Blasting 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| Blasting Creature
}}</onlyinclude>


| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj| 2
| CR-Adj| 2
}}</onlyinclude>
}}</onlyinclude>
| Description =


| Picture =  
| Picture =  
| Picture-Text =  
| Picture-Text =  
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description|
'''Blasting Creature''' is a pattern that can be added to any creature to give them a hefty offensive 'punch'. Their Elemental Blast might be a potion they drink that then gouts forth a huge eructation of fire or acid, or perhaps they have a weird gem that emits horrible sounds as it shatters, or they can snap their fingers to open a momentary portal into the Outer Dark, freezing all before them.
The GM can use Blasting Creature to indicate the presence of some awful cult or dire alien menace, that gifts those it touches with this ability, or perhaps some evil mastermind is selling the ability to monsters for profit, or some enemy Empire is making some byzantine maneuver....  The story can be served with Blasting Creatures in many ways!
Note that a Blasting Creatures Elemental Blast power is completely indiscriminate, and will hurt friends and foe alike, not to mention any bystanders. Use caution in crowded settings, unless the GM wants a vile massacre on their hands! 
}}</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 exudes a menacing air, as if it is possessed of a large, dangerous attack.
}}</onlyinclude>
}}</onlyinclude>


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| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
| Add-Subtype|  
| Add-Subtype| Blasting
}}</onlyinclude>
}}</onlyinclude>


| 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 61: Line 75:


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


| 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>


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


| 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>


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


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


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


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


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


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


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


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}}</onlyinclude>
}}</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>


  <!-- 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 336:
}}</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 350:
| 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}}}
Line 306: Line 365:
| 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 441: Line 507:
| 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|  
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   <!-- SPECIAL ABILITY 1 -->
   <!-- SPECIAL ABILITY 1 -->
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}}
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}}
| Special-Ability-1-Name|  
| Special-Ability-1-Name| Elemental Blast
}}</onlyinclude>
}}</onlyinclude>


| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
| Special-Ability-1-Type|  
| Special-Ability-1-Type| Su
   <!-- 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| Standard Action 1/Enc
  <!-- 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>


| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description|  
| Special-Ability-1-Description| Once per encounter as a [[standard action]], the Blasting Creature can blast forth a 60 foot cone of [[fire]], [[cold]], [[acid]], [[lightning]], [[sonic]], or [[thundercrash]] damage, the damage type chosen by the GM to fit the circumstances of the encounter. This power inflicts {{Special-Standard-Dmg}} points of damage of the chosen damage type.  A Reflex save can be made versus a DC of {{Save-DC}} to take half damage. Note that this damage effects all creatures, allies and enemies alike, so care must be taken to avoid allies...or not!
}}</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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}}
}}
'Blasting Creature' is a pattern that can be added to any creature to give them a hefty offensive 'punch'. Their Elemental Blast might be a potion they drink that then gouts forth a huge eructation of fire or acid, or perhaps they have a weird gem that emits horrible sounds as it shatters, or they can snap their fingers to open a momentary portal into the Outer Dark, freezing all before them.
The GM can use Blasting Creature to indicate the presence of some awful cult or dire alien menace, that gifts those it touches with this ability, or perhaps some evil mastermind is selling the ability to monsters for profit, or some enemy Empire is making some byzantine maneuver....  The story can be served with Blasting Creatures in many ways!
Note that a Blasting Creatures Elemental Blast power is completely indiscriminate, and will hurt friends and foe alike, not to mention any bystanders. Use caution in crowded settings, unless the GM wants a vile massacre on their hands! 
A Blasting Creature uses all of the base creature's statistics and abilities except as noted below.
== CR (challenge rating) ==
Same as base creature +2.
== Size and Type ==
The creature's Size does not change.  Its Type remains the same but it gains the subtype Blasting.
== Initiative Modifier ==
The creature's initiative modifier increases by +1.
== Senses ==
All  senses such as scent, tremorsense, keen hearing, etc are unchanged.  A Blasting Creature gains +3 on Perception skill rolls.
== Armor Class ==
Blasting Creatures gain +2 AC. 
== Hit Dice ==
Blasting Creatures gain +2 hp per Hit Die of their adjusted CR.
== Defensive Ability ==
The Blasting 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:''' Same as Base Creature
*Blasting Creatures gain a +1 untyped bonus on all Saving Throws.
'''Immunities:'''  Same as Base Creature.
'''Weaknesses:''' Same as Base Creature
==Out of Combat==
Same as Base Creature.
== Speed ==
A Blasting Creatures base speed improves by ten feet in all movement categories it has.
== Melee Attacks ==
The Blasting Creature retains all the base creature's attacks .  It gains a +2 untyped bonus to-hit with all attacks.
== Damage ==
The Blasting Creature does the same damage and effects as the base creature.  It gains a +2 untyped bonus to all damage it inflicts, and all DC's are raised by +1.
== Space and Reach ==
No Changes.
== Offensive Ability ==
: '''Elemental Blast''': Once per encounter, as a supernatural ability, the Blasting Creature can blast forth a 60 foot cone of fire, cold, acid, electricity, sonic, or thundercrash damage. This power inflicts Special Standard Damage for the monster's ''adjusted'' CR. Check the [[Monster Pattern Damage Chart]] to calculate this value.  A reflex save can be made versus an Average DC for the monster's adjusted CR (challenge rating) taken from the [[Save DC]]s chart, or, the same DC as the monster's adjusted save DC, to take half damage. Note that this damage effects all creatures, allies and enemies alike, so care must be taken to avoid allies...or not!
== Ability Scores ==
No changes.
== Maneuver Offense and Maneuver Defense ==
The Blasting 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 18:23, 14 May 2022

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

Blasting Creature Pattern (+2 CR)

Subtype: add Blasting to subtypes


Blasting Creature is a pattern that can be added to any creature to give them a hefty offensive 'punch'. Their Elemental Blast might be a potion they drink that then gouts forth a huge eructation of fire or acid, or perhaps they have a weird gem that emits horrible sounds as it shatters, or they can snap their fingers to open a momentary portal into the Outer Dark, freezing all before them.

The GM can use Blasting Creature to indicate the presence of some awful cult or dire alien menace, that gifts those it touches with this ability, or perhaps some evil mastermind is selling the ability to monsters for profit, or some enemy Empire is making some byzantine maneuver.... The story can be served with Blasting Creatures in many ways!

Note that a Blasting Creatures Elemental Blast power is completely indiscriminate, and will hurt friends and foe alike, not to mention any bystanders. Use caution in crowded settings, unless the GM wants a vile massacre on their hands!

This creature exudes a menacing air, as if it is possessed of a large, dangerous attack.

General

Init: +1 CRs greater than base creature.
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:
  • Increase all move speeds by 10 ft.

Defense

AC: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +1 CRs greater than base creature.
Will: +1 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

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

Elemental Blast (Su; Blasting Creature Pattern)

Once per encounter as a standard action, the Blasting Creature can blast forth a 60 foot cone of fire, cold, acid, lightning, sonic, or thundercrash damage, the damage type chosen by the GM to fit the circumstances of the encounter. This power inflicts 1d4 points of damage of the chosen damage type. A Reflex save can be made versus a DC of 14 to take half damage. Note that this damage effects all creatures, allies and enemies alike, so care must be taken to avoid allies...or not!