Alchemical Waxwork: Difference between revisions

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== Armor Class ==
== Armor Class ==
Waxwork Creatures gain +1 to their base Armor Class, but not their flat-footed or touch AC.   
Waxwork Creatures gain +1 to their base Armor Class, but not their touch AC.   


== Hit Dice ==
== Hit Dice ==

Revision as of 17:32, 20 April 2019


'Alchemical Waxwork Creature' is a pattern that can be added to any creature that has a solid body. This generally works best on creatures with a conventional form, but can also be used on oozes and jellies, although it is less appropriate for swarms, although it is technically possible. Alchemical Waxwork is not appropriate for insubstantial or ethereal creatures such as most Ghosts, although if the GM has a fun idea that makes this possible, well, it's their game.

An Alchemical Waxwork is a type of construct made in the exact likeness of an existing monster, and often used for waxwork museums and the like. Note that most waxworks are cheaper versions of the art which are not animated. This can make trips to taxidermy shops and alchemist's shops much more interesting.

Waxwork creatures can be used to broaden the types of monsters available in an encounter. It makes no sense for a bunch of orcs to attack a wedding, but a bunch of waxwork orcs being sent by an angry spurned suitor to attack a wedding? That works!

A Waxwork Creature uses all of the base creature's statistics and abilities except as noted below.

CR

Same as base creature +1.

Size and Type

The creature's Size does not change. It's Type remains the same but it gains the subtypes Waxwork and Construct.

Initiative Modifier

The creature's initiative modifier increases by +1.

Senses

All senses such as scent, tremorsense, keen hearing, etc., are unchanged. A Waxwork Creature gains +1 on Perception skill rolls.

Armor Class

Waxwork Creatures gain +1 to their base Armor Class, but not their touch AC.

Hit Dice

Waxwork Creatures gain +2 hp per Hit Die of their adjusted CR.

Defensive Ability

A Waxwork 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: Waxwork Creatures gain DR Slashing/CR, ER Sonic/CR, and ER Electricity/CR.

Immunities:

  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  • disease, poison, ability damage, ability drain, energy drain
  • death effects, necromancy effects, sleep effects
  • nonlethal damage, Bruised, Bleed, and Ruptured
  • paralysis, stunning, fatigue, exhaustion
  • any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)

Weaknesses: Cannot heal damage on its own, but can be repaired via Make Whole, Greater Make Whole, Field Repair, a workshop and the Creator feat, or the application of special Alchemical Wax.


Out of Combat

Alchemical Waxwork Creatures are mindless constructs, and do nothing outside of combat unless they are directed by their maker or owner.

Speed

Same as Base Creature.

Melee Attacks

A Waxwork Creature retains all the base creature's attacks . It gains a +2 untyped bonus to-hit with all attacks.

Damage

The Waxwork Creature does the same damage and effects as the base creature. All DC's are raised by +1.

Space and Reach

Same as Base Creature.

Offensive Ability

Same as Base Creature. Yes, a Waxwork Red Dragon has a breath weapon and creates Waxwork minions! Magic is amazing stuff....

Ability Scores

Intelligence score is removed. All other abilities are unchanged.


Maneuver Offense and Maneuver Defense

Waxwork Creatures gain +3 to their Maneuver Offense and Maneuver Defense.

Feats

Same as Base Creature.

Skills

Same as Base Creature. Generally, Waxworks will use combat skills in battle without direction, but non-combat skills only when ordered by their maker or owner.