Alchemical Waxwork: 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| Alchemical Waxwork
}}</onlyinclude>


| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj| 1
| CR-Adj| 1
}}</onlyinclude>
}}</onlyinclude>
| Description =


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


| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
| Short-Desc| This creature moves lightly and easily, and seems able to fly freely at will.
| Short-Desc| This creature seems oddly stiff, as if it is an unnatural copy of a real creature.
}}</onlyinclude>
}}</onlyinclude>


| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
| Change-Type|  
| Change-Type| Construct
}}</onlyinclude>
}}</onlyinclude>


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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|  
Line 44: Line 59:


| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
| INT-Adj|  
| INT-Adj| 0
}}</onlyinclude>
}}</onlyinclude>


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| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
| Ambush-Chance-Nudge|  
| Ambush-Chance-Nudge| 3
  <!-- 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|  
| Hit-Points-Adj| 2
}}</onlyinclude>
}}</onlyinclude>


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


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


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


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


| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills| -3
  <!-- 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>


  <!-- NON-NUMERIC PATTERN-GRANTED ABILITIES -->
 
   <!-- This section details the non-numeric benefits provided by the pattern.
   <!-- SPACE / REACH  -->
      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|  
| 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| -10
}}</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}}}
Line 282: Line 337:
}}</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| '''''Hardened (half damage):''''' {{Dmg|Bludgeoning}}
}}</onlyinclude>
}}</onlyinclude>


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| 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}}}
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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}}}
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| 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>


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| 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 513: Line 571:
| 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>


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| 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>


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| 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>


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}}
}}
'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 (challenge rating) ==
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. 
== 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 (Sorcerer/Wizard Spell)|Make Whole]], [[Make Whole, Greater (Sorcerer/Wizard Spell)|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.

Latest revision as of 14:10, 17 September 2022

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

Alchemical Waxwork Pattern (+1 CR)

Type: changes to Construct
Subtype: add Waxwork to subtypes


'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.

This creature seems oddly stiff, as if it is an unnatural copy of a real creature.

General

Ambush Chance: +3 (worse at ambushes)
Senses:
Movement Types:
  • Increase all move speeds by -10 ft.

Defense

AC: +1 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Special Defenses:
Strong Against:
  • (Alchemical Waxwork) Hardened (half damage): Bludgeoning (physical, common)
Weak Against:

Offense

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

Statistics

Str:     Dex:     Con:     Int: 0    Wis:     Cha:
Feats:
Skills:
  • creature loses -3 CRs to all existing skill values.
Languages:

Special Abilities