Coursing Creature: Difference between revisions

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   <!-- GENERAL ADJUSTMENTS -->
   <!-- GENERAL ADJUSTMENTS -->
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Coursing Creature
}}</onlyinclude>


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


| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
| DEX-Adj|  
| DEX-Adj| 4
}}</onlyinclude>
}}</onlyinclude>


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| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj| 2
| Initiative-Adj| 3
}}</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| -1
   <!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers,
   <!-- 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.            -->
       positive numbers are worse ambushers.  Value should usually be between -3 and 3.            -->
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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| 2
| Hit-Points-Adj| 3
}}</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| 1
| To-Hit-Adj| 3
}}</onlyinclude>
}}</onlyinclude>


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| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills| 2
| Increase-All-Existing-Skills| 3
   <!-- This adjusts the value for all skills the monster already knows, without giving them new skills.
   <!-- 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
       This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill
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| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}}
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}}
| Add-Skill-Knowledge-Dungeoneering|  
| Add-Skill-Knowledge-Dungeoneering| 3
}}</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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   <!-- 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| '''Coursing Attacks'''
| Special-Ability-1-Name| Coursing Attacks
}}</onlyinclude>
}}</onlyinclude>


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| Special-Ability-1-Type| Ex
| Special-Ability-1-Type| Ex
   <!-- 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| Automatic
  <!-- 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| At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to {{CR|4|n=4|op=div}}. At any time, as a free action, it may '''spend''' one or more of these D6's to raise a D20 roll by +1, or '''roll''' one or more of the D6's to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks. All Coursing Dice may only be used once (either spent or rolled) each round, Coursing Dice damage is bonus damage and thus not affected by critical hits, and Coursing Dice damage is inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR and/or ER. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die rolled what damage type it is.
| Special-Ability-1-Description| At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to {{CR|4|n=4|op=div}}. At any time, as a free action, it may '''spend''' one or more of these D6's to raise a D20 roll by +1 for each die spent, or it may '''roll''' one or more of the D6's to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks and abilities. All Coursing Dice may only be used once (either spent or rolled) each round, Coursing Dice damage is bonus damage and thus not affected by critical hits, and Coursing Dice damage is inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR and/or ER. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die rolled what damage type it is.


}}</onlyinclude>
}}</onlyinclude>
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   <!-- SPECIAL ABILITY 2 -->
   <!-- SPECIAL ABILITY 2 -->
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name| '''Coursing Dash'''
| Special-Ability-2-Name| Coursing Dash
}}</onlyinclude>
}}</onlyinclude>


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| Special-Ability-2-Type| Ex
| Special-Ability-2-Type| Ex
   <!-- 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>


| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
| Special-Ability-2-Description| Once per encounter, a Coursing Creature may make a Move Action as a Swift Action.
| Special-Ability-2-Description| Once per encounter, a Coursing Creature may perform a [[Move Action]] as a [[Swift Action]].
}}</onlyinclude>
}}</onlyinclude>


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   <!-- SPECIAL ABILITY 3 -->
   <!-- SPECIAL ABILITY 3 -->
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name| '''Coursing Stride'''
| Special-Ability-3-Name| Coursing Stride
}}</onlyinclude>
}}</onlyinclude>


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| Special-Ability-3-Type| Ex
| Special-Ability-3-Type| Ex
   <!-- 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>


| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
| Special-Ability-3-Description| Out of Combat, its [[Overland Travel]] is doubled.
| Special-Ability-3-Description| Out of combat, a Coursing Creature's [[Overland Travel]] speed is doubled.
}}</onlyinclude>
}}</onlyinclude>


