Defender Mage: Difference between revisions
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:These mists do not impede movement at all, but any creature (friend or foe) who enters them suffers Special Swift Damage for the Mages adjusted CR as {{dmg|poison}} damage, a maximum of once per round. Check the [[Monster Pattern Damage Chart]] to calculate this value. Deadly Mist does not allow a saving throw. | :These mists do not impede movement at all, but any creature (friend or foe) who enters them suffers Special Swift Damage for the Mages adjusted CR as {{dmg|poison}} damage, a maximum of once per round. Check the [[Monster Pattern Damage Chart]] to calculate this value. Deadly Mist does not allow a saving throw. | ||
:These mists are subject to removal by Dispersing effects, to include: | |||
{{Spell-Type|Dispersing}} | |||
: At the GM's discretion, other effects may strengthen or remove these effects as well. | |||
;:*Destroy Magic (Sp) | ;:*Destroy Magic (Sp) |
Revision as of 20:13, 26 January 2021
Defender Mage is a pattern that can be added to any creature that is a capable user of Arcane Magic. During a combat, a Defender Mage creature only has access to the monster abilities listed below, and no Defender Mage may ever begin combat with any sort of boost or buff that they added to themselves.
In combat, Defender Mage monsters are highly effective, often placing their Wretched Mists in front of any player ranged attackers to block their line of sight and line of effect, forcing them to move. Their Gushblock ability is even more annoying, as they pick away at the player's damaging attacks. Destroy Magic removes Pillars and summoned creatures instantly, and Shardburst is a nasty selective ranged attack.
Now, OUT of combat, like all monsters with a Spell-like ability, it is assumed that a Defender 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!
A Defender Mage uses all of the base creature's statistics and abilities except as noted below.
CR (challenge rating)
Same as base creature +2.
Size and Type
The creature's Size does not change. Its Type remains the same but it gains the subtype Mage.
Initiative Modifier
Does not change. Yes, Mages tend to be a little slow.
Senses
All senses such as scent, tremorsense, keen hearing, etc. are unchanged.
Armor Class
Does not change. Yes, Mages are easy to hit.
Hit Dice
No changes.
Defensive Ability
A Defender Mage gains the following abilities, which may be added to their Bestiary entry:
Aura
Same as Base Creature.
SR
Same as Base Creature.
Special Defenses
None.
Immunities
None.
Weaknesses
Same as Base Creature.
Out of Combat
Mages are assumed to be able to use any spells out of combat that could be reasonably gained by a PC of the same level. A CR 15 Mage monster is going to be able to do all sorts of fun things out of combat. IN combat, they only have access to their Defender Monstrous Magic ability, below, and they may never start a combat under the influence of any bonus or buff.
Speed
Same as Base Creature minus ten feet. Mages are bit slow.
Melee Attacks
A Defender Mage retains all the base creature's attacks.
Damage
A Defender Mage attacks as a creature of its base CR, except that they have a permanent Withered condition that affects everything they do except their Monstrous Magic ability (see below). This cannot be removed by any means, and will stack with any and all other conditions they are affected by. Yes, they hit poorly and do weaker damage than you would expect for their CR. It's the fancy robes they wear, we're sure of it.
Space and Reach
No change.
Offensive Ability
A Defender Mage gains the following abilities, which may be added to their Bestiary entry:
- Defender's Monstrous Magic (Sp)
Once per round, as a standard action, a Defender 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 spell-caster check to succeed.
- Gushblock (Sp)
- Wretched Mist (Sp)
- These mists do not impede movement at all, but any creature (friend or foe) who enters them suffers Special Swift Damage for the Mages adjusted CR as poison (physical, uncommon) damage, a maximum of once per round. Check the Monster Pattern Damage Chart to calculate this value. 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.
- Destroy Magic (Sp)
- Shardburst (Sp)
Ability Scores
No changes.
Maneuver Offense and Maneuver Defense
No changes.
Feats
None.
Skills
No Changes.