Athletic Creature
'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.
An Athletic Creature uses all of the base creature's statistics and abilities except as noted below.
CR (challenge rating)
Same as base creature +2.
Size and Type
The creature's Size does not change. It's Type remains the same but it gains the subtype Athletic.
Initiative Modifier
The creature's initiative modifier increases by +2.
Senses
All senses such as scent, tremorsense, keen hearing, etc are unchanged. An Athletic Creature gains +4 on Perception skill rolls.
Armor Class
Athletic Creatures gain +3 AC.
Hit Dice
Athletic Creatures gain +2 hp per Hit Die of their adjusted CR.
Defensive Ability
The Athletic Creature gains the following abilities, which may be added to their Bestiary entry:
Aura: - Same as Base Creature
SR: - Same as Base Creature
Special Defenses: Same as Base Creature
- Athletic Creatures gain a +2 untyped bonus on all Saving Throws.
Immunities: Same as Base Creature.
Weaknesses: Same as Base Creature
Out of Combat
Same as Base Creature.
Speed
An Athletic Creature's base speed improves by fifteen feet in all movement categories it has.
Melee Attacks
The Athletic Creature retains all the base creature's attacks . It gains a +3 untyped bonus to-hit with all attacks.
Damage
The Athletic Creature does the same damage and effects as the base creature. It gains a +4 untyped bonus to all damage it inflicts, and all DC's are raised by +2.
Space and Reach
No Changes.
Defensive Ability
- Perfect Agility: Once per round, self-only, as a supernatural ability, usable at-will as a free action. Of course its a free action! Perfect Agility negates any status condition which usually impedes movement, such as Paralyzed, even if that condition normally allows no actions at all. It can negate one such condition each time it is used. As a free action, there is technically no limit to this, although GM's may declare by fiat this may only negate one or two conditions in total. In addition, Perfect Agility allows the Athletic Creature to roll Might, Movement, and Athletics skill checks twice and take the result they like better, and 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.
Offensive Ability
Same as Base Creature.
Ability Scores
No changes.
Maneuver Offense and Maneuver Defense
The Athletic Creature gains a +3 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
Feats
Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.
Skills
Optionally, add one skill at CR+10.