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Andrew Finch’s Monsters by Level
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<blockquote data-quote="ruemere" data-source="post: 8080109" data-attributes="member: 5515"><p>Let me commemorate this entry with 13th Age Orc Warrior (courtesy of <a href="https://www.13thagesrd.com/monsters/" target="_blank">13th Age SRD</a>):</p><p></p><p><strong>Orc Warrior</strong></p><table style='width: 100%'><tr><td><strong>Normal<br /> 1st level<br /> Troop<br /> Humanoid</strong></td><td>Initiative: +3<br /> <strong>Jagged sword +6 vs. AC—</strong>6 damage<br /> <em>Dangerous:</em> The crit range of attacks by orcs expands by 3 unless they are staggered.</td><td><strong>AC<br /> PD<br /> MD<br /> HP</strong></td><td><strong>16<br /> 14<br /> 10<br /> 30</strong></td></tr></table><p></p><p>There are a lot of interesting adjustments here that make a lot of sense:</p><p>1. Damage potential is lower (25% hit chance against a defensively built frontliner, 6 damage with 20% hit chance for 2x crit unless the creature is at half HP or below).</p><p>2. PC warrior should hit it about half of the time in the first round (with the chance increasing by 5% each round). Should survive 5-6 normal hits from a PC warrior before going down.</p><p>3. Average encounter against 4-person party is 4 orc warriors. That's 120 HP to whittle down. It's a pretty big number, so PCs will probably use per battle abilities to do it faster.</p><p></p><p>Overall, an Orc Warrior party is quite a challenge (if boring due to lack of special abilities).</p><p></p><p>The typical orcish greataxe barbarian is level 2:</p><p></p><p><strong>Orc Berserker</strong></p><table style='width: 100%'><tr><td><strong>Normal<br /> 2nd level<br /> Troop<br /> Humanoid</strong></td><td>Initiative: +5<br /> <strong>Greataxe +7 vs. AC—</strong>8 damage<br /> <em>Dangerous:</em> The crit range of attacks by orcs expands by 3 unless they are staggered.<br /> <em>Unstoppable:</em> When an orc berserker drops to 0 hp, it does not immediately die. