Powerful Mage: Difference between revisions

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[[Category:Epic Path]][[Category:Pattern]]
{{Template:Pattern


'Spellcasting Creature' is a pattern that can be added to any creature that has the ability to use magic.  Hobgoblin Wizards, Ogrish Witches, Troll Mumblers, Kobold Shamans, even, horribly, Dragon Sorcerors, all these and many more can be emulated with this pattern. If the GM wants their monsters to have the ability to use magic as fluidly and capably as the players do, then this is the ticket!
  <!-- GENERAL ADJUSTMENTS -->


However, a word of caution to GM's. Spellcasting Creature gives a monster the ability to use all sorts of spells...out of combat. This allows the GM to have magically capable foes who can cast or remove wards, sneak around invisibly, and all manner of cool, challenging, interesting things.  But in COMBAT, none of those magical effects exist! In combat, monsters always, ALWAYS, fight only with their base stats! The GM may not buff the monsters 'for free'. That breaks the balance of play, and may lead to unexpected effects.
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Powerful Mage
}}</onlyinclude>


Now, if the GM wishes to simulate the effects of a monstrous Wizard casting spells on their allies, this can easily be emulated through the use of various Patterns. Invisible Creature, Advanced 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 Spellcasting Creature. 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!
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj| 3
}}</onlyinclude>


Whatever the circumstances of their existence, a Spellcasting Creature uses all of the base creature's statistics and abilities except as noted below.
| Picture =
| Picture-Text =


== CR (challenge rating) ==
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
Same as base creature +3.
| Description| '''''Powerful Mage''''' is a pattern that can be added to any creature that has the ability to use serious magic.  Hobgoblin Wizards, Ogrish Witches, Troll Mumblers, Kobold Shamans, even, horribly, Dragon Sorcerors, all these and many more can be emulated with this pattern. If the GM wants their monsters to have the ability to use magic as fluidly and capably as the players do, then this is the Pattern to choose.


== Size and Type ==
However, a word of caution to GM's. Powerful Mage gives a monster the ability to use all sorts of spells...out of combat. This allows the GM to have magically capable foes who can cast or remove wards, sneak around invisibly, and all manner of cool, challenging, interesting thingsBut in combat, none of those magical effects exist. In combat, monsters always, ''always'', fight only with their base stats! The GM may not buff the monsters 'for free'. That breaks the balance of play, and may lead to unexpected effects.
The creature's Size remains the sameIts Type remains the same but it gains the subtype Spellcasting.


== Initiative Modifier ==
Now, 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. It is entirely possible to design hundreds of interesting 'roleplay' encounters with various Patterns in this fashion.  
Same as Base Creature.
}}</onlyinclude>


== Senses ==
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
Same as Base Creature.
| Short-Desc| This creature wears a wizard's robes... and they seem well deserved. It looks skilled and powerful, best to approach with care.
}}</onlyinclude>


== Armor Class ==
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
Same as Base Creature.
| Change-Type|
}}</onlyinclude>


== Hit Dice ==
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
Same as Base Creature.
| Add-Subtype| Spellcasting
}}</onlyinclude>


== Defensive Ability ==
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}}
The Spellcasting Creature gains the following abilities, which may be added to their Bestiary entry:
| Change-Alignment|
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
}}</onlyinclude>


'''Aura:''' - Same as Base Creature
  <!-- 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          -->


'''SR:''' - Same as Base Creature
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}}
| STR-Adj|
}}</onlyinclude>


'''Special Defenses:''' Same as Base Creature.
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
| DEX-Adj|
}}</onlyinclude>


'''Immunities:'''  Same as Base Creature.
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}}
| CON-Adj|
}}</onlyinclude>


'''Weaknesses:''' Same as Base Creature
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
| INT-Adj| 8
}}</onlyinclude>


==Out of Combat==
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}}
Same as Base Creature.
| WIS-Adj|
}}</onlyinclude>


== Speed ==
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}}
A Spellcasting Creature's base speed does not change.
| CHA-Adj| 8
}}</onlyinclude>


== Melee Attacks ==
The Spellcasting Creature retains all the base creature's attacks.


