Maddened Travesty: Difference between revisions

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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = As a swift action, a Travesty may may choose one enemy creature to which it has line of sight and line of effect, and teleport that creature up to 100 feet closer to the Travesty's space. The creature must arrive in an unblocked, unoccupied space sufficient for it to occupy without squeezing, and adjacent to a surface sufficient for the use of either a Walk or Climb speed. Note that there is no guarantee the creature actually HAS a walk or climb speed, and falls after this forced teleport movement are entirely possible, if, for example, the Travesty is Climbing across a high cavern roof.
| Ability-3-Description = As a swift action, a Travesty may may choose one enemy creature to which it has line of sight and line of effect, and teleport that creature up to 100 feet closer to the Travesty's space, or to a different square or squares that are equidistant from its space. The creature must arrive in an unblocked, unoccupied space sufficient for it to occupy without squeezing, and adjacent to a surface sufficient for the use of either a Walk or Climb speed. Note that there is no guarantee the creature actually HAS a walk or climb speed, and falls after this forced teleport movement are entirely possible, if, for example, the Travesty is Climbing across a high cavern roof.


There is no saving throw against this ability, but any creature made subject to this True Reality may choose to resist this forced movement by falling prone in their original square.
There is no saving throw against this ability, but any creature made subject to this True Reality may choose to resist this forced movement by falling prone in their original square.
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In combat, they are crazily fast and mobile, able to Climb, Vault, and Brachiation. In complex, three-dimensional environments like built-up cities, fortresses, large caves and dungeons, large buildings, they are terrible foes indeed. They prefer to keep their enemies close, and will teleport anybody at a distance close to them. If anyone uses a five-foot step to back away, they follow with their Step Up and Strike ability and hit them with an Affronting Touch. They do not have Combat Reflexes, but they don't need it, they can use Step Up and Strike as many times as their foes try to back away with five-foot steps.  Prowlers hate these things....
In combat, they are crazily fast and mobile, able to Climb, Vault, and Brachiation. In complex, three-dimensional environments like built-up cities, fortresses, large caves and dungeons, large buildings, they are terrible foes indeed. They prefer to keep their enemies close, and will teleport anybody at a distance close to them. If anyone uses a five-foot step to back away, they follow with their Step Up and Strike ability and hit them with an Affronting Touch. They do not have Combat Reflexes, but they don't need it, they can use Step Up and Strike as many times as their foes try to back away with five-foot steps.  Prowlers hate these things....


They like being in close-up fights, but they do not like being surrounded, and will work to move all their enemies to one side or another, although, despite their mad mobility, once a combat settles down, they like to plant and pull their foes to them.
They like being in close-up fights, but they do not like being surrounded, and will use their True Reality power to break up flanks if it can, or to pull in ranged attackers like archers and spellcasters. They will use True Reality to move all their enemies to one side or another, although, despite their mad mobility, once a combat settles down, they like to plant and pull their foes to them. Ranged attackers that are pulled in close usually get a full set of Affronting Touch attacks, as the fiend probes to see what foes are easiest to hit and shove into the Cloistered state.
 
Travesties are VERY tough in combat, their good damage resistance to all common physical damage serving them well against most melee weapons, and their Hardening against any effect with a reflex save giving them strong protection against the best 'flash and bang' spells.
 
Their Delicate Structure resurrection power, if they have the proper Role, is likewise a real threat to parties even mighty enough to handle a Travesty at all.  





Revision as of 23:08, 16 May 2021