Aerial Creature: Difference between revisions

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[[Category:Epic Path]][[Category:Pattern]]__NOTOC__
{{Template:Pattern
{{Template:Pattern


   <!-- GENERAL ADJUSTMENTS -->
   <!-- GENERAL ADJUSTMENTS -->
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Aerial Creature
}}</onlyinclude>


| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
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}}</onlyinclude>
}}</onlyinclude>


| Description = 'Aerial Creature' is a pattern that can be added to any creature, causing it to become well-adapted to living and hunting in the air, or similar environments.  Aerial Creatures are distinct from Winged Creatures in the fact that Aerial Creatures do not have wings, and possess some amazing ability that allows them to move around with Greater Flight without bothering with any of that flapping nonsense.
| Picture =
| Picture-Text =
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| 'Aerial Creature' is a pattern that can be added to any creature, causing it to become well-adapted to living and hunting in the air, or similar environments.  Aerial Creatures are distinct from Winged Creatures in the fact that Aerial Creatures do not have wings, and possess some amazing ability that allows them to move around with Greater Flight without bothering with any of that flapping nonsense.
}}</onlyinclude>


| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
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| 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|  
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| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj| 2
| Initiative-Adj| 2
}}</onlyinclude>
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|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>


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| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj| 1
| Hit-Points-Adj| 2
}}</onlyinclude>
}}</onlyinclude>


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| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
| Refl-Adj| 1
| Refl-Adj| 3
}}</onlyinclude>
}}</onlyinclude>


| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
| Will-Adj| 1
| Will-Adj| 2
}}</onlyinclude>
}}</onlyinclude>


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| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj| 1
| Save-DC-Adj| 2
}}</onlyinclude>
}}</onlyinclude>


| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj| 1
| 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| 1
| 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| 1
| Maneuver-Defense-Adj| 1
}}</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>
}}</onlyinclude>




   <!-- NON-NUMERIC PATTERN-GRANTED ABILITIES -->
   <!-- SPACE / REACH  -->
  <!-- This section details the non-numeric benefits provided by the pattern.
      They are the reason that the CR adjustment occurs.                      -->


| 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| 100
| Cloudsense-Range| {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 40|3 = 50|4 = 60|5 = 70|6 = 80|7 = 90|8 = 100}}
  <!-- 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}}}
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| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}}
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}}
| Lesser-Flight-Speed| Remove
| Lesser-Flight-Speed|  
}}</onlyinclude>
}}</onlyinclude>


| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}}
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}}
| Greater-Flight-Speed| 100
| Greater-Flight-Speed| {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 40|3 = 50|4 = 60|5 = 70|6 = 80|7 = 90|8 = 100}}
}}</onlyinclude>
}}</onlyinclude>


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}}</onlyinclude>
}}</onlyinclude>


  <!-- SPECIAL DEFENSES -->


| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}}
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}}
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}}</onlyinclude>
}}</onlyinclude>


  <!-- STRONG AGAINST -->


| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}}
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}}
| Strong-Against-1| {{#!:
| Strong-Against-1| '''''Immune (no effect):''''' environmental effects and/or damage due to altitude or wind.
::* (Aerial Creature) '''''Immune (no effect):''''' environmental effects and/or damage due to altitude or wind.
}}
}}</onlyinclude>
}}</onlyinclude>


| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}}
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}}
| Strong-Against-2| {{#!:
| Strong-Against-2| Aerial Creatures can breathe normally at any altitude.
::* (Aerial Creature) Aerial Creatures can breathe normally at any altitude.
}}
}}</onlyinclude>
}}</onlyinclude>


| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}}
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}}
| Strong-Against-3| {{#!:
| Strong-Against-3| Aerial Creatures rarely if ever land on a surface, and so are rarely affected by traps, pressure plates, pits, or other effects that require them to touch a surface. The GM adjudicates all unusual circumstances.
::* (Aerial Creature) Aerial Creatures rarely if ever land on a surface, and so are rarely affected by traps, pressure plates, pits, or other effects that require them to touch a surface. The GM adjudicates all unusual circumstances.
}}
}}</onlyinclude>
}}</onlyinclude>
  <!-- WEAK AGAINST -->


| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}}
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}}
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| 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}}}
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| 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 440: Line 501:
| 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 448: Line 510:
| 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>
| Add-Skill-Profession-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Profession-1}}}
| Add-Skill-Profession-1|
}}</onlyinclude>
| Add-Skill-Profession-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Profession-2}}}
| Add-Skill-Profession-2|
}}</onlyinclude>
}}</onlyinclude>


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}}</onlyinclude>
}}</onlyinclude>


| All-Other-Skills-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|All-Other-Skills-Adj}}}
| All-Other-Skills-Adj|
}}</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 504: Line 556:




| 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|  
}}</onlyinclude>
}}</onlyinclude>


| Special-Ability-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2}}}
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
| Special-Ability-2|  
| Special-Ability-1-Type|  
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
}}</onlyinclude>


| Special-Ability-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3}}}
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
| Special-Ability-3|  
| Special-Ability-1-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>
}}</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|
}}</onlyinclude>


'Aerial Creature' is a pattern that can be added to any creature that is well adapted to living and hunting in the air, or similar environments.  Aerial Creatures are distinct from Winged Creatures in the fact that Aerial Creatures do not have wings, and possess some amazing ability that allows them to move around with Greater Flight without bothering with any of that flapping nonsense.