== Damage ==
  <!-- NUMERICS -->
The Spellcasting Creature does the same damage and effects as the base creature.
  <!-- 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 -->


== Space and Reach ==
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
A Spellcasting creature's space and reach do not change.
| Initiative-Adj| 2
}}</onlyinclude>


== Offensive Ability ==
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
Monstrous Magic
| Ambush-Chance-Nudge|
  <!-- 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>


Out of combat, a Spellcasting Creature is assumed to be a competent spell caster for its adjusted Challenge Rating.  GM's may use non-combat effects of spellcasting in any way they see fit, in order to advance their stories and present players with fun and interesting situations.  Note that neither the Spellcasting Creature or any of its allies ever gain 'free buffs' placed out of combat. If the GM wishes to simulate this, they are encouraged to give the other monsters in an encounter Patterns to emulate what those buffs might be.  Hasted creatures, for example, can be effectively modeled by using the Agile Creature Pattern.
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj| 3
}}</onlyinclude>


The Spellcasting Creature itself, during battle, will not cast any spell they wish, willy-nilly. Instead, they will default to a few 'tried and true' magical effects that they are comfortable with and that perform reliably.  These various attacks form their Monstrous Magic power.
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj| 2
}}</onlyinclude>


Each use of Monstrous Magic is a Spell-like ability that requires a Standard Action to perform, and provokes attacks of opportunity. They may use any ability they wish once each round. If they spend an Action Point, they may use Monstrous Magic twice in one round. The GM may choose which ability from their Monstrous Magic they use each round, or, they roll a random die each round to determine what effect the Spellcasting Monster uses.
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}}
| Fort-Adj| 2
}}</onlyinclude>


*; Blast of Flames (Sp)
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
Once per round, as a standard action, a Spellcasting Creature may shoot forth a blast of flames.  This is an area of effect attack with a range of their Adjusted Challenge Rating times ten feet.  They must choose a square within that range to which they have line of sight and line of effect. A Blast of Flames erupts from that square, filling the target square and all squares around that square to a radius of their adjusted CR divided by ten, dropping fractions.  This power inflicts Special Standard Damage for the monster's ''adjusted'' CR. Check the [[Monster Pattern Damage Chart]] to calculate this value.  Blast of Flames allows a Fort 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.
| Refl-Adj| 3
}}</onlyinclude>


*; Bolt of Evil (Sp)
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
Once per round, as a standard action, a Spellcasting Creature may call down one or more shimmering, awful bolts of pure Evil. This is a [[Ray]] attack made as a ranged touch attack against one creature they choose, plus one more creature for every ten levels of their adjusted CR, dropping fractions. No creature may be targeted by more than one bolt. This power inflicts Special Standard Damage for the monster's ''adjusted'' CR to any and all creatures struck. Check the [[Monster Pattern Damage Chart]] to calculate this value.
| Will-Adj| 4
}}</onlyinclude>


*; Destroy Magic (Sp)
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}}
Once per round, as a standard action, a Spellcasting Creature may attempt to destroy any spell effects on a single creature or object within 50 feet of their space, to which they have line of sight. Line of effect is not required. If the affected creature or object fails a Will save, any spell effects ongoing on the target creature or within that space are ended immediately. This is often used to remove buff spells on players, or to destroy terrain emitters such as inconvenient Pillars, or to get rid of Summoned Monsters, or open holes in Walls, etc.  If used against Spell effects for players, the player who placed the effect may make a Will save to resist. Destroy Magic allows a Will save versus a Hard DC for the monster's adjusted CR (challenge rating) taken from the [[Save DC]] chart. If the save is made, the magic remains.
| To-Hit-Adj| 3
}}</onlyinclude>


*; Turn Invisible (Sp)
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
Once per round, as a standard action, a Spellcasting Creature may turn one allied creature Invisible, as if they used [[Invisibility, Greater (Sorcerer/Wizard Spell)|Greater Invisibility]].  They may use this ability upon themselves, or upon any ally creature they wish, as long as they are within 50 feet and have line of sight and line of effect to that creature.
| Damage-Adj| 2
}}</onlyinclude>


== Ability Scores ==
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
A Spellcasting Creature adds +4 Intelligence and/or Charisma, and has a minimum of one stat, Int or Cha, of 10
| Save-DC-Adj| 3
}}</onlyinclude>


== Maneuver Offense and Maneuver Defense ==
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
Same as Base Creature.
| AC-Adj| 2
}}</onlyinclude>


== Feats ==
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}}
Same as Base Creature.
| Maneuver-Offense-Adj| 3
}}</onlyinclude>


== Skills ==
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
Optionally, add one or two skills at new CR+10.
| Maneuver-Defense-Adj| 2
}}</onlyinclude>
 
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills| 4
  <!-- 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|
  <!-- 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| 4
}}</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| Powerful Monstrous Magic
}}</onlyinclude>
 
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
| Special-Ability-1-Type| Sp
  <!-- 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 1/Rnd
  <!-- 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| S
  <!-- 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| Once per round as a [[standard action]], a Powerful 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 [[caster check]] to succeed if threatened.
 
