Fluidic Creature: Difference between revisions
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{{Template:Pattern | |||
'Fluidic Creature' is a pattern that can be added to any creature to turn them into goo, or perhaps, cover them in a layer of slime. The goo may be mucus, ectoplasm, ichor, slime, heck, even grape jelly, depending upon the tastes of the GM and the requirements of the story. In all cases, their altered state (or layer of gunk) give such creatures considerable benefits and powers, such as a repulsive flexibility of form, immunity to critical attacks, ability to pour fluid into the breathing passages of enemies, and various other useful abilities. | <!-- GENERAL ADJUSTMENTS --> | ||
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}} | |||
| Pattern-Name| Fluidic Creature | |||
}}</onlyinclude> | |||
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}} | |||
| CR-Adj| 2 | |||
}}</onlyinclude> | |||
| Picture = | |||
| Picture-Text = | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | |||
| Description| '''''Fluidic Creature''''' is a pattern that can be added to any creature to turn them into goo, or perhaps, cover them in a layer of slime. The goo may be mucus, ectoplasm, ichor, slime, heck, even grape jelly, depending upon the tastes of the GM and the requirements of the story. In all cases, their altered state (or layer of gunk) give such creatures considerable benefits and powers, such as a repulsive flexibility of form, immunity to critical attacks, ability to pour fluid into the breathing passages of enemies, and various other useful abilities. | |||
Their fluid state may originate from dark worship, some eerie alliance with slimes and jellies, the gifts of weird mages and sorcerers, or they may simply be born that way. Indeed, entire ecosystems of fluidic creatures may exist in partnership with slimes and molds and jellies and oozes in dark corners of the world. The fluid can be ectoplasm, in which case the fluidic creatures can form alliances with ghosts and spectres, or it could be lava, in which case they should probably also get the Searing pattern and form alliances with Fire Elementals and Fire Giants, etc, etc, etc. | Their fluid state may originate from dark worship, some eerie alliance with slimes and jellies, the gifts of weird mages and sorcerers, or they may simply be born that way. Indeed, entire ecosystems of fluidic creatures may exist in partnership with slimes and molds and jellies and oozes in dark corners of the world. The fluid can be ectoplasm, in which case the fluidic creatures can form alliances with ghosts and spectres, or it could be lava, in which case they should probably also get the Searing pattern and form alliances with Fire Elementals and Fire Giants, etc, etc, etc. | ||
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Fluidic Creatures are durable, have weird movement capabilities, and can inflict strange damage, which can make for interesting battles in which the players must adapt to their foes showing up in odd places, and attacking in weird and potent ways. Keep those players alert! | Fluidic Creatures are durable, have weird movement capabilities, and can inflict strange damage, which can make for interesting battles in which the players must adapt to their foes showing up in odd places, and attacking in weird and potent ways. Keep those players alert! | ||
}}</onlyinclude> | |||
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}} | |||
| Short-Desc| This dangerous creature seems weirdly flexible and almost...liquid. | |||
}}</onlyinclude> | |||
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}} | |||
| Change-Type| | |||
}}</onlyinclude> | |||
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}} | |||
| Add-Subtype| Fluidic | |||
}}</onlyinclude> | |||
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}} | |||
| Change-Alignment| | |||
<!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | |||
}}</onlyinclude> | |||
<!-- 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> | |||
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}} | |||
| DEX-Adj| | |||
}}</onlyinclude> | |||
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}} | |||
| CON-Adj| | |||
}}</onlyinclude> | |||
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}} | |||
| INT-Adj| | |||
}}</onlyinclude> | |||
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}} | |||
| WIS-Adj| | |||
}}</onlyinclude> | |||
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}} | |||
| CHA-Adj| | |||
}}</onlyinclude> | |||
<!-- NUMERICS --> | |||
<!-- These values adjust the BASE CR of the monster (not the adjusted CR). | |||
They should be how the pattern "pays" for the benefits provided in the non-numerics section --> | |||
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}} | |||
| Initiative-Adj| 1 | |||
}}</onlyinclude> | |||
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}} | |||
| Ambush-Chance-Nudge| -2 | |||
<!-- 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> | |||
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}} | |||
| Skill-Perception-Adj| 1 | |||
}}</onlyinclude> | |||
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}} | |||
| Hit-Points-Adj| 2 | |||
}}</onlyinclude> | |||
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}} | |||
| Fort-Adj| 1 | |||
}}</onlyinclude> | |||
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}} | |||
| Refl-Adj| 2 | |||
}}</onlyinclude> | |||
