Difference between revisions of "Great Creature"

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(Defensive Ability)
 
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* 2) Elemental Aura.  The great creature is surrounded by a supernatural damage aura.  This aura affects all squares within five squares of the great creature's space. Choose a damage type from fire, cold, acid, electricity, force, or stellar.  Any enemy creature which begins its turn within the area of the aura takes a number of points of damage equal to the great creature's adjusted CR of that damage type. Up to once per round, if an enemy creature attacks the great creature from beyond its reach(with no maximum range), it also takes this damage.
 
* 2) Elemental Aura.  The great creature is surrounded by a supernatural damage aura.  This aura affects all squares within five squares of the great creature's space. Choose a damage type from fire, cold, acid, electricity, force, or stellar.  Any enemy creature which begins its turn within the area of the aura takes a number of points of damage equal to the great creature's adjusted CR of that damage type. Up to once per round, if an enemy creature attacks the great creature from beyond its reach(with no maximum range), it also takes this damage.
 
* 3) Earth Shattering Blow.  Once per encounter, as a supernatural ability, as a standard action, the great creature may use its strongest melee attack to attack any square it can reach instead of a creature.  When it does so, the attack affects all enemy creatures within a 7x7 square burst centered on that square.  Roll to hit against all enemies in the area of effect and apply the damage of the attack against all of them that are hit.  Note that this attack does not require the great creature to see or even be aware of creatures in the area of effect.  After the damage is resolved, all enemy creatures on the ground in the area of the blow suffer a [[Trip]] attempt, whether the attack hit them or not.  Roll the great creature's Maneuver Offense once and compare the result to all affected creatures. This trip attack can never result in the great creature being tripped in return. Lastly, all squares in the 30 foot burst are now rough terrain.  The great creature is immune to all effects of Earth Shattering Blow, even if a different Great Creature used it.
 
* 3) Earth Shattering Blow.  Once per encounter, as a supernatural ability, as a standard action, the great creature may use its strongest melee attack to attack any square it can reach instead of a creature.  When it does so, the attack affects all enemy creatures within a 7x7 square burst centered on that square.  Roll to hit against all enemies in the area of effect and apply the damage of the attack against all of them that are hit.  Note that this attack does not require the great creature to see or even be aware of creatures in the area of effect.  After the damage is resolved, all enemy creatures on the ground in the area of the blow suffer a [[Trip]] attempt, whether the attack hit them or not.  Roll the great creature's Maneuver Offense once and compare the result to all affected creatures. This trip attack can never result in the great creature being tripped in return. Lastly, all squares in the 30 foot burst are now rough terrain.  The great creature is immune to all effects of Earth Shattering Blow, even if a different Great Creature used it.
* 4) Elemental Breath.  Once per encounter, as a supernatural ability, the great creature can breathe 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 taken from the [[Skills,_Saves_and_Ability_Checks#Saving_Throw_Target_DC.27s_By_Level | Save DC's]] chart, or, the same DC as the monster's adjusted save DC, to take half damage.
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* 4) Elemental Breath.  Once per encounter, as a supernatural ability, the great creature can breathe 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 taken from the [[Save DC]]s chart, or, the same DC as the monster's adjusted save DC, to take half damage.
* 5) Deadly Blast.  Once per encounter, as a supernatural ability, as a standard action, the great 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.  Choose an energy type appropriate to the base creature. 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 taken from the [[Skills,_Saves_and_Ability_Checks#Saving_Throw_Target_DC.27s_By_Level | Save DC's]] chart, or, the same DC as the monster's adjusted save DC.
+
* 5) Deadly Blast.  Once per encounter, as a supernatural ability, as a standard action, the great 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.  Choose an energy type appropriate to the base creature. 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 taken from the [[Save DC]]s chart, or, the same DC as the monster's adjusted save DC.
 
