Exploding Creature: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
 
(13 intermediate revisions by 2 users not shown)
Line 3: Line 3:


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


| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
Line 70: Line 74:


| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj| 1
| Initiative-Adj| 2
}}</onlyinclude>
}}</onlyinclude>


Line 80: Line 84:


| 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| 1
| Hit-Points-Adj| 2
}}</onlyinclude>
}}</onlyinclude>


Line 100: Line 104:


| 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>


Line 511: Line 515:
| 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>


Line 567: Line 563:
   <!-- 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| '''''Deadly Blast'''''
| Special-Ability-1-Name| Deadly Blast
}}</onlyinclude>
}}</onlyinclude>


Line 573: Line 569:
| Special-Ability-1-Type| Su
| 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>


Line 578: Line 585:
| Special-Ability-1-Description|  Once per encounter, as a standard action, an Exploding Creature can blast forth a wave of deadly energy, centered on its space and affecting all enemy creatures within 30 feet of it. This might be a great roar, an emission of poison gas, an immolation of magical energies, a psychic attack, etc. The GM should choose an [[Energy Damage]] type appropriate to the base creature when this Pattern is applied.
| Special-Ability-1-Description|  Once per encounter, as a standard action, an Exploding Creature can blast forth a wave of deadly energy, centered on its space and affecting all enemy creatures within 30 feet of it. This might be a great roar, an emission of poison gas, an immolation of magical energies, a psychic attack, etc. The GM should choose an [[Energy Damage]] type appropriate to the base creature when this Pattern is applied.


:::This blast inflicts {{Special-Standard-Dmg}} points of damage in the Energy type the GM chooses, above. A Fortitude save against a DC of {{Save-DC}} can be made to stand up to this blast and take half damage. Note that this blast is only effective against enemies, so it is quite easy to use in crowded fights.
This blast inflicts {{Special-Standard-Dmg}} points of damage in the Energy type the GM chooses, above. A Fortitude save against a DC of {{Save-DC}} can be made to stand up to this blast and take half damage. Note that this blast is only effective against enemies, so it is quite easy to use in crowded fights.
}}</onlyinclude>
}}</onlyinclude>


Line 590: Line 597:
| 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>


Line 605: Line 623:
| 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>


Line 612: Line 641:


}}
}}
-----------------------
'Exploding Creature' is a pattern that can be added to any creature to give them a hefty offensive 'punch'. This might be a jar of bees that the creature can smash and the swarm stings all enemies nearby before they disperse, or it might be a magical rune engraved on their forehead that inflicts psychic damage to all nearby enemies, or it might be a strange poison to which all allies have been rendered immune through an antidote, or an eldritch shadow that damages enemies, or any of a million other possibilities. 
The GM can use Exploding 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 Exploding Creatures in many ways!
Note that an Exploding Creatures Deadly Blast power never harms the creature or any of its allies. If you want things that blow up as they die, there are other Patterns that do that.
An Exploding 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 Exploding.
== Initiative Modifier ==
The creature's initiative modifier increases by +1.
== Senses ==
All  senses such as scent, tremorsense, keen hearing, etc are unchanged.  An Exploding Creature gains +3 on Perception skill rolls.
== Armor Class ==
Exploding Creatures gain +2 AC. 
== Hit Dice ==
Exploding Creatures gain +2 hp per Hit Die of their adjusted CR.
== Defensive Ability ==
The Exploding 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
*Exploding 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 ==
An Exploding Creatures base speed improves by ten feet in all movement categories it has.
== Melee Attacks ==
The Exploding Creature retains all the base creature's attacks .  It gains a +2 untyped bonus to-hit with all attacks.
== Damage ==
The Exploding 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 ==
: '''Deadly Blast (Su)''' Once per encounter, as a supernatural ability, as a standard action, an Exploding Creature can blast forth a wave of deadly energy, centered on its space and affecting all enemy creatures within 30 feet of it.  This might be a great roar, an emission of poison gas, an immolation of magical energies, a psychic attack, etc.  The GM should choose an energy type appropriate to the base creature when this Pattern is applied.
: This blast inflicts Special Standard Damage for the monster's ''adjusted'' CR. Check the [[Monster Pattern Damage Chart]] to calculate this value.  A fortitude save can be made to stand up to this blast and take half damage.  The DC is 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.
== Ability Scores ==
No changes.
== Maneuver Offense and Maneuver Defense ==
The Exploding 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 07:28, 15 May 2022

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

Exploding Creature Pattern (+2 CR)

Subtype: add Exploding to subtypes


Exploding Creature is a pattern that can be added to any creature to give them a hefty offensive 'punch'. This might be a jar of bees that the creature can smash and the swarm stings all enemies nearby before they disperse, or it might be a magical rune engraved on their forehead that inflicts psychic damage to all nearby enemies, or it might be a strange poison to which all allies have been rendered immune through an antidote, or an eldritch shadow that damages enemies, or any of a million other possibilities.

The GM can use Exploding 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 Exploding Creatures in many ways!

Note that an Exploding Creatures Deadly Blast power never harms the creature or any of its allies. If you want things that blow up as they die, there are other Patterns that do that.

This creature seems to be barely holding back some enormously dangerous outburst.

General

Init: +2 CRs greater than base creature.
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:

Defense

AC: +1 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.
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 +1 CRs to all of its existing skills.
Languages:

Special Abilities

Deadly Blast (Su; Exploding Creature Pattern)

Once per encounter, as a standard action, an Exploding Creature can blast forth a wave of deadly energy, centered on its space and affecting all enemy creatures within 30 feet of it. This might be a great roar, an emission of poison gas, an immolation of magical energies, a psychic attack, etc. The GM should choose an Energy Damage type appropriate to the base creature when this Pattern is applied. This blast inflicts 1d4 points of damage in the Energy type the GM chooses, above. A Fortitude save against a DC of 14 can be made to stand up to this blast and take half damage. Note that this blast is only effective against enemies, so it is quite easy to use in crowded fights.