Deflecting Creature: Difference between revisions
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Revision as of 01:07, 2 February 2021
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:
- 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: