Coursing Creature: Difference between revisions
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{{Template:Pattern | |||
<!-- GENERAL ADJUSTMENTS --> | |||
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}} | |||
| CR-Adj| 3 | |||
}}</onlyinclude> | |||
| Picture = | |||
| Picture-Text = | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | |||
| Description| '''Coursing Creature''' is a pattern that can be added to most creatures, to represent a far-ranging deadly hunter. Forest Elves, fleet-footed Treants, long-running Orcs, fluid oozes, bullet-fast Wasps, all can be modeled with the Coursing Creature pattern. | |||
Coursing Creature is strong in battle, as the +3 CR (challenge rating) adjustment indicates, and makes for fast, wide-ranging, mobile combats. | |||
}}</onlyinclude> | |||
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}} | |||
| Short-Desc| This dangerous-feeling creature seems wiry, tough, and fast on its feet. | |||
}}</onlyinclude> | |||
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}} | |||
| Change-Type| | |||
}}</onlyinclude> | |||
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}} | |||
| Add-Subtype| Coursing | |||
}}</onlyinclude> | |||
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}} | |||
| Change-Alignment| | |||
<!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | |||
}}</onlyinclude> | |||
<!-- ABILITY SCORES --> | |||
<!-- Except for INT, these stat changes are cosmetic and do not affect other numbers | |||
Just put in the number you want to ADD to the existing monster's stats --> | |||
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}} | |||
| STR-Adj| | |||
}}</onlyinclude> | |||
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}} | |||
| DEX-Adj| | |||
}}</onlyinclude> | |||
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}} | |||
| CON-Adj| | |||
}}</onlyinclude> | |||
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}} | |||
| INT-Adj| | |||
}}</onlyinclude> | |||
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}} | |||
| WIS-Adj| | |||
}}</onlyinclude> | |||
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}} | |||
| CHA-Adj| | |||
}}</onlyinclude> | |||
<!-- NUMERICS --> | |||
<!-- These values adjust the BASE CR of the monster (not the adjusted CR). | |||
They should be how the pattern "pays" for the benefits provided in the non-numerics section --> | |||
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}} | |||
| Initiative-Adj| 2 | |||
}}</onlyinclude> | |||
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}} | |||
| Ambush-Chance-Nudge| | |||
<!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers, | |||
positive numbers are worse ambushers. Value should usually be between -3 and 3. --> | |||
}}</onlyinclude> | |||
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}} | |||
| Skill-Perception-Adj| 2 | |||
}}</onlyinclude> | |||
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}} | |||
| Hit-Points-Adj| 2 | |||
}}</onlyinclude> | |||
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}} | |||
| Fort-Adj| 1 | |||
}}</onlyinclude> | |||
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}} | |||
| Refl-Adj| 1 | |||
}}</onlyinclude> | |||
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | |||
| Will-Adj| 1 | |||
}}</onlyinclude> | |||
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}} | |||
| To-Hit-Adj| 1 | |||
}}</onlyinclude> | |||
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}} | |||
| Damage-Adj| 3 | |||
}}</onlyinclude> | |||
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}} | |||
| Save-DC-Adj| 3 | |||
}}</onlyinclude> | |||
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}} | |||
| AC-Adj| 3 | |||
}}</onlyinclude> | |||
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}} | |||
| Maneuver-Offense-Adj| 2 | |||
}}</onlyinclude> | |||
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}} | |||
| Maneuver-Defense-Adj| 2 | |||
}}</onlyinclude> | |||
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}} | |||
| Increase-All-Existing-Skills| 2 | |||
<!-- This adjusts the value for all skills the monster already knows, without giving them new skills. | |||
This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill | |||
if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT | |||
specify a specific value for that skill. --> | |||
}}</onlyinclude> | |||
<!-- SPACE / REACH --> | |||
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}} | |||
| Size-Adj| | |||
<!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by --> | |||
}}</onlyinclude> | |||
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}} | |||
| Reach-Adj| | |||
<!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses --> | |||
}}</onlyinclude> | |||
<!-- SENSES --> | |||
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}} | |||
| Blind-to-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}} | |||
| Blind-to-Sound| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}} | |||
| Blind-to-Smell| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}} | |||
| Low-Light-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}} | |||
| Darkvision-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}} | |||
| Heartsight-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}} | |||
| Keen-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}} | |||
| Precise-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}} | |||
| Echolocation-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}} | |||
| Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}} | |||
| Keen-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}} | |||
| Perfect-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}} | |||
| Airsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}} | |||
| Blindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}} | |||
| Cloudsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}} | |||
| Lifesense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}} | |||
| Mindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}} | |||
| Tremorsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}} | |||
| Watersense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
<!-- MOVE TYPES --> | |||
<!-- VALUES: a number in feet (in increments of 5). If creature already has this move type, | |||
this value is added to their existing speed for that move type. If they do not have the | |||
move type, they gain it at the listed speed. --> | |||
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}} | |||
| Increase-All-Existing-Moves| 20 | |||
}}</onlyinclude> | |||
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}} | |||
| Walk-Speed| | |||
}}</onlyinclude> | |||
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}} | |||
| Burrowing-Speed| | |||
}}</onlyinclude> | |||
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}} | |||
| Tunneling-Speed| | |||
}}</onlyinclude> | |||
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}} | |||
| Earth-Glide-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}} | |||
| Lesser-Climb-Speed| | |||
}}</onlyinclude> | |||
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}} | |||
| Greater-Climb-Speed| | |||
}}</onlyinclude> | |||
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}} | |||
| Brachiating-Speed| | |||
}}</onlyinclude> | |||
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}} | |||
| Vaulting-Speed| | |||
}}</onlyinclude> | |||
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}} | |||
| Hover-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}} | |||
| Lesser-Flight-Speed| | |||
}}</onlyinclude> | |||
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}} | |||
| Greater-Flight-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}} | |||
| Lesser-Swim-Speed| | |||
}}</onlyinclude> | |||
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}} | |||
| Greater-Swim-Speed| | |||
}}</onlyinclude> | |||
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}} | |||
| Jet-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}} | |||
| Lesser-Teleport-Speed| | |||
}}</onlyinclude> | |||
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}} | |||
| Greater-Teleport-Speed| | |||
}}</onlyinclude> | |||
<!-- SPECIAL DEFENSES --> | |||
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}} | |||
| Special-Defenses-1| | |||
}}</onlyinclude> | |||
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}} | |||
| Special-Defenses-2| | |||
}}</onlyinclude> | |||
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}} | |||
| Special-Defenses-3| | |||
}}</onlyinclude> | |||
<!-- STRONG AGAINST --> | |||
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}} | |||
| Strong-Against-1| | |||
}}</onlyinclude> | |||
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}} | |||
| Strong-Against-2| | |||
}}</onlyinclude> | |||
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}} | |||
| Strong-Against-3| | |||
}}</onlyinclude> | |||
<!-- WEAK AGAINST --> | |||
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}} | |||
| Weak-Against-1| | |||
}}</onlyinclude> | |||
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}} | |||
| Weak-Against-2| | |||
}}</onlyinclude> | |||
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}} | |||
| Weak-Against-3| | |||
}}</onlyinclude> | |||
<!-- FEATS --> | |||
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}} | |||
| Add-Feat-1| | |||
}}</onlyinclude> | |||
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}} | |||
| Add-Feat-2| | |||
}}</onlyinclude> | |||
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}} | |||
| Add-Feat-3| | |||
}}</onlyinclude> | |||
<!-- SKILLS --> | |||
<!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by --> | |||
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}} | |||
| Add-Skill-Acrobatics| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}} | |||
| Add-Skill-Bailiwick-Divinity| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}} | |||
| Add-Skill-Bailiwick-Naturalism| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}} | |||
| Add-Skill-Bailiwick-Reason| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}} | |||
| Add-Skill-Bailiwick-Spellcraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}} | |||
| Add-Skill-Bailiwick-Spycraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}} | |||
| Add-Skill-Bailiwick-Warfare| | |||
}}</onlyinclude> | |||
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}} | |||
| Add-Skill-Barter| | |||
}}</onlyinclude> | |||
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}} | |||
| Add-Skill-Bluff| | |||
}}</onlyinclude> | |||
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}} | |||
| Add-Skill-Diplomacy| | |||
}}</onlyinclude> | |||
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}} | |||
| Add-Skill-Disable-Device| | |||
}}</onlyinclude> | |||
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}} | |||
| Add-Skill-Disguise| | |||
}}</onlyinclude> | |||
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}} | |||
| Add-Skill-Escape-Artist| | |||
}}</onlyinclude> | |||
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}} | |||
| Add-Skill-Handle-Animal| | |||
}}</onlyinclude> | |||
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}} | |||
| Add-Skill-Heal| | |||
}}</onlyinclude> | |||
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}} | |||
| Add-Skill-Intimidate| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}} | |||