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | |||
| Will-Adj| 1 | |||
}}</onlyinclude> | |||
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}} | |||
| To-Hit-Adj| 2 | |||
}}</onlyinclude> | |||
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}} | |||
| Damage-Adj| 2 | |||
}}</onlyinclude> | |||
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}} | |||
| Save-DC-Adj| 2 | |||
}}</onlyinclude> | |||
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}} | |||
| AC-Adj| 1 | |||
}}</onlyinclude> | |||
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}} | |||
| Maneuver-Offense-Adj| 1 | |||
}}</onlyinclude> | |||
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}} | |||
| Maneuver-Defense-Adj| 2 | |||
}}</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> | |||
<!-- SPACE / REACH --> | |||
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|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> | |||
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}} | |||
| Reach-Adj| 1 | |||
<!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses --> | |||
}}</onlyinclude> | |||
<!-- SENSES --> | |||
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}} | |||
| Blind-to-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}} | |||
| Blind-to-Sound| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}} | |||
| Blind-to-Smell| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}} | |||
| Low-Light-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}} | |||
| Darkvision-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}} | |||
| Heartsight-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}} | |||
| Keen-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}} | |||
| Precise-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}} | |||
| Echolocation-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}} | |||
| Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}} | |||
| Keen-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}} | |||
| Perfect-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}} | |||
| Airsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}} | |||
| Blindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}} | |||
| Cloudsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}} | |||
| Lifesense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}} | |||
| Mindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}} | |||
| Tremorsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}} | |||
| Watersense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</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> | |||
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}} | |||
| Walk-Speed| | |||
}}</onlyinclude> | |||
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}} | |||
| Burrowing-Speed| | |||
}}</onlyinclude> | |||
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}} | |||
| Tunneling-Speed| | |||
}}</onlyinclude> | |||
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}} | |||
| Earth-Glide-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}} | |||
| Lesser-Climb-Speed| | |||
}}</onlyinclude> | |||
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}} | |||
| Greater-Climb-Speed| | |||
}}</onlyinclude> | |||
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}} | |||
| Brachiating-Speed| | |||
}}</onlyinclude> | |||
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}} | |||
| Vaulting-Speed| | |||
}}</onlyinclude> | |||
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}} | |||
| Hover-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}} | |||
| Lesser-Flight-Speed| | |||
}}</onlyinclude> | |||
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}} | |||
| Greater-Flight-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}} | |||
| Lesser-Swim-Speed| | |||
}}</onlyinclude> | |||
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}} | |||
| Greater-Swim-Speed| | |||
}}</onlyinclude> | |||
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}} | |||
| Jet-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}} | |||
| Lesser-Teleport-Speed| | |||
}}</onlyinclude> | |||
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}} | |||
| Greater-Teleport-Speed| | |||
}}</onlyinclude> | |||
<!-- SPECIAL DEFENSES --> | |||
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}} | |||
| Special-Defenses-1| | |||
}}</onlyinclude> | |||
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}} | |||
| Special-Defenses-2| | |||
}}</onlyinclude> | |||
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}} | |||
| Special-Defenses-3| | |||
}}</onlyinclude> | |||
<!-- STRONG AGAINST --> | |||
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}} | |||
| Strong-Against-1| | |||
}}</onlyinclude> | |||
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}} | |||
| Strong-Against-2| | |||
}}</onlyinclude> | |||
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}} | |||
| Strong-Against-3| | |||
}}</onlyinclude> | |||
<!-- WEAK AGAINST --> | |||
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}} | |||
| Weak-Against-1| | |||
}}</onlyinclude> | |||
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}} | |||
| Weak-Against-2| | |||
}}</onlyinclude> | |||
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}} | |||
| Weak-Against-3| | |||
}}</onlyinclude> | |||
<!-- FEATS --> | |||
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}} | |||
| Add-Feat-1| | |||
}}</onlyinclude> | |||
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}} | |||
