Tank: Difference between revisions
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::* Tanks have {{#switch:{{Monster Role|transcludesection=TankHitPoints}}| 1 = the same number of hit points as monsters with the same CR.| 2 = twice as many hit points as monsters with the same CR.| 3 = three times as many hit points as monsters with the same CR.| 4 = four times as many hit points as monsters with the same CR.| 0+1 = just a single hit point. | #default = an unknown number of hit points.}} | ::* Tanks have {{#switch:{{Monster Role|transcludesection=TankHitPoints}}| 1 = the same number of hit points as monsters with the same CR.| 2 = twice as many hit points as monsters with the same CR.| 3 = three times as many hit points as monsters with the same CR.| 4 = four times as many hit points as monsters with the same CR.| 0+1 = just a single hit point. | #default = an unknown number of hit points.}} | ||
::* Tanks get a {{#ifexpr:{{Monster Role|transcludesection=TankInitMod}}>0|+{{Monster Role|transcludesection=TankInitMod}}|{{Monster Role|transcludesection=TankInitMod}}}} adjustment to their initiative. | ::* Tanks get a {{#ifexpr:{{Monster Role|transcludesection=TankInitMod}}>0|+{{Monster Role|transcludesection=TankInitMod}}|{{Monster Role|transcludesection=TankInitMod}}}} adjustment to their initiative. | ||
::* Tanks inflict {{Monster Role|transcludesection=TankDmgMult}} damage with their attacks, | ::* Tanks inflict {{#switch:{{Monster Role|transcludesection=TankDmgMult}}| Half = half damage with their attacks, by way of reduced damage and reduced number of attacks. | Single = the same damage with their attacks as a monster with no Role of the same CR. | Double = double damage with their attacks, by way of increased damage and more attacks during a full attack action. | Triple = triple damage with their attacks, by way of increased damage and more attacks each round. | #default = an unknown multiple of damage to their attacks.}} | ||
::* Tanks get {{Monster Role|transcludesection=TankActionPoints}} action point(s). | ::* Tanks get {{Monster Role|transcludesection=TankActionPoints}} action point(s). | ||
{{Monster Role|transcludesection=TankConditionImmunity}} | {{Monster Role|transcludesection=TankConditionImmunity}} | ||
::* Tanks have the following special abilities: | ::* Tanks have the following special abilities: | ||
<div style="margin-left:4.5em">{{Monster Role|transcludesection=TankReminder1}}{{Monster Role|transcludesection=TankReminder2}}{{Monster Role|transcludesection=TankReminder3}}{{Monster Role|transcludesection=TankReminder4}}</div> | <div style="margin-left:4.5em">{{Monster Role|transcludesection=TankReminder1}}{{Monster Role|transcludesection=TankReminder2}}{{Monster Role|transcludesection=TankReminder3}}{{Monster Role|transcludesection=TankReminder4}}</div> |
Revision as of 22:19, 18 January 2021
Tank
- This monster looks solid and unstoppable, with a pugnacious attitude that broadcasts an air of cruelty.
- Tanks count as 2 monsters for purposes of encounter size, XP award, and treasure.
- Tanks have twice as many hit points as monsters with the same CR.
- Tanks get a -3 adjustment to their initiative.
- Tanks inflict the same damage with their attacks as a monster with no Role of the same CR.
- Tanks get 1 action point(s).
- (Tank Role) Immunity (no effect): Tanks are immune to all effects which are not damage, except those they choose to allow to affect them. Attacks which deal damage and include a secondary effect (such as forced movement or a debuff) can only inflict the damage. (Abilities which specifically state they bypass the condition immunity of roles, such as a Prowler's Encroaching Jolt, also bypass this immunity.)
- Tanks have the following special abilities:
Defy Death (Ex; Tank Role) Auto Upon Death |
The first time in an encounter that a Tank is reduced to zero or fewer hit points, it is not killed. Instead, it gains immunity to all damage and effects until the beginning of its next turn, and its hit points are set to half its normal maximum ( hit points). The Tank remains standing throughout all of this, and its ability to take actions (e.g. making attacks of opportunity or using its Dangerous to Ignore special ability) is not hampered in any way during this period of immunity. Despite suffering no obvious in-game effects, the Tank will still use this opportunity to gloat and taunt its enemies as it stands unbroken against their assault. It is obvious to anyone who successfully hits the tank during this period of immunity that the Tank is suffering no damage from their attacks.
At the beginning of its next turn, the Tank may immediately slide up to 10 feet (2 squares) as forced movement which does not provoke attacks of opportunity, and then perform a Pull on up to 4 creatures it can perceive, sliding them up to 5 squares closer to itself. Each square of this forced movement must bring each targeted creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature(s) may fall voluntarily prone in order to halt the movement at any point, if they wish. Once the Pull is resolved, the Tank's immunity to damage expires, and it can perform its turn as normal. The Tank's immunity to damage expires at the start of its turn even if it elects not to slide itself or pull any creatures with this ability. The Tank is killed for good the second time its hit points are reduced to zero or less. |
Dangerous to Ignore (Ex; Tank Role) Immediate Action |
Once per round, when a creature within 15 feet of the Tank performs an attack against anyone who isn't the Tank, or fails to include the Tank in the attack, the Tank may, as an Immediate Action, Slide up to two squares (10 feet) and perform a bonus attack against that creature. This bonus attack is resolved before the target creature resolves their own attack. If the creature is still alive after the Tank finishes, the target can resolve their attack as normal. |
Invigorating Bloodthirst (Ex; Tank Role) Auto At Start of Encounter |
At the start of any encounter, even during an encounter with a surprise round, Tanks gain a number of temporary hit points equal to their Bloodied Hit Points value ( hit points). This ability can never be used more than once per encounter. |
Agitation (Ex; Tank Role) Free Action 1/Rnd |
Up to once per round as a free action, the Tank can target a creature within 40 feet to which they have both line of sight and line of effect, and Pull that creature up to 5 squares closer to the Tank. Each square of this forced movement must bring the creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature may fall voluntarily prone in order to halt the movement at any point, if they wish.
In addition, if the target is an enemy creature, it gains the Vexed condition until the start of the Tank's next turn. If the target creature is an ally of the Tank, using Agitation on them removes any status condition they are currently affected by, and doing so does not cause a synergy to trigger. |