
| CR-Adj| 2 | | CR-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Picture = | | Picture = | ||
| Picture-Text = | | Picture-Text = | ||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | |||
| Description| Athletic Creature is a pattern that can be added to any creature that is tougher than normal, and has an uncanny ability to overcome all manner of trials and obstacles. Athletic does not alter the appearance of the base creature, making it useful for subtle changes. | |||
}}</onlyinclude> | |||
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}} | | Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}} | ||
| Short-Desc| This creature | | Short-Desc| This creature looks very fit and agile, able to hold its breath and adapt to unusual fighting styles. | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 23: | Line 28: | ||
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}} | | Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}} | ||
| Add-Subtype| | | Add-Subtype| Athletic | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}} | | Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}} | ||
| Change-Alignment| | | Change-Alignment| | ||
<!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- Except for INT, these stat changes are cosmetic and do not affect other numbers --> | <!-- ABILITY SCORES --> | ||
<!-- Except for INT, these stat changes are cosmetic and do not affect other numbers | |||
Just put in the number you want to ADD to the existing monster's stats --> | |||
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}} | | STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}} | ||
| STR-Adj| | | STR-Adj| | ||
Line 61: | Line 70: | ||
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}} | | Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}} | ||
| Initiative-Adj| | | Initiative-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}} | | Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}} | ||
| Ambush-Chance-Nudge| | | Ambush-Chance-Nudge| | ||
<!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers, | |||
positive numbers are worse ambushers. Value should usually be between -3 and 3. --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 73: | Line 84: | ||
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}} | | Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}} | ||
| Hit-Points-Adj| | | Hit-Points-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}} | | Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}} | ||
| Fort-Adj| | | Fort-Adj| 1 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}} | | Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}} | ||
| Refl-Adj| | | Refl-Adj| 1 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | | Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | ||
| Will-Adj| | | Will-Adj| 1 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}} | | To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}} | ||
| To-Hit-Adj| | | To-Hit-Adj| 3 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}} | | Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}} | ||
| Damage-Adj| | | Damage-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}} | | Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}} | ||
| Save-DC-Adj| | | Save-DC-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}} | | AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}} | ||
| AC-Adj| | | AC-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}} | | Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}} | ||
| Maneuver-Offense-Adj| | | Maneuver-Offense-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}} | | Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}} | ||
| Maneuver-Defense-Adj| | | Maneuver-Defense-Adj| 2 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}} | |||
| Increase-All-Existing-Skills| 2 | |||
<!-- This adjusts the value for all skills the monster already knows, without giving them new skills. | |||
This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill | |||
if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT | |||
specify a specific value for that skill. --> | |||
}}</onlyinclude> | |||
<!-- | <!-- SPACE / REACH --> | ||
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}} | | Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}} | ||
| Size-Adj| | | Size-Adj| | ||
<!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}} | | Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}} | ||
| Reach-Adj| | | Reach-Adj| | ||
<!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- SENSES --> | |||
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}} | | Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}} | ||
| Blind-to-Vision| | | Blind-to-Vision| | ||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}} | | Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}} | ||
| Blind-to-Sound| | | Blind-to-Sound| | ||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}} | | Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}} | ||
| Blind-to-Smell| | | Blind-to-Smell| | ||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}} | | Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}} | ||
| Low-Light-Vision| | | Low-Light-Vision| | ||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}} | | Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}} | ||
| Darkvision-Range| | | Darkvision-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}} | | Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}} | ||