:'''Blast of Magic (Sp)'''
Once per round, as a standard action, a Powerful Mage may shoot forth a blast of magic.  Blast of Magic inflicts any type of Common damage (physical or energy) the GM wishes, and the GM should choose a type of damage that is a thematic 'fit' with the base creature. See [[Damage and Resistance]] for the types of common damage available.
 
Blast of Magic is an area of effect attack with a range of {{CR|op=mult|n=10}}.  They must choose a square within that range to which they have line of sight and line of effect. The Blast of Magic erupts from that square, filling the target square and all squares around that square to a radius of 3x3x3 squares. If their adjusted CR is 11-20, the area increases to 5x5x5 squares. If their adjusted CR is 21-30, the radius grows to 7x7x7 squares, and if their adjusted CR is 31 or higher, the radius becomes 9x9x9 squares. Note that Powerful Mage monsters have no access to Selective, but they will rarely care and are likely to blast their allies without compunction.
 
Blast of Magic inflicts {{Special-Standard-Dmg}} points of damage as one common [[energy damage]] or one common [[physical damage]] type, chosen by the GM when the monster is created.  Blast of Magic allows a Fort save versus a DC of {{Save-DC}} to take half damage.
 
:'''Bolt of Evil (Sp)'''
Once per round, as a standard action, a Powerful Mage may call down one or more shimmering, awful bolts of pure Evil. This is a [[Ray]] attack with a range equal to {{CR|op=mult|n=10}} feet. Upon activating Bolt of Evil, the Powerful Mage makes a ranged touch attack against up to {{#switch:{{CR}}|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15 = two|16|17|18|19|20|21|22|23|24|25|26|27|28|29|30 = three|31|32|33|34|35|36|37|38|39|40|41|42|43|44 = four|#default = one}} creature(s) they choose to whom they have line of sight and line of effect. If they cannot legally target their allowed number of enemy creatures, any additional effect is lost. No creature may be targeted by more than one bolt.
 
Bolt of Evil inflicts any type of Uncommon or Rare, [[physical damage]] or [[energy damage]], the GM wishes, and the GM should choose a type of damage that is a thematic 'fit' with the base creature. See [[Damage and Resistance]] for the types of uncommon and rare damage available.
 
This power inflicts {{Special-Standard-Dmg}} points of damage, as the chosen damage type, upon a successful hit, with no save.
 
:'''Turn Invisible (Sp)'''
Once per round, as a standard action, a Powerful Mage may turn one allied creature greater [[Invisible]], as if they used [[Invisibility, Greater (Sorcerer/Wizard Spell)|Greater Invisibility]].  They may use this ability upon themselves, or upon any ally creature they wish, as long as they are within {{CR|op=mult|n=10}} feet and have line of sight and line of effect to that creature.
 
}}</onlyinclude>
 
 
 
 
  <!-- SPECIAL ABILITY 2 -->
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name| Disjunction
}}</onlyinclude>
 
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}}
| Special-Ability-2-Type| Su
  <!-- 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| Swift 1/Rnd
  <!-- 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|
Once per round, as a swift action that does NOT provoke attacks of opportunity, a Powerful Mage may attempt to destroy any spell effects on a single creature or object within {{CR|op=mult|n=10}} feet of their space, to which they have line of sight. Line of effect is not required. The Powerful Mage rolls a Spellcaster Check of a D20 + {{Maneuver-Offense}} against the Maneuver Defense of their target creature or effect. If they succeed, any and all spell effects ongoing on the target creature or within that space are ended immediately. This is often used to remove buff spells on players, or to destroy terrain emitters such as inconvenient Pillars, or to get rid of Summoned Monsters, or open holes in Walls, etc.  If used against Spell effects for players, the player who placed the effect may make a Will save to resist. If the save is made, the magic remains.
}}</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 18:21, 14 May 2022

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

Powerful Mage Pattern (+3 CR)

Subtype: add Spellcasting to subtypes


Powerful Mage is a pattern that can be added to any creature that has the ability to use serious magic. Hobgoblin Wizards, Ogrish Witches, Troll Mumblers, Kobold Shamans, even, horribly, Dragon Sorcerors, all these and many more can be emulated with this pattern. If the GM wants their monsters to have the ability to use magic as fluidly and capably as the players do, then this is the Pattern to choose.