An Aerial Creature uses all of the base creature's statistics and abilities except as noted below.
  <!-- SPECIAL ABILITY 2 -->
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name|
}}</onlyinclude>


== CR (challenge rating) ==
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}}
Same as base creature +2.
| Special-Ability-2-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


== Size and Type ==
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
The creature's Size does not change.  It's Type remains the same but it gains the subtype Aerial.
| 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>


== Initiative Modifier ==
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}}
The creature's initiative modifier increases +2.
| 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>


== Senses ==
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
An Aerial Creature gains [[Cloudsense]] as a sense, with a range of 100 feet, which is usable while flying and on the ground, and allows them the useful ability to see through clouds. In the air this makes aerial creatures incredibly good at hiding in clouds. If the base creature already had Cloudsense, it adds 100 feet to the range of the Cloudsense. All other senses such as scent, tremorsense, keen hearing, etc are unchanged.  An Aerial Creature gains +2 on Perception skill rolls.
| Special-Ability-2-Description|
}}</onlyinclude>


== Armor Class ==
Aerial Creatures gain +1 AC. 


== Hit Dice ==
  <!-- SPECIAL ABILITY 3 -->
Aerial Creatures gain +2 hp per Hit Die of their adjusted CR.
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name|
}}</onlyinclude>


== Defensive Ability ==
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}}
The Aerial Creature gains the following abilities, which may be added to their Bestiary entry:
| Special-Ability-3-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


'''Aura:''' - Same as Base Creature
| 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>


'''SR:''' - Same as Base Creature
| 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 Defenses:''' Same as Base Creature
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
*Aerial Creatures gain a +1 untyped bonus on all Saving Throws.
| Special-Ability-3-Description|
*Aerial Creatures can breathe normally at any altitude, and are Immune to Environmental Effects caused by altitude.
}}</onlyinclude>
*Aerial Creatures rarely if ever land on a surface, and so are rarely affected by traps, pressure plates, pits, or other effects that require them to touch a surface. The GM adjudicates all unusual circumstances.


'''Immunities:'''  Same as Base Creature.
}}
 
'''Weaknesses:''' Same as Base Creature
 
==Out of Combat==
Same as Base Creature.
 
== Speed ==
An Aerial Creature gains a [[Greater Flight]] speed equal to its Walk speed.  If the base creature already had a Greater or Lesser Flight speed, it converts to Greater Flight (if it isn't already) and increases by twenty feet.
 
== Melee Attacks ==
The Aerial Creature retains all the base creature's attacks .  It gains a +1 untyped bonus to-hit with all attacks and is never hindered by attacking in cloudy or windy conditions (see [[Environmental Effects]]).  Note that Aerial Creatures are very likely to attack from the air using any ranged abilities the base creature may possess. If they do not have any ranged attacks, they will fly into melee range but will rarely, if ever, land.
 
== Damage ==
The Aerial Creature does the same damage and effects as the base creature.  It gains a +1 untyped bonus to all damage it inflicts, and all DC's are raised by +1.
 
== Space and Reach ==
No Changes.
 
== Offensive Ability ==
Same as Base Creature.
 
== Ability Scores ==
No changes.
 
== Maneuver Offense and Maneuver Defense ==
The Aerial Creature gains a +2 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.

Latest revision as of 18:33, 7 May 2022

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

Aerial Creature Pattern (+2 CR)

Subtype: add Aerial to subtypes


'Aerial Creature' is a pattern that can be added to any creature, causing it to become well-adapted to living and hunting in the air, or similar environments. Aerial Creatures are distinct from Winged Creatures in the fact that Aerial Creatures do not have wings, and possess some amazing ability that allows them to move around with Greater Flight without bothering with any of that flapping nonsense.

This creature moves lightly and easily, and seems able to fly freely at will.

General

Init: +2 CRs greater than base creature.
Senses:
Perception: +2 CRs greater than base creature.
Movement Types:

Defense

AC: +2 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +3 CRs greater than base creature.
Will: +2 CRs greater than base creature.
Special Defenses:
Strong Against:
  • (Aerial Creature) Immune (no effect): environmental effects and/or damage due to altitude or wind.
  • (Aerial Creature) Aerial Creatures can breathe normally at any altitude.
  • (Aerial Creature) Aerial Creatures rarely if ever land on a surface, and so are rarely affected by traps, pressure plates, pits, or other effects that require them to touch a surface. The GM adjudicates all unusual circumstances.
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +1 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