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Jason Andresen (order #1578489) - Jump page for Jubei

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Quick templates to enhance your monsters Quickplates<br />

from melee. Once the creature blood rages, it becomes a bundle<br />

of terror killing everything in sight except other members<br />

of its own pack.<br />

blood Rage (Ex): Whenever a bloodthirsty creature draws<br />

blood in combat, there is a 5% chance per hit point of damage<br />

inflicted that it enters a blood rage. A creature in a blood rage<br />

makes one extra primary attack per round at no penalty; however,<br />

it suffers an additional –4 penalty to its AC. It is immune to<br />

all fear effects in this state and fights to the death. A blood rage<br />

only ends when everything in the immediate vicinity is dead; a<br />

bloody, carnivorous feast usually follows.<br />

Crafty<br />

A crafty creature is one that is slyer and slicker than the<br />

rest. They have a preternatural cunning that sets them apart<br />

from the rest of their breed. Oftentimes, this gives the creature<br />

advantages that place it into a position of prominence in its<br />

culture, although in some cases the creature’s increased awareness<br />

might make it an outcast.<br />

AC: Creature gains a +2 insight bonus to AC.<br />

Attacks: The creature may apply its Wisdom<br />

modifier to attacks instead of Strength or<br />

Dexterity if it is higher.<br />

Saves: Add +3 to Will.<br />

Abilities: Add +2 to Intelligence and Wisdom.<br />

Skills: The creature gains 2 x Intelligence score in<br />

bonus skill points.<br />

Feats: Creature gains 3 bonus feats.<br />

Challenge Rating: Increase by 1.<br />

Restrictions: May not be applied to creatures that lack an<br />

Intelligence score.<br />

Combat<br />

As its name would imply, a crafty creature favors tactics to<br />

strength in combat, oftentimes avoiding it altogether. One of<br />

its greatest strengths is in being underestimated and using the<br />

base creature abilities in surprising and unexpected ways.<br />

Deep Dweller<br />

A deep dwelling creature is one that has adjusted to a subterranean<br />

environment. Oftentimes they are lone creatures that<br />

have wandered into such an environment and have adapted,<br />

although sometimes entire groups of creatures might have<br />

adapted in such a manner.<br />

Speed: Creature gains climb movement equal to<br />

half its base speed.<br />

213<br />

<br />

Special Qualities: Darkvision 60 ft., lean, scent.<br />

Saves: Add +3 to Fortitude, +1 to Reflex.<br />

Abilities: Add +2 to Constitution and Dexterity.<br />

Skills: Creature gains a +4 racial bonus to Hide,<br />

Listen, and Move Silently checks.<br />

Challenge Rating: Increase by 1.<br />

Restrictions: This quickplate is typically not applied<br />

to creatures of size Large or greater, and<br />

it cannot be applied to already subterranean<br />

creatures.<br />

Lean (Ex): Food and water are harder to come by in a<br />

subterranean environment, and deep dwelling creatures<br />

adapt to having less of them. They require half as much<br />

sustenance as their base type.<br />

Holy<br />

While the path of evil is oftentimes the road most easily<br />

traveled, the path towards light can be just as powerful—or even<br />

more so. A holy creature is one that has been in the presence<br />

of a divine aura <strong>for</strong> so long that it has become imbued with<br />

holy might. Most such creatures have been guarding a holy site<br />

<strong>for</strong> an extended period of time although those residing in such<br />

areas <strong>for</strong> long periods might be affected as well.<br />

AC: Creature gains a +2 sacred bonus to AC.<br />

Attacks: All melee attacks inflict an additional 1d4<br />

holy damage to evil-aligned creatures.<br />

Special Qualities: Damage reduction 10/magic, detect evil,<br />

enlightened body, healing, unshakable.<br />

Saves: Add +3 to Will saves.<br />

Abilities: Add +2 to Wisdom and Charisma.<br />

Challenge Rating: Increase by 2.<br />

Alignment: Creatures of neutral, lawful neutral, or chaotic<br />

neutral alignments have their alignment<br />

shifted to good.<br />

Restrictions: Can only be applied to good- or neutralaligned<br />

creatures. Also note that it is far<br />

more rare than the maligned quickplate.<br />

Combat<br />

Holy creatures usually fight as per their base type, but with<br />

increased honor and confidence.<br />

Detect Evil (Sp): The creature now inherently detects evilaligned<br />

creatures, as per the spell detect evil .<br />

Enlightened body (Su): A holy creature is immune to diseases,<br />

including magical diseases, and has a poison resistance<br />

(see pp. 188) of 15. While they remain in the area that imbued<br />

them with their aura, their aging slows to a crawl (about one-<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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