Multimonsters and The Big Boss
Posted: Fri Mar 06, 2015 7:22 am
See here for context.
Big Boss
"Most villains would make a witty one-liner at this point."
Requirements: You must have given at least one villainous monologue. And you should probably be like level 5 or some shit, I don't know.
Hit Die: d4
Base Attack Bonus: Half
Good Saving Throws: None
Skill Points: 2 + Intelligence Bonus
Class Skills: I so don't fucking care.
1 Crawling in My Skin
2 Take One for the Team, Glorious Communism
3 Two of a Kind, Extra Move Action
4 This Is Getting Crowded
Multimonster: A multimonster is a single creature that is made up of multiple different component creatures. The fluff for this varies and is essentially arbitrary, but whatever the fluff the rules are the same and described below. Every multimonster consists of a single primary creature and one or more secondary creatures; the ability that turns a character into a multimonster determines which is which.
Space: All creatures in a multimonster occupy the exact same space. Secondary creatures have their space set to that of the primary's. These creatures cannot provide cover to or otherwise obstruct one another, because they are in fact the same creature moving and acting together.
Targeting: For the purposes of being targeted or being within an area of effect, a multimonster is affected once period instead of once per component creature. Choosing which component creature to affect is a part of targeting, and the decision is made by the person choosing targets. If the ability can target the same creature multiple times, the controller need not choose the same component creaure each time. If the effect is environmental or does not have a clear controller who can choose targets, the multimonster may decide which component creature is affected. Observe that component creatures which generate area harmful effects to which they personally are immune or excluded from can avoid harming other component creatures by choosing to target themselves.
Movement: Any action that moves a single component creature moves all component creatures. Any effect that would limit the movement of a single component creature limits the movement of all component creatures. This is true whether the movement in question is walking, planeshifting, or being bull rushed; the creatures are inseparable.
Acting: Each component creature of a multimonster rolls initiative independently. Multimonsters have their own standard and swift actions, but share a single move action between all their component creatures in any given round. As such, only one component creature may forfeit that move action (along with their standard) to perform a full-round action. When an action provokes an attack of opportunity from multiple component creatures, only one component creature may take the attack (the other creatures AoO's are not expended).
Mind: Component creatures share thoughts, memories, and senses. While they do not share mental ability scores or skills, they are of one mind and act together. Despite being of one mind, they are four different creatures for the purposes of mind-affecting effects. For example, a dominated component creature (even the primary creature) does not infect other component creatures with its condition. One component creature attacking another is considered a suicidal or self-destructive action. The multimonster always controls assignment of its own move action, no matter how many mind-affecting effects have been dropped on it.
Equipment: Any component creature has use of the held weapons and equipment of any other component creature, but neither worn armor nor worn magic items are shared. Only one component creature may benefit from a given worn armor/magic item at a time. Reassigning a piece of equipment from one component creature to another requires two full-round actions; one taken by the previous user to relinquish it, and one taken by the next user to claim it. If you are using attunement rules, each component creature must individually attune any magical item it wishes to benefit from the effects of (even shared weapons). Multiple component creatures can attune to the same item, but as above only one will benefit from its effects at a time.
Death: When a component creature is reduced to -10 hitpoints, it must make a fortitude save with a DC equal to half the damage dealt or the DC of the effect which killed it. If it fails that saving throw, the component creature is dead. Any effect which can bring the dead back to life can be used on the component creature to restore it to life without level loss. For these purposes, restoration functions as raise dead and regenerate functions as true resurrection. If it succeeds the saving throw, the component creature is alive, unconscious, has its hitpoints set to -9, and cannot be woken or benefit from any form of healing except natural rest until its hitpoints are once again positive. If all component creatures die, or are at -9 hitpoints as a result of each succeeding the saving throw to avoid death, the multimonster itself dies.
Crawling in My Skin: You become a multimonster and may select as a secondary creature any monster whose CR is at least 3 less than your own character level (or CR, if that is more appropriate). Whenever you gain a level, you may choose a new creature or upgrade your existing one, so long as it remains 3 below your own character level (or CR). In this context, monster means "any creature that does not have class levels." As an exception to the usual multimonster rules, this secondary creature acts on the initiative count of the primary creature.
Take One for the Team: As an immediate action, the primary creature may redirect an attack or effect targeted at the multimonster from one component creature to another.
Two of a Kind: You gain an additional secondary creature that is an identical copy of yourself. Your copy does not gain any of the class features from Big Boss, but it does have the class levels.
Glorious Communism: Unlike most multimonsters, any number of component creatures may benefit from the same magic item at any given time. While multiple component creatures may attune the same magical armor for its enhancement bonus and special properties, only one component creature may actually wear a piece of armor for its non-enhancement armor bonus. Item usage limits (such as daily uses) are tracked per item, not per user.
This Is Getting Crowded: You gain an additional secondary creature exactly as described in Crawling in My Skin. The two creatures need not be identical. Instead of acting on the initiative of the primary creature, the second monster acts on the initiative of the copy granted by Two of a Kind.
