Attacker Mage: Difference between revisions
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Revision as of 19:39, 3 February 2021
Attacker Mage Pattern (+2 CR)
- Subtype: add Mage to subtypes
Attacker Mage is a pattern that can be added to any creature that is a capable user of Arcane Magic. During a combat, an Attacker Mage creature only has access to the monster abilities listed below, and no Attacker Mage may ever begin combat with any sort of boost or buff that they added to themselves.
In combat, Attacker Mage monsters are highly effective, blasting away furiously with their huge and deadly Fiery Blast power. If the battle is muddled and mixed, they can switch to their equally dangerous Destroying Bolt power, to thread ravening bolts of shattering energy through a messy battle while breaking everything they hit. If the battle is long ranged or extremely complicated, they can switch to their Force Darts power, which always, always, hits. If you can see an Attacker Mage monster, it can hurt you. Lastly, they can resort to placing their Deadly Mists in front of any player ranged attackers to block their line of sight and line of effect, forcing them to move.
Now, OUT of combat, like all monsters with a Spell-like ability, it is assumed that an Attacker Mage monster is a full-fledged caster of Arcane Magics, and if given a little time to prepare, can be assumed to have all sorts of magical things happening. Monster Mages are always doing such nuisance things as sending familiars to spy, using wards and alarms, using dispel magics to strip away magical effects the PC's or friendly NPC's were relying on, and generally adding all kinds of excitement to the GM's story line. Indeed, Mages are even more likely than other Spell-like enabled monsters to have such activities as part of their lexicon. On top of that, GM's frequently have their Mage Monsters wear wizardly accoutrements, such as robes and pointy hats, just to play it up a bit.
In addition to the direct effects of a Mage pattern, 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. 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!
This creature affects the robes of a wizard, and appears aggressive and dangerous.
General
- Senses:
- Movement Types:
Defense
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- Save DC's: +3 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: 6 Wis: Cha:
- Feats:
- Skills:
- creature adds +2 CRs to all of its existing skills.
- creature adds +3 CRs to its Spellcraft skill.
- Languages:
Special Abilities
Attacker's Monstrous Magic (Sp; Attacker Mage Pattern)
Once per round as a standard action, an Attacker 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.- Force Darts (Sp)
- Fiery Blast (Sp)
- Destroying Bolt (Sp)
- In addition, all creatures struck, and any unattended objects or obstacles, receive a free Sunder attempt when struck by this bolt of destruction. Roll the Mage's Maneuver Offense (d20+3) once and compare it to the Maneuver Defense or Sunder DC of all affected things. This is considered to be an undirected Sunder attempt. This Sunder occurs whether the save is made or not.
- Deadly Mist (Sp)
- These mists do not impede movement at all, but any creature (friend or foe) who enters them suffers 1d6 points of damage as poison (physical, uncommon) damage, a maximum of once per round per creature. Deadly Mist does not allow a saving throw.
- These mists are subject to removal by Dispersing effects, to include:
- Dispersing (Aggressive Thundercloud, Greater (Druid Spell), Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell), Aggressive Thundercloud (Druid Spell), Aggressive Thundercloud (Sorcerer/Wizard Spell), Air Step (Alchemist Extract), Air Step (Bard Spell), Air Step (Cleric Spell), Air Step (Druid Spell), Air Step (Paladin Spell), Air Step (Ranger Poultice), Air Step (Sorcerer/Wizard Spell), Calm Air (Druid Spell), Calm Air (Sorcerer/Wizard Spell), Cloak of Winds (Druid Spell), Cloak of Winds (Ranger Poultice), Cloak of Winds (Sorcerer/Wizard Spell), Freedom (Sorcerer/Wizard Spell), Gust of Wind (Druid Spell), Gust of Wind (Sorcerer/Wizard Spell), Hurricane Blast (Druid Spell), Hurricane Blast (Sorcerer/Wizard Spell), Pillar of Fire (Druid Spell), Pillar of Fire (Sorcerer/Wizard Spell), Resilient Sphere (Sorcerer/Wizard Spell), Scouring Winds (Druid Spell), Scouring Winds (Sorcerer/Wizard Spell), Telekinetic Sphere (Sorcerer/Wizard Spell), Wind Wall (Cleric Spell), Wind Wall (Druid Spell), Wind Wall (Sorcerer/Wizard Spell))
- At the GM's discretion, other effects may strengthen or remove these effects as well.