| Add-Skill-Knowledge-Arcana| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}} | |||
| Add-Skill-Knowledge-Deep-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}} | |||
| Add-Skill-Knowledge-Dungeoneering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}} | |||
| Add-Skill-Knowledge-Engineering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}} | |||
| Add-Skill-Knowledge-Geography| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}} | |||
| Add-Skill-Knowledge-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}} | |||
| Add-Skill-Knowledge-Local| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}} | |||
| Add-Skill-Knowledge-Logic| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}} | |||
| Add-Skill-Knowledge-Nature| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}} | |||
| Add-Skill-Knowledge-Nobility| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}} | |||
| Add-Skill-Knowledge-Planes| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}} | |||
| Add-Skill-Knowledge-Religion| | |||
}}</onlyinclude> | |||
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}} | |||
| Add-Skill-Linguistics| | |||
}}</onlyinclude> | |||
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}} | |||
| Add-Skill-Might| | |||
}}</onlyinclude> | |||
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}} | |||
| Add-Skill-Movement| | |||
<!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values --> | |||
}}</onlyinclude> | |||
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}} | |||
| Add-Skill-Perform| | |||
}}</onlyinclude> | |||
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}} | |||
| Add-Skill-Piloting| | |||
}}</onlyinclude> | |||
| Add-Skill-Profession-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Profession-1}}} | |||
| Add-Skill-Profession-1| | |||
}}</onlyinclude> | |||
| Add-Skill-Profession-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Profession-2}}} | |||
| Add-Skill-Profession-2| | |||
}}</onlyinclude> | |||
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}} | |||
| Add-Skill-Ride| | |||
}}</onlyinclude> | |||
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}} | |||
| Add-Skill-Sense-Motive| | |||
}}</onlyinclude> | |||
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}} | |||
| Add-Skill-Sleight-of-Hand| | |||
}}</onlyinclude> | |||
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}} | |||
| Add-Skill-Stealth| | |||
}}</onlyinclude> | |||
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}} | |||
| Add-Skill-Survival| 4 | |||
}}</onlyinclude> | |||
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}} | |||
| Add-Skill-Use-Magic-Device| | |||
}}</onlyinclude> | |||
<!-- LANGUAGES --> | |||
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}} | |||
| Add-Language-1| | |||
}}</onlyinclude> | |||
| Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}} | |||
| Add-Language-2| | |||
}}</onlyinclude> | |||
| Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}} | |||
| Add-Language-3| | |||
}}</onlyinclude> | |||
| Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}} | |||
| Add-Language-4| | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}} | |||
| Special-Ability-1-Name| '''Coursing Attacks''' | |||
}}</onlyinclude> | |||
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}} | |||
| Special-Ability-1-Type| Ex | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}} | |||
| Special-Ability-1-Description| At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to {{CR|4|n=4|op=div}}. At any time, as a free action, it may 'spend' one D6 to raise a D20 roll by +1, or roll the D6 to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks. All Coursing Dice damage is bonus damage, not affected by critical hits, and inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die what damage type it is. | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}} | |||
| Special-Ability-2-Name| '''Coursing Dash''' | |||
}}</onlyinclude> | |||
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}} | |||
| Special-Ability-2-Type| Ex | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}} | |||
| Special-Ability-2-Description| Once per encounter, a Coursing Creature may make a Move Action as a Swift Action. | |||
}}</onlyinclude> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}} | |||
| Special-Ability-3-Name| '''Coursing Stride''' | |||
}}</onlyinclude> | |||
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}} | |||
| Special-Ability-3-Type| Ex | |||
<!-- Values: Ex, Su, Sp; Do not leave blank if there is a special ability here --> | |||
}}</onlyinclude> | |||
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}} | |||
| Special-Ability-3-Description| Out of Combat, its [[Overland Movement]] is doubled. | |||
}}</onlyinclude> | |||
}} | |||
------------------------------- | |||
'Coursing Creature' is a pattern that can be added to most creatures, to represent a far-ranging deadly hunter. Forest Elves, fleet-footed Treants, long-running Orcs, fluid oozes, bullet-fast Wasps, all can be modeled with the Coursing Creature pattern. | 'Coursing Creature' is a pattern that can be added to most creatures, to represent a far-ranging deadly hunter. Forest Elves, fleet-footed Treants, long-running Orcs, fluid oozes, bullet-fast Wasps, all can be modeled with the Coursing Creature pattern. |
Revision as of 20:37, 27 January 2021
Coursing Creature Pattern (+3 CR)
- Subtype: add Coursing to subtypes
Coursing Creature is a pattern that can be added to most creatures, to represent a far-ranging deadly hunter. Forest Elves, fleet-footed Treants, long-running Orcs, fluid oozes, bullet-fast Wasps, all can be modeled with the Coursing Creature pattern.