* 6) Deflection.  Once per round, the great creature may choose a ranged attack made against it (even including AOE spell or breath effects) and automatically turn that entire attack back upon the attacker.  Resolve the attack normally, IE, the attacker rolls to-hit, but the damage inflicted is calculated as Special Standard Damage for the monster's ''adjusted'' CR. Check the [[Monster Pattern Damage Chart]] to calculate this value.  This is a free action.
 
* 6) Deflection.  Once per round, the great creature may choose a ranged attack made against it (even including AOE spell or breath effects) and automatically turn that entire attack back upon the attacker.  Resolve the attack normally, IE, the attacker rolls to-hit, but the damage inflicted is calculated as Special Standard Damage for the monster's ''adjusted'' CR. Check the [[Monster Pattern Damage Chart]] to calculate this value.  This is a free action.
  

Latest revision as of 21:33, 30 November 2019

'Great' is a flexible and powerful Pattern that can be added to any creature, hereafter referred to as the base creature.

A great creature uses all of the base creature's statistics and abilities except as noted below.

CR

Same as base creature +2, +3, or +4 (see below).

The Great pattern is designed to be as flexible as possible. As a result, it is modular. If you apply the Great pattern to a creature but leave out both the Defensive ability and the Offensive ability, the CR increases by 2.

If you apply the Great pattern and add either the Defensive ability or the Offensive ability, the CR is +3.

If you apply the Great Pattern and add both the Defensive ability and the Offensive ability, the CR is +4.

Size and Type

The creature's Size and Type do not change.

Initiative Modifier

The creature's initiative modifier increases by an amount equal to the CR added by the pattern (+2, +3, or +4).

Senses

Great creatures usually gain the Scent ability. At the GM's discretion, depending upon the creature, this may be replaced with tremorsense or blindsense. Such changes should be rare and carefully considered, and placed only when thematically appropriate. Great Creatures gain +3, +4, or +5 to their Perception rolls, depending on if their CR increases by +2, +3, or +4.

Armor Class

Great creatures gain +3 AC if there is no additional power assigned. If either an Offensive or Defensive power is assigned, their AC increases by +4. If both an Offensive and Defensive power is assigned, their AC increases by +5.

Hit Dice

Great creatures gain +3 hit points her hit die of their adjusted CR if no additional power is assigned. If either an Offensive or Defensive power is assigned, they gain +5 hit points her hit die of their adjusted CR. If both an Offensive and Defensive power is assigned, they gain +7 hit points her hit die of their adjusted CR.

Defensive Ability

The GM may choose one defensive ability from the following selections. It should be a thematic "fit" with the base creature's abilities if possible. If desired, this ability may be chosen by a random roll of a d6.

  • 1) Prescience: The Great Creature may choose to take 20 on up to one saving throw or Skill Check per round. Alternatively, the Great Creature may declare that up to one to-hit roll made against it per round is actually a miss. It may only gain one benefit per round.
  • 2) Invulnerability. The great creature can turn itself into an object (such as iron, wood, itself as time-frozen being, shimmering force-field, stone, etc.) as if affected by the Statue (Sorcerer/Wizard Spell). While Invulnerable, must be Sundered to do harm to it. Turning Invulnerable and back is a free action, each doable once per round.
  • 3) Elemental shield. As a Fire Shield (Sorcerer/Wizard Spell), as a supernatural ability, usable at-will as a swift action. Once per round per creature attacking, his power inflicts Special Swift Damage for the monster's adjusted CR. Check the Monster Pattern Damage Chart to calculate this value. The damage done is one of fire, cold, electricity, acid, force, or stellar, and the shield grants protection as the spell to the same type of damage. The fire shield burns red, the cold shield burns blue, the acid shield burns smoky green, the electricity shield is an aura of crawling blue-white sparks, the force shield is a shimmering aura of deadly distortions of no color, and the stellar shield is a limpid white glow. The great creature must choose only one elemental type and cannot change it.
  • 4) Fluid Form. Gain Fluid Form (Sorcerer/Wizard Spell), as a supernatural ability, usable at-will on self as a swift action.
  • 5) Perfect Agility As Freedom of Movement (Bard Spell), self-only, as a supernatural ability, usable at-will as a free action. Of course its a free action!
  • 6) Incredible dodge. As Mirror Image (Sorcerer/Wizard Spell), self only, one image per ten CR after the pattern adjustment (round up), as a supernatural ability, usable once per encounter as a swift action. This is not an illusion, it is an actual physical effect where the Great creature is simply dodging the attacks that fast. As the dodges are destroyed by near misses, the Great creature is simply growing more tired, until finally the effect ends.

