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| 'Deflecting Creature' is a pattern that can be added to any creature to give them considerable defensive durability. Their Incredible Evasion power might indicate they create mirror images of themselves to harmlessly absorb attacks, or they simply are able to contort out of the way of a few blows, or they luckily parry the occasional attack, or they perform some acrobatic maneuver to dodge, or they have an ablative shell that cracks away as they are struck, or any of a thousand other effects.
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| The GM may state that they 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!
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| Deflecting Creatures are quite durable, and can make for interesting battles in which the players must adapt to their foes going toe-to-toe with them for much longer than they expect them to. Keep those players alert!
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| A Deflecting Creature uses all of the base creature's statistics and abilities except as noted below.
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| == CR (challenge rating) ==
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| Same as base creature +2.
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| == Size and Type ==
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| The creature's Size does not change. Its Type remains the same but it gains the subtype Deflecting.
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| == Initiative Modifier ==
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| The creature's initiative modifier increases by +1.
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| == Senses ==
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| All senses such as scent, tremorsense, keen hearing, etc are unchanged. A Deflecting Creature gains +3 on Perception skill rolls.
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| == Armor Class ==
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| Deflecting Creatures gain +2 AC.
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| == Hit Dice ==
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| Deflecting Creatures gain +2 hp per Hit Die of their adjusted CR.
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| == Defensive Ability ==
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| '''Incredible Evasion (Su)''': A Deflecting Creature may choose one or more melee or ranged attacks targeted against their AC, which has already struck them, and automatically negate all effects, as if that attack never hit. They may use this power once per encounter per ten CR (challenge rating) they possess after the pattern adjustment is added up (round up, 1 to 5 uses). This is a free action per attack negated, and as such, can be used against attacks of opportunity and against attacks outside their turn. This may be described as illusory images being destroyed, or an actual physical effect where the creature is simply dodging the attacks invisbly quickly, or armor plates are being broken off, or any other affect that works well with the creature or as the GM decides.
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| The Deflecting Creature also gains the following abilities, which may be added to their Bestiary entry:
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| '''Aura:''' - Same as Base Creature
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| '''SR:''' - Same as Base Creature
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| '''Special Defenses:''' Same as Base Creature
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| *Deflecting Creatures gain a +3 untyped bonus on all Saving Throws.
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| '''Immunities:''' Same as Base Creature.
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| '''Weaknesses:''' Same as Base Creature
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| ==Out of Combat==
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| Same as Base Creature.
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| == Speed ==
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| A Deflecting Creatures base speed improves by ten feet in all movement categories it has.
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| == Melee Attacks ==
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| The Deflecting Creature retains all the base creature's attacks . It gains a +2 untyped bonus to-hit with all attacks.
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| == Damage ==
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| The Deflecting Creature does the same damage and effects as the base creature. It gains a +2 untyped bonus to all damage it inflicts, and all DC's are raised by +1.
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| == Space and Reach ==
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| No Changes.
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| == Offensive Ability ==
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| No Changes.
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| == Ability Scores ==
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| No Changes.
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| == Maneuver Offense and Maneuver Defense ==
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| The Deflecting Creature gains a +1 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
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| == Feats ==
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| Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.
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| == Skills ==
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| Optionally, add one skill at CR+10.
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Deflecting Creature Pattern (+2 CR)
- Subtype: add Deflecting to subtypes
'Deflecting Creature' is a pattern that can be added to any creature to give them considerable defensive durability. The most common reasoning for their durability could be that they have shields! If their bodies are not suited to carrying shields, this Pattern can still be used, it just requires a bit more imagination. Instead of a shield, their Incredible Evasion power might indicate they create mirror images of themselves to harmlessly absorb attacks, or they simply are able to contort out of the way of a few blows, or they luckily parry the occasional attack, or they perform some acrobatic maneuver to dodge, or they have an ablative shell that cracks away as they are struck, or an actual physical effect where the creature is simply dodging the attacks invisbly quickly, or armor plates are being broken off.
The GM may state that they possess an alchemical or clockwork 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 Pattern to signify membership in some cult, military, tribe, or secret society, and use this Pattern as a story element. If the Deflecting Orcs all have shields with a bloody eye on it, then that may be a clue they work for Orguff the Blood-Eye! If those Maddened Thugs all have an alchemical bladder that creates mirror images of them during combat, that perhaps that is indicative of somebody...meddling. The possiblities are manyfold!
Deflecting Creatures are quite durable, and can make for interesting battles in which the players must adapt to their foes going toe-to-toe with them for much longer than they expect them to. Keep those players alert!
This creature seems able to knock away or avoid incoming attacks.
General
- Senses:
- Perception: +1 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: +1 CRs greater than base creature.
- Refl: +1 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- (Deflecting Creature) Incredible Evasion (Su): During an encounter (including any surprise round!), a Deflecting Creature may choose one or more melee or ranged attacks targeted against their AC, which has already struck them, and automatically negate all effects, as if that attack never hit. They may use this power a total of 1 times in each encounter. This is a free action per attack negated, and as such, can be used against attacks of opportunity and against attacks outside their turn.
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +2 CRs greater than base creature.
- Save DC's: +2 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- Languages:
Special Abilities