Coursing Creature is strong in battle, as the +3 CR (challenge rating) adjustment indicates, and makes for fast, wide-ranging, mobile combats.
This dangerous-feeling creature seems wiry, tough, and fast on its feet.
General
- Init: +2 CRs greater than base creature.
- Senses:
- Perception: +2 CRs greater than base creature.
- Movement Types:
- Increase all move speeds by 20 ft.
Defense
- AC: +3 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: +1 CRs greater than base creature.
- Damage: +3 CRs greater than base creature.
- Maneuver Offense: +2 CRs greater than base creature.
- Save DC's: +3 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +2 CRs to all of its existing skills.
- creature adds +4 CRs to its Survival skill.
- Languages:
Special Abilities
Coursing Attacks (Ex; Coursing Creature Pattern)
At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to 1. At any time, as a free action, it may 'spend' one D6 to raise a D20 roll by +1, or roll the D6 to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks. All Coursing Dice damage is bonus damage, not affected by critical hits, and inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die what damage type it is.Coursing Dash (Ex; Coursing Creature Pattern)
Once per encounter, a Coursing Creature may make a Move Action as a Swift Action.Coursing Stride (Ex; Coursing Creature Pattern)
Out of Combat, its Overland Movement is doubled.'Coursing Creature' is a pattern that can be added to most creatures, to represent a far-ranging deadly hunter. Forest Elves, fleet-footed Treants, long-running Orcs, fluid oozes, bullet-fast Wasps, all can be modeled with the Coursing Creature pattern.
Coursing Creature is strong in battle, as the +3 CR (challenge rating) adjustment indicates, and makes for fast, wide-ranging, mobile combats.
A Coursing Creature uses all of the base creature's statistics and abilities except as noted below.
CR (challenge rating)
Same as base creature +3.
Size and Type
The creature's Size does not change. It's Type remains the same but it gains the subtype Coursing.
Initiative Modifier
The creature's initiative modifier increases by +5.
Senses
All senses such as scent, tremorsense, keen hearing, etc are unchanged. A Coursing Creature gains +5 on Perception skill rolls and Survival skill rolls.
Armor Class
Coursing Creatures gain +3 AC.
Hit Dice
Coursing Creatures gain +5 hp per Hit Die of their adjusted CR.
Defensive Ability
The Coursing Creature gains the following abilities, which may be added to their Bestiary entry:
Aura: - Same as Base Creature
SR: - Same as Base Creature
Special Defenses: Same as Base Creature
- Coursing Creatures gain a +3 untyped bonus on all Saving Throws.
Immunities: Same as Base Creature.
Weaknesses: Same as Base Creature
Out of Combat
Same as Base Creature.
Speed
A Coursing Creature's base speed improves by twenty feet in all movement categories it has. Once per encounter, it may take a move action as a swift action. Out of combat, its Overland Movement is considered to be doubled.
Melee Attacks
The Coursing Creature retains all the base creature's attacks . It gains a +3 untyped bonus to-hit with all melee and ranged attacks.
Damage
The Coursing Creature does the same damage and effects as the base creature. It gains a +6 untyped bonus to all damage it inflicts, and all DC's are raised by +3.
Space and Reach
No Changes.
Offensive Ability
- Coursing Attacks. At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal in size to Coursing Creature's adjusted CR (challenge rating) divided by four, round up. At any time, as a free action, it may 'spend' one D6 to raise a D20 roll by +1, or roll the D6 to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks.
Ability Scores
No changes.
Maneuver Offense and Maneuver Defense
The Coursing Creature gains a +3 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
Feats
Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.
Skills
Gains Survival Skill at CR+15. Optionally, add one skill at CR+10.