Speed

A Great creature's base speed improves by 10 feet in all movement categories it has.

Melee Attacks

The Great Creature gains +3 to hit with all attacks. All save DC's are increased by +4.

Damage

The Great Creature does +5 points of damage with all attacks.

Space and Reach

A great creature has the same space and reach as the base creature.

Offensive Ability

The GM should choose one offensive ability from the following selections. It should be a thematic "fit" with the base creature's abilities if possible.

If desired, this ability may be chosen by a random roll of a d6.

  • 1) Shredding Attacks. As an extraordinary triggered ability, when the great creature hits with two or more attacks it does additional damage as it shreds its foes. The additional damage is equal to its most damaging melee attack, and is added to the first attack which triggers this ability each round. If the great creature doesn't have two or more attacks, every attack that hits adds the shredding attack damage.
  • 2) Elemental Aura. The great creature is surrounded by a supernatural damage aura. This aura affects all squares within five squares of the great creature's space. Choose a damage type from fire, cold, acid, electricity, force, or stellar. Any enemy creature which begins its turn within the area of the aura takes a number of points of damage equal to the great creature's adjusted CR of that damage type. Up to once per round, if an enemy creature attacks the great creature from beyond its reach(with no maximum range), it also takes this damage.
  • 3) Earth Shattering Blow. Once per encounter, as a supernatural ability, as a standard action, the great creature may use its strongest melee attack to attack any square it can reach instead of a creature. When it does so, the attack affects all enemy creatures within a 7x7 square burst centered on that square. Roll to hit against all enemies in the area of effect and apply the damage of the attack against all of them that are hit. Note that this attack does not require the great creature to see or even be aware of creatures in the area of effect. After the damage is resolved, all enemy creatures on the ground in the area of the blow suffer a Trip attempt, whether the attack hit them or not. Roll the great creature's Maneuver Offense once and compare the result to all affected creatures. This trip attack can never result in the great creature being tripped in return. Lastly, all squares in the 30 foot burst are now rough terrain. The great creature is immune to all effects of Earth Shattering Blow, even if a different Great Creature used it.
  • 4) Elemental Breath. Once per encounter, as a supernatural ability, the great creature can breathe 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 taken from the Save DCs chart, or, the same DC as the monster's adjusted save DC, to take half damage.
  • 5) Deadly Blast. Once per encounter, as a supernatural ability, as a standard action, the great 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. Choose an energy type appropriate to the base creature. 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 taken from the Save DCs chart, or, the same DC as the monster's adjusted save DC.
  • 6) Deflection. Once per round, the great creature may choose a ranged attack made against it (even including AOE spell or breath effects) and automatically turn that entire attack back upon the attacker. Resolve the attack normally, IE, the attacker rolls to-hit, but the damage inflicted is calculated as Special Standard Damage for the monster's adjusted CR. Check the Monster Pattern Damage Chart to calculate this value. This is a free action.

Ability Scores

A Great Creature gains a bonus to all of its ability scores equal to the increase to its CR.

Maneuver Offense and Maneuver Defense

The Great creature's Maneuver Offense and Maneuver Defense increase by an amount equal to the increase in its CR.

Feats

Add one additional feat if desired.

Skills

Add one skill as desired at CR+10. Good choices include Survival, Intimidate, Might, and Diplomacy.