Aerial Creature: Difference between revisions

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   <!-- 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}}}
| CR-Adj| 2
| CR-Adj| 2
}}</onlyinclude>
}}</onlyinclude>
| Picture =
| Picture-Text =


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| 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.
| 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>
}}</onlyinclude>
| Picture =
| Picture-Text =


| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
Line 28: Line 32:
| 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 66: Line 74:
| 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 83:


| 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>


Line 81: Line 91:


| 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>


Line 97: Line 107:


| 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}}}
Line 242: Line 288:


| 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>


Line 269: Line 315:
}}</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 330:
}}</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 344:
| 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.
| 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.
}}</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 359:
| 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 374:
| 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 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 449: 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>


Line 483: Line 536:
}}</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 513: Line 564:
| Special-Ability-1-Type|  
| Special-Ability-1-Type|  
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
| 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>
| 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>
}}</onlyinclude>


Line 528: Line 590:
| Special-Ability-2-Type|  
| Special-Ability-2-Type|  
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- 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>
}}</onlyinclude>


Line 543: Line 616:
| Special-Ability-3-Type|  
| Special-Ability-3-Type|  
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- 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>
}}</onlyinclude>



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