| Heartsight-Range| | | Heartsight-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}} | | Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}} | ||
| Keen-Hearing-Range| | | Keen-Hearing-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}} | | Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}} | ||
| Precise-Hearing-Range| | | Precise-Hearing-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}} | | Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}} | ||
| Echolocation-Range| | | Echolocation-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}} | | Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}} | ||
| Scent-Range| | | Scent-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}} | | Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}} | ||
| Keen-Scent-Range| | | Keen-Scent-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}} | | Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}} | ||
| Perfect-Scent-Range| | | Perfect-Scent-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}} | | Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}} | ||
| Airsense-Range| | | Airsense-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}} | | Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}} | ||
| Blindsense-Range| | | Blindsense-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}} | | Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}} | ||
| Cloudsense-Range| | | Cloudsense-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}} | | Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}} | ||
| Lifesense-Range| | | Lifesense-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}} | | Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}} | ||
| Mindsense-Range| | | Mindsense-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}} | | Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}} | ||
| Tremorsense-Range| | | Tremorsense-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}} | | Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}} | ||
| Watersense-Range| | | Watersense-Range| | ||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- MOVE TYPES --> | |||
<!-- VALUES: a number in feet (in increments of 5). If creature already has this move type, | |||
this value is added to their existing speed for that move type. If they do not have the | |||
move type, they gain it at the listed speed. --> | |||
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}} | | Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}} | ||
| Increase-All-Existing-Moves| | | Increase-All-Existing-Moves| {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 10|1 = 10|2 = 15|3 = 15|4 = 20|5 = 20|6 = 25|7 = 25|8 = 30}} | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 269: | Line 316: | ||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- SPECIAL DEFENSES --> | |||
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}} | | Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}} | ||
Line 282: | Line 331: | ||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- STRONG AGAINST --> | |||
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}} | | Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}} | ||
Line 294: | Line 345: | ||
| Strong-Against-3| | | Strong-Against-3| | ||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- WEAK AGAINST --> | |||
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}} | | Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}} | ||
Line 306: | Line 360: | ||
| Weak-Against-3| | | Weak-Against-3| | ||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- FEATS --> | |||
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}} | | Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}} | ||
Line 318: | Line 375: | ||
| Add-Feat-3| | | Add-Feat-3| | ||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- SKILLS --> | |||
<!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by --> | |||
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}} | | Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}} | ||
Line 441: | Line 502: | ||
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}} | | Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}} | ||
| Add-Skill-Movement| | | Add-Skill-Movement| | ||
<!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 449: | Line 511: | ||
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}} | | Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}} | ||
| Add-Skill-Piloting| | | Add-Skill-Piloting| | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 483: | Line 537: | ||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- LANGUAGES --> | |||
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}} | | Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}} | ||
| Add-Language-1| | | Add-Language-1| | ||
Line 505: | Line 557: | ||
| Special-Ability-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1}}} | <!-- SPECIAL ABILITY 1 --> | ||
| Special-Ability-1| | | Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}} | ||
| Special-Ability-1-Name|Perfect Agility | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Special-Ability- | | Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}} | ||
| Special-Ability- | | Special-Ability-1-Type| Su | ||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Special-Ability- | | Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}} | ||
| Special-Ability- | | Special-Ability-1-Action-Required| SPECIAL, Always On, Free Action 1/Enc | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
}} | | Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}} | ||
| Special-Ability-1-Concentration| | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
}}</onlyinclude> | |||
' | | Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}} | ||
| Special-Ability-1-Description| Once per encounter, self-only, usable at-will as a free action, '''Perfect Agility''' negates any status condition which usually impedes movement or reduces the number of actions the victim can take, such as [[Paralyzed]], even if that condition normally allows no actions at all. It can negate one such condition each time it is used. | |||
In addition, '''Perfect Agility''' allows the Athletic Creature to roll Might, Movement, and Athletics skill checks twice and take the result they like better. | |||
Lastly, '''Perfect Agility''' allows them to automatically Disperse any obscuring effects they encounter in all squares they occupy or move through, without suffering any effects from that Obscuring effect. Obscuring effects include: {{Spell-Type|Obscuring}}, and any other effects the GM rules as being affected. | |||
}}</onlyinclude> | |||
= | <!-- SPECIAL ABILITY 2 --> | ||
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}} | |||
| Special-Ability-2-Name| | |||
}}</onlyinclude> | |||
= | | Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}} | ||
| Special-Ability-2-Type| | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
= | | Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}} | ||
| Special-Ability-2-Action-Required| | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
}}</onlyinclude> | |||
= | | Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}} | ||
| Special-Ability-2-Concentration| | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
}}</onlyinclude> | |||
= | | Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}} | ||
| Special-Ability-2-Description| | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}} | |||
| Special-Ability-3-Name| | |||
}}</onlyinclude> | |||
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}} | |||
| Special-Ability-3-Type| | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}} | |||
| Special-Ability-3-Action-Required| | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
}}</onlyinclude> | |||
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}} | |||
| Special-Ability-3-Concentration| | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
}}</onlyinclude> | |||
= | | Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}} | ||
| Special-Ability-3-Description| | |||
}}</onlyinclude> | |||
}} | |||
Latest revision as of 18:40, 7 May 2022
Athletic Creature Pattern (+2 CR)
- Subtype: add Athletic to subtypes
Athletic Creature is a pattern that can be added to any creature that is tougher than normal, and has an uncanny ability to overcome all manner of trials and obstacles. Athletic does not alter the appearance of the base creature, making it useful for subtle changes.
This creature looks very fit and agile, able to hold its breath and adapt to unusual fighting styles.
General
- Init: +2 CRs greater than base creature.
- Senses:
- Movement Types:
- Increase all move speeds by 10 ft.
Defense
- AC: +2 CRs greater than base creature.
- Maneuver Defense: +2 CRs greater than base creature.
- Hit Points: +2 CRs greater than base creature.
- Fort: +1 CRs greater than base creature.
- Refl: +1 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +3 CRs greater than base creature.
- Damage: +2 CRs greater than base creature.
- Maneuver Offense: +2 CRs greater than base creature.
- Save DC's: +2 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +2 CRs to all of its existing skills.
- Languages:
Special Abilities
Perfect Agility (Su; Athletic Creature Pattern)
Once per encounter, self-only, usable at-will as a free action, Perfect Agility negates any status condition which usually impedes movement or reduces the number of actions the victim can take, such as Paralyzed, even if that condition normally allows no actions at all. It can negate one such condition each time it is used.In addition, Perfect Agility allows the Athletic Creature to roll Might, Movement, and Athletics skill checks twice and take the result they like better.
Lastly, Perfect Agility allows them to automatically Disperse any obscuring effects they encounter in all squares they occupy or move through, without suffering any effects from that Obscuring effect. Obscuring effects include: Obscuring (Acid Fog (Sorcerer/Wizard Spell), Aggressive Thundercloud, Greater (Druid Spell), Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell), Aggressive Thundercloud (Druid Spell), Aggressive Thundercloud (Sorcerer/Wizard Spell), Barrow Haze (Cleric Spell), Barrow Haze (Sorcerer/Wizard Spell), Cloudkill (Sorcerer/Wizard Spell), Euphoric Cloud (Druid Spell), Euphoric Cloud (Sorcerer/Wizard Spell), Fog Cloud (Alchemist Extract), Fog Cloud (Druid Spell), Fog Cloud (Ranger Poultice), Fog Cloud (Sorcerer/Wizard Spell), Incendiary Cloud (Sorcerer/Wizard Spell), Mind Fog (Bard Spell), Mind Fog (Paladin Spell), Mind Fog (Sorcerer/Wizard Spell), Nauseating Trail (Alchemist Extract), Nauseating Trail (Druid Spell), Nauseating Trail (Sorcerer/Wizard Spell), Plague Storm (Cleric Spell), Plague Storm (Druid Spell), Plague Storm (Sorcerer/Wizard Spell), Solid Fog (Sorcerer/Wizard Spell), Stinking Cloud (Alchemist Extract), Stinking Cloud (Sorcerer/Wizard Spell), Twilight Haze (Paladin Spell), Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.