}}
}}
-------------------------------
'Coursing Creature' is a pattern that can be added to most creatures, to represent a far-ranging deadly hunter. Forest Elves, fleet-footed Treants, long-running Orcs, fluid oozes, bullet-fast Wasps, all can be modeled with the Coursing Creature pattern.
Coursing Creature is strong in battle, as the +3 CR (challenge rating) adjustment indicates, and makes for fast, wide-ranging, mobile combats.
A Coursing Creature uses all of the base creature's statistics and abilities except as noted below.
== CR (challenge rating) ==
Same as base creature +3.
== Size and Type ==
The creature's Size does not change.  It's Type remains the same but it gains the subtype Coursing.
== Initiative Modifier ==
The creature's initiative modifier increases by +5.
== Senses ==
All  senses such as scent, tremorsense, keen hearing, etc are unchanged.  A Coursing Creature gains +5 on Perception skill rolls and Survival skill rolls.
== Armor Class ==
Coursing Creatures gain +3 AC. 
== Hit Dice ==
Coursing Creatures gain +5 hp per Hit Die of their adjusted CR.
== Defensive Ability ==
The Coursing 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
*Coursing Creatures gain a +3 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 Coursing Creature's base speed improves by twenty feet in all movement categories it has. Once per encounter, it may take a move action as a swift action. Out of combat, its Overland Movement is considered to be doubled.
== Melee Attacks ==
The Coursing Creature retains all the base creature's attacks .  It gains a +3 untyped bonus to-hit with all melee and ranged attacks.
== Damage ==
The Coursing Creature does the same damage and effects as the base creature.  It gains a +6 untyped bonus to all damage it inflicts, and all DC's are raised by +3.
== Space and Reach ==
No Changes.
== Offensive Ability ==
*Coursing Attacks. At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal in size to Coursing Creature's adjusted CR (challenge rating) divided by four, round up. At any time, as a free action, it may 'spend' one D6 to raise a D20 roll by +1, or roll the D6 to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks.
== Ability Scores ==
No changes.
== Maneuver Offense and Maneuver Defense ==
The Coursing Creature gains a +3 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 ==
Gains Survival Skill at CR+15.
Optionally, add one skill at CR+10.

Latest revision as of 18:40, 14 May 2022

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

Coursing Creature Pattern (+3 CR)

Subtype: add Coursing to subtypes


Coursing Creature is a pattern that can be added to most creatures, to represent a far-ranging deadly hunter. Forest Elves, fleet-footed Treants, long-running Orcs, fluid oozes, bullet-fast Wasps, all can be modeled with the Coursing Creature pattern.

Coursing Creature is strong in battle, as the +3 CR (challenge rating) adjustment indicates, and makes for fast, wide-ranging, mobile combats.

This dangerous-feeling creature seems wiry, tough, and fast on its feet.

General

Init: +3 CRs greater than base creature.
Ambush Chance: -1 (better at ambushes)
Senses:
Perception: +2 CRs greater than base creature.
Movement Types:
  • Increase all move speeds by 20 ft.

Defense

AC: +3 CRs greater than base creature.
Maneuver Defense: +2 CRs greater than base creature.
Hit Points: +3 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: +3 CRs greater than base creature.
Damage: +3 CRs greater than base creature.
Maneuver Offense: +2 CRs greater than base creature.
Save DC's: +3 CRs greater than base creature.

Statistics

Str: 2    Dex: 4    Con:     Int:     Wis:     Cha:
Feats:
Skills:
Languages:

Special Abilities

Coursing Attacks (Ex; Coursing Creature Pattern)

At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to 1. At any time, as a free action, it may spend one or more of these D6's to raise a D20 roll by +1 for each die spent, or it may roll one or more of the D6's to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks and abilities. All Coursing Dice may only be used once (either spent or rolled) each round, Coursing Dice damage is bonus damage and thus not affected by critical hits, and Coursing Dice damage is inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR and/or ER. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die rolled what damage type it is.

Coursing Dash (Ex; Coursing Creature Pattern)

Once per encounter, a Coursing Creature may perform a Move Action as a Swift Action.

Coursing Stride (Ex; Coursing Creature Pattern)

Out of combat, a Coursing Creature's Overland Travel speed is doubled.