Extra Move Action: You gain a second shared move action.
Big Boss
"Most villains would make a witty one-liner at this point."
Requirements: You must have given at least one villainous monologue. And you should probably be like level 5 or some shit, I don't know.
Hit Die: d4
Base Attack Bonus: Half
Good Saving Throws: None
Skill Points: 2 + Intelligence Bonus
Class Skills: I so don't fucking care.
1 Crawling in My Skin
2 Take One for the Team, Glorious Communism
3 Two of a Kind, Extra Move Action
4 This Is Getting Crowded
Multimonster: A multimonster is a single creature that is made up of multiple different component creatures. The fluff for this varies and is essentially arbitrary, but whatever the fluff the rules are the same and described below. Every multimonster consists of a single primary creature and one or more secondary creatures; the ability that turns a character into a multimonster determines which is which.
Space: All creatures in a multimonster occupy the exact same space. Secondary creatures have their space set to that of the primary's. These creatures cannot provide cover to or otherwise obstruct one another, because they are in fact the same creature moving and acting together.
Targeting: For the purposes of being targeted or being within an area of effect, a multimonster is affected once period instead of once per component creature. Choosing which component creature to affect is a part of targeting, and the decision is made by the person choosing targets. If the ability can target the same creature multiple times, the controller need not choose the same component creaure each time. If the effect is environmental or does not have a clear controller who can choose targets, the multimonster may decide which component creature is affected. Observe that component creatures which generate area harmful effects to which they personally are immune or excluded from can avoid harming other component creatures by choosing to target themselves.
Movement: Any action that moves a single component creature moves all component creatures. Any effect that would limit the movement of a single component creature limits the movement of all component creatures. This is true whether the movement in question is walking, planeshifting, or being bull rushed; the creatures are inseparable.
Acting: Each component creature of a multimonster rolls initiative independently. Multimonsters have their own standard and swift actions, but share a single move action between all their component creatures in any given round. As such, only one component creature may forfeit that move action (along with their standard) to perform a full-round action. When an action provokes an attack of opportunity from multiple component creatures, only one component creature may take the attack (the other creatures AoO's are not expended).
Mind: Component creatures share thoughts, memories, and senses. While they do not share mental ability scores or skills, they are of one mind and act together. Despite being of one mind, they are four different creatures for the purposes of mind-affecting effects. For example, a dominated component creature (even the primary creature) does not infect other component creatures with its condition. One component creature attacking another is considered a suicidal or self-destructive action. The multimonster always controls assignment of its own move action, no matter how many mind-affecting effects have been dropped on it.
Equipment: Any component creature has use of the held weapons and equipment of any other component creature, but neither worn armor nor worn magic items are shared. Only one component creature may benefit from a given worn armor/magic item at a time. Reassigning a piece of equipment from one component creature to another requires two full-round actions; one taken by the previous user to relinquish it, and one taken by the next user to claim it. If you are using attunement rules, each component creature must individually attune any magical item it wishes to benefit from the effects of (even shared weapons). Multiple component creatures can attune to the same item, but as above only one will benefit from its effects at a time.
Death: When a component creature is reduced to -10 hitpoints, it must make a fortitude save with a DC equal to half the damage dealt or the DC of the effect which killed it. If it fails that saving throw, the component creature is dead. Any effect which can bring the dead back to life can be used on the component creature to restore it to life without level loss. For these purposes, restoration functions as raise dead and regenerate functions as true resurrection. If it succeeds the saving throw, the component creature is alive, unconscious, has its hitpoints set to -9, and cannot be woken or benefit from any form of healing except natural rest until its hitpoints are once again positive. If all component creatures die, or are at -9 hitpoints as a result of each succeeding the saving throw to avoid death, the multimonster itself dies.
Crawling in My Skin: You become a multimonster and may select as a secondary creature any monster whose CR is at least 3 less than your own character level (or CR, if that is more appropriate). Whenever you gain a level, you may choose a new creature or upgrade your existing one, so long as it remains 3 below your own character level (or CR). In this context, monster means "any creature that does not have class levels." As an exception to the usual multimonster rules, this secondary creature acts on the initiative count of the primary creature.
Take One for the Team: As an immediate action, the primary creature may redirect an attack or effect targeted at the multimonster from one component creature to another.
Two of a Kind: You gain an additional secondary creature that is an identical copy of yourself. Your copy does not gain any of the class features from Big Boss, but it does have the class levels.
Glorious Communism: Unlike most multimonsters, any number of component creatures may benefit from the same magic item at any given time. While multiple component creatures may attune the same magical armor for its enhancement bonus and special properties, only one component creature may actually wear a piece of armor for its non-enhancement armor bonus. Item usage limits (such as daily uses) are tracked per item, not per user.
This Is Getting Crowded: You gain an additional secondary creature exactly as described in Crawling in My Skin. The two creatures need not be identical. Instead of acting on the initiative of the primary creature, the second monster acts on the initiative of the copy granted by Two of a Kind.
Extra Move Action: You gain a second shared move action.