However, a word of caution to GM's. Powerful Mage gives a monster the ability to use all sorts of spells...out of combat. This allows the GM to have magically capable foes who can cast or remove wards, sneak around invisibly, and all manner of cool, challenging, interesting things. But in combat, none of those magical effects exist. In combat, monsters always, always, fight only with their base stats! The GM may not buff the monsters 'for free'. That breaks the balance of play, and may lead to unexpected effects.

Now, 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. It is entirely possible to design hundreds of interesting 'roleplay' encounters with various Patterns in this fashion.

This creature wears a wizard's robes... and they seem well deserved. It looks skilled and powerful, best to approach with care.

General

Init: +2 CRs greater than base creature.
Senses:
Perception: +3 CRs greater than base creature.
Movement Types:

Defense

AC: +2 CRs greater than base creature.
Maneuver Defense: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +2 CRs greater than base creature.
Refl: +3 CRs greater than base creature.
Will: +4 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +3 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +3 CRs greater than base creature.
Save DC's: +3 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int: 8    Wis:     Cha: 8
Feats:
Skills:
  • creature adds +4 CRs to all of its existing skills.
  • creature adds +4 CRs to its Spellcraft skill.
Languages:

Special Abilities

Powerful Monstrous Magic (Sp; Powerful Mage Pattern)

Once per round as a standard action, a Powerful 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 caster check to succeed if threatened.
Blast of Magic (Sp)

Once per round, as a standard action, a Powerful Mage may shoot forth a blast of magic. Blast of Magic inflicts any type of Common damage (physical or energy) the GM wishes, and the GM should choose a type of damage that is a thematic 'fit' with the base creature. See Damage and Resistance for the types of common damage available.

Blast of Magic is an area of effect attack with a range of 10. They must choose a square within that range to which they have line of sight and line of effect. The Blast of Magic erupts from that square, filling the target square and all squares around that square to a radius of 3x3x3 squares. If their adjusted CR is 11-20, the area increases to 5x5x5 squares. If their adjusted CR is 21-30, the radius grows to 7x7x7 squares, and if their adjusted CR is 31 or higher, the radius becomes 9x9x9 squares. Note that Powerful Mage monsters have no access to Selective, but they will rarely care and are likely to blast their allies without compunction.

Blast of Magic inflicts 1d4 points of damage as one common energy damage or one common physical damage type, chosen by the GM when the monster is created. Blast of Magic allows a Fort save versus a DC of 14 to take half damage.

Bolt of Evil (Sp)

Once per round, as a standard action, a Powerful Mage may call down one or more shimmering, awful bolts of pure Evil. This is a Ray attack with a range equal to 10 feet. Upon activating Bolt of Evil, the Powerful Mage makes a ranged touch attack against up to two creature(s) they choose to whom they have line of sight and line of effect. If they cannot legally target their allowed number of enemy creatures, any additional effect is lost. No creature may be targeted by more than one bolt.

Bolt of Evil inflicts any type of Uncommon or Rare, physical damage or energy damage, the GM wishes, and the GM should choose a type of damage that is a thematic 'fit' with the base creature. See Damage and Resistance for the types of uncommon and rare damage available.

This power inflicts 1d4 points of damage, as the chosen damage type, upon a successful hit, with no save.

Turn Invisible (Sp)
Once per round, as a standard action, a Powerful Mage may turn one allied creature greater Invisible, as if they used Greater Invisibility. They may use this ability upon themselves, or upon any ally creature they wish, as long as they are within 10 feet and have line of sight and line of effect to that creature.

Disjunction (Su; Powerful Mage Pattern)

Once per round, as a swift action that does NOT provoke attacks of opportunity, a Powerful Mage may attempt to destroy any spell effects on a single creature or object within 10 feet of their space, to which they have line of sight. Line of effect is not required. The Powerful Mage rolls a Spellcaster Check of a D20 + 3 against the Maneuver Defense of their target creature or effect. If they succeed, any and all spell effects ongoing on the target creature or within that space are ended immediately. This is often used to remove buff spells on players, or to destroy terrain emitters such as inconvenient Pillars, or to get rid of Summoned Monsters, or open holes in Walls, etc. If used against Spell effects for players, the player who placed the effect may make a Will save to resist. If the save is made, the magic remains.