| Add-Feat-2| | |||
}}</onlyinclude> | |||
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}} | |||
| Add-Feat-3| | |||
}}</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> | |||
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}} | |||
| Add-Skill-Bailiwick-Divinity| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}} | |||
| Add-Skill-Bailiwick-Naturalism| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}} | |||
| Add-Skill-Bailiwick-Reason| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}} | |||
| Add-Skill-Bailiwick-Spellcraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}} | |||
| Add-Skill-Bailiwick-Spycraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}} | |||
| Add-Skill-Bailiwick-Warfare| | |||
}}</onlyinclude> | |||
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}} | |||
| Add-Skill-Barter| | |||
}}</onlyinclude> | |||
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}} | |||
| Add-Skill-Bluff| | |||
}}</onlyinclude> | |||
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}} | |||
| Add-Skill-Diplomacy| | |||
}}</onlyinclude> | |||
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}} | |||
| Add-Skill-Disable-Device| | |||
}}</onlyinclude> | |||
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}} | |||
| Add-Skill-Disguise| | |||
}}</onlyinclude> | |||
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}} | |||
| Add-Skill-Escape-Artist| | |||
}}</onlyinclude> | |||
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}} | |||
| Add-Skill-Handle-Animal| | |||
}}</onlyinclude> | |||
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}} | |||
| Add-Skill-Heal| | |||
}}</onlyinclude> | |||
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}} | |||
| Add-Skill-Intimidate| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}} | |||
| Add-Skill-Knowledge-Arcana| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}} | |||
| Add-Skill-Knowledge-Deep-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}} | |||
| Add-Skill-Knowledge-Dungeoneering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}} | |||
| Add-Skill-Knowledge-Engineering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}} | |||
| Add-Skill-Knowledge-Geography| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}} | |||
| Add-Skill-Knowledge-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}} | |||
| Add-Skill-Knowledge-Local| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}} | |||
| Add-Skill-Knowledge-Logic| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}} | |||
| Add-Skill-Knowledge-Nature| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}} | |||
| Add-Skill-Knowledge-Nobility| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}} | |||
| Add-Skill-Knowledge-Planes| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}} | |||
| Add-Skill-Knowledge-Religion| | |||
}}</onlyinclude> | |||
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}} | |||
| Add-Skill-Linguistics| | |||
}}</onlyinclude> | |||
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}} | |||
| Add-Skill-Might| | |||
}}</onlyinclude> | |||
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}} | |||
| Add-Skill-Movement| | |||
<!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values --> | |||
}}</onlyinclude> | |||
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}} | |||
| Add-Skill-Perform| | |||
}}</onlyinclude> | |||
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}} | |||
| Add-Skill-Piloting| | |||
}}</onlyinclude> | |||
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}} | |||
| Add-Skill-Ride| | |||
}}</onlyinclude> | |||
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}} | |||
| Add-Skill-Sense-Motive| | |||
}}</onlyinclude> | |||
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}} | |||
| Add-Skill-Sleight-of-Hand| | |||
}}</onlyinclude> | |||
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}} | |||
| Add-Skill-Stealth| | |||
}}</onlyinclude> | |||
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}} | |||
| Add-Skill-Survival| | |||
}}</onlyinclude> | |||
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}} | |||
| Add-Skill-Use-Magic-Device| | |||
}}</onlyinclude> | |||
= | <!-- LANGUAGES --> | ||
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}} | |||
| Add-Language-1| | |||
}}</onlyinclude> | |||
= | | Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}} | ||
| Add-Language-2| | |||
}}</onlyinclude> | |||
= | | Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}} | ||
| Add-Language-3| | |||
}}</onlyinclude> | |||
= | | Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}} | ||
| Add-Language-4| | |||
}}</onlyinclude> | |||
= | <!-- SPECIAL ABILITY 1 --> | ||
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}} | |||
| Special-Ability-1-Name| Fluid Form | |||
}}</onlyinclude> | |||
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}} | |||
| Special-Ability-1-Type| Su | |||
<!-- 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> | |||
: | | Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}} | ||
| Special-Ability-1-Description| A Fluidic Creature gains many powers and innate abilties. | |||
* Their form can stretch and shift with ease and may become slightly transparent, as if composed of or coated with some liquid. This transparency is not enough to grant [[partial concealment]]. | |||
* The Fluidic Creature is [[Immune]] to critical hits, taking only normal damage from such blows. Such devastating strikes have no place to inflict their additional harm. | |||
