Aquatic Creature: Difference between revisions

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Latest revision as of 18:41, 7 May 2022

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

Aquatic Creature Pattern (+2 CR)

Subtype: add Aquatic to subtypes


'Aquatic Creature' is a pattern that can be added to any creature that is well adapted to living and hunting in water, or other similar fluids. Swamp-dwelling ogres, deep-sea Trolls, Rot Flies that live in giant pools of blood, fire elementals that swim in lava, all these and more can be emulated with the Aquatic Creature pattern.

This greenish creature has gills and webbed fingers and toes, as if able to swim and breathe water.

General

Init: +2 CRs greater than base creature.
Ambush Chance: +2 (worse at ambushes)
Senses:
Perception: +2 CRs greater than base creature.
Movement Types:

Defense

AC: +2 CRs greater than base creature.
Maneuver Defense: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: -
Refl: +1 CRs greater than base creature.
Will: +2 CRs greater than base creature.
Special Defenses:
  • (Aquatic Creature) Adapted: Can breathe normally in, and does not take ill Environmental Effects from, its 'normal' liquid environment, as defined by the GM. Takes no penalties from fighting in its normal liquid environment, is never at risk of drowning or suffocation, and generally lives and works normally while submerged. This pattern does not convey any abilities to leave the liquid, except for the base abilities of the base creature. If more adaptable creatures are desired, also apply the Intruding Creature pattern.
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +2 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills: Movement
Languages:

Special Abilities