Defender Mage: Difference between revisions

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Revision as of 20:56, 22 January 2021

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

Defender Mage Pattern (+2 CR)



This creature moves lightly and easily, and seems able to fly freely at will.

General

Senses:
Movement Types:

Defense

Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -

Statistics

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

Special Abilities


Defender Mage is a pattern that can be added to any creature that is a capable user of Arcane Magic. During a combat, a Defender Mage creature only has access to the monster abilities listed below, and no Defender Mage may ever begin combat with any sort of boost or buff that they added to themselves.

In combat, Defender Mage monsters are highly effective, often placing their Wretched Mists in front of any player ranged attackers to block their line of sight and line of effect, forcing them to move. Their Gushblock ability is even more annoying, as they pick away at the player's damaging attacks. Destroy Magic removes Pillars and summoned creatures instantly, and Shardburst is a nasty selective ranged attack.

Now, OUT of combat, like all monsters with a Spell-like ability, it is assumed that a Defender Mage monster is a full-fledged caster of Arcane Magics, and if given a little time to prepare, can be assumed to have all sorts of magical things happening. Monster Mages are always doing such nuisance things as sending familiars to spy, using wards and alarms, using dispel magics to strip away magical effects the PC's or friendly NPC's were relying on, and generally adding all kinds of excitement to the GM's story line. Indeed, Mages are even more likely than other Spell-like enabled monsters to have such activities as part of their lexicon. On top of that, GM's frequently have their Mage Monsters wear wizardly accoutrements, such as robes and pointy hats, just to play it up a bit.

In addition to the direct effects of a Mage pattern, if the GM wishes to simulate the effects of a monstrous Mage casting spells on their allies, this can easily be emulated through the use of various Patterns. Invisible Creature, Aerial Creature, Searing Creature, all these patterns and more can be applied to the other creatures in an encounter and explained as the effects of the buffs being cast out of combat by the Mage. Note, however, that all these effects will add to the Challenge Rating of the monsters, to properly capture the added difficulty of such fights. Be sure to keep an eye on your difficulty! And have fun! It is entirely possible to design hundreds of interesting 'roleplay' encounters with various Patterns. If that's your notion of fun, go to town!

A Defender Mage 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 Mage.

Initiative Modifier

Does not change. Yes, Mages tend to be a little slow.

Senses

All senses such as scent, tremorsense, keen hearing, etc. are unchanged.

Armor Class

Does not change. Yes, Mages are easy to hit.

Hit Dice

No changes.

Defensive Ability

A Defender Mage gains the following abilities, which may be added to their Bestiary entry:

Aura

Same as Base Creature.

SR

Same as Base Creature.

Special Defenses

None.

Immunities

None.

Weaknesses

Same as Base Creature.

Out of Combat

Mages are assumed to be able to use any spells out of combat that could be reasonably gained by a PC of the same level. A CR 15 Mage monster is going to be able to do all sorts of fun things out of combat. IN combat, they only have access to their Defender Monstrous Magic ability, below, and they may never start a combat under the influence of any bonus or buff.

Speed

Same as Base Creature minus ten feet. Mages are bit slow.

Melee Attacks

A Defender Mage retains all the base creature's attacks.

Damage

A Defender Mage attacks as a creature of its base CR, except that they have a permanent Withered condition that affects everything they do except their Monstrous Magic ability (see below). This cannot be removed by any means, and will stack with any and all other conditions they are affected by. Yes, they hit poorly and do weaker damage than you would expect for their CR. It's the fancy robes they wear, we're sure of it.

Space and Reach

No change.

Offensive Ability

A Defender Mage gains the following abilities, which may be added to their Bestiary entry:

Defender's Monstrous Magic (Sp)

Once per round, as a standard action, a Defender Mage may choose one of the effects listed below. Note that this is a spell-like ability, and thus, will provoke attacks of opportunity if performed while threatened, and requires a spell-caster check to succeed.

  • Gushblock (Sp)
The Defender Mage may use this ability as a non-provoking immediate action once per round, rather than the normal rules for their Monstrous Magic. If any allied creature of the Defender Mage to whom they have line of sight and line of effect, and who is within 5 feet per adjusted CR of the Defender Mage, is struck by any attack, the Defender Mage may use Gushblock to blast a liquid to interfere and reduce the damage inflicted by that attack to zero. This ability may be used to protect the Defender Mage, and frequently is. If the attack does more than one type of damage, the Defender Mage must choose which portion of the attack to negate. If the attack also lays a condition, that condition is not impeded.
  • Wretched Mist (Sp)
The Defender Mage may use this ability as a Standard action. They may choose one unoccupied, unblocked, square, plus one more such square per their adjusted CR divided by 3 (drop fractions) (2 squares to 15 squares) within 5 feet of their space plus five feet per their adjusted CR divided by 3 (drop fractions) (10 feet to 75 feet), and fill all those spaces with roiling, filthy vapors. Each square is filled to a height of ten feet, and the Mage may arrange these squares any way the GM see's fit. These vapors block line of sight and line of effect against all creatures, and persist until the end of the Mages turn.
These mists do not impede movement at all, but any creature (friend or foe) who enters them suffers Special Swift Damage for the Mages adjusted CR as poison (physical, uncommon) damage, a maximum of once per round. Check the Monster Pattern Damage Chart to calculate this value. Deadly Mist does not allow a saving throw.
  • Destroy Magic (Sp)
The Defender Mage may choose a 3x3x3 square area centered within 60 feet of its space. Any spell effects ongoing within that space are ended immediately. There is no roll required for this removal, the Mage spends the standard action and the spell effects are destroyed. Note that this power has no effect upon anti-magic effects. If the Defender Mage creature has an adjusted CR of 21 or higher, the area affected increases to 5x5x5 squares.
  • Shardburst (Sp)
The Defender Mage chooses a 3x3x3 square space centered within 60 feet of its space. A burst of deadly shards (metal, glass, wood, bone, stone, etc.) blasts forth from the center square. All enemy creatures in that space, wholly or partially, suffer Special Swift Damage for the Mages adjusted CR as piercing (physical, common) damage. Check the Monster Pattern Damage Chart to calculate this value. This ability allows a Reflex save versus an Average DC for the monster's adjusted CR (challenge rating) taken from the Save DC chart, or, the same DC as the monster's adjusted save DC, to take half damage.

Ability Scores

No changes.

Maneuver Offense and Maneuver Defense

No changes.

Feats

None.

Skills

No Changes.