The Fluidic Creature | * The Fluidic Creature has their melee reach increase by 5 feet, as their limbs or other palps stretch and writhe most disturbingly. | ||
* The Fluidic Creature can pass through small holes or narrow openings, and take no penalties from [[Squeezing]]. This allows them to ignore most doors and windows for purposes of movement, or pour themselves into a non-air-tight chest to examine whats inside, or spring an ambush on the next curious adventurer, or a myriad of other useful effects. The GM adjudicates all unusual circumstances. | |||
* The Fluidic Creature may choose to change their damage type with any or all of their attacks to {{dmg|winded}} damage, as they pour portions of their weapons or limbs or tentacles into the breathing passages of enemies in battle. | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}} | |||
| Special-Ability-2-Name| | |||
}}</onlyinclude> | |||
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}} | |||
| Special-Ability-2-Type| | |||
<!-- 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> | |||
= | | Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}} | ||
| Special-Ability-2-Description| | |||
}}</onlyinclude> | |||
= | <!-- SPECIAL ABILITY 3 --> | ||
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}} | |||
| Special-Ability-3-Name| | |||
}}</onlyinclude> | |||
= | | Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}} | ||
| Special-Ability-3-Type| | |||
<!-- 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> | |||
= | | Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}} | ||
| Special-Ability-3-Description| | |||
}}</onlyinclude> | |||
}} | |||
Latest revision as of 14:14, 15 May 2022
Fluidic Creature Pattern (+2 CR)
- Subtype: add Fluidic to subtypes
Fluidic Creature is a pattern that can be added to any creature to turn them into goo, or perhaps, cover them in a layer of slime. The goo may be mucus, ectoplasm, ichor, slime, heck, even grape jelly, depending upon the tastes of the GM and the requirements of the story. In all cases, their altered state (or layer of gunk) give such creatures considerable benefits and powers, such as a repulsive flexibility of form, immunity to critical attacks, ability to pour fluid into the breathing passages of enemies, and various other useful abilities.
Their fluid state may originate from dark worship, some eerie alliance with slimes and jellies, the gifts of weird mages and sorcerers, or they may simply be born that way. Indeed, entire ecosystems of fluidic creatures may exist in partnership with slimes and molds and jellies and oozes in dark corners of the world. The fluid can be ectoplasm, in which case the fluidic creatures can form alliances with ghosts and spectres, or it could be lava, in which case they should probably also get the Searing pattern and form alliances with Fire Elementals and Fire Giants, etc, etc, etc.
The GM may state that such creatures possess a device which is allowing this ability, or they have a 'buff' cast by some Mage, or a terrible, repulsive gift from some dark source. GM's may use this to signify membership in some cult, military, tribe, or secret society, and use this Pattern as a story element. The possiblities are manyfold!
Fluidic Creatures are durable, have weird movement capabilities, and can inflict strange damage, which can make for interesting battles in which the players must adapt to their foes showing up in odd places, and attacking in weird and potent ways. Keep those players alert!
This dangerous creature seems weirdly flexible and almost...liquid.
General
- Init: +1 CRs greater than base creature.
- Ambush Chance: -2 (better at ambushes)
- Senses:
- Perception: +1 CRs greater than base creature.
- Movement Types:
Defense
- AC: +1 CRs greater than base creature.
- Maneuver Defense: +2 CRs greater than base creature.
- Hit Points: +2 CRs greater than base creature.
- Fort: +1 CRs greater than base creature.
- Refl: +2 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / Creature's reach increases by 5 ft.
- 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:
- creature adds +2 CRs to all of its existing skills.
- Languages:
Special Abilities
Fluid Form (Su; Fluidic Creature Pattern)
A Fluidic Creature gains many powers and innate abilties.- Their form can stretch and shift with ease and may become slightly transparent, as if composed of or coated with some liquid. This transparency is not enough to grant partial concealment.
- The Fluidic Creature is Immune to critical hits, taking only normal damage from such blows. Such devastating strikes have no place to inflict their additional harm.
- The Fluidic Creature has their melee reach increase by 5 feet, as their limbs or other palps stretch and writhe most disturbingly.
- The Fluidic Creature can pass through small holes or narrow openings, and take no penalties from Squeezing. This allows them to ignore most doors and windows for purposes of movement, or pour themselves into a non-air-tight chest to examine whats inside, or spring an ambush on the next curious adventurer, or a myriad of other useful effects. The GM adjudicates all unusual circumstances.
- The Fluidic Creature may choose to change their damage type with any or all of their attacks to winded (physical, uncommon) damage, as they pour portions of their weapons or limbs or tentacles into the breathing passages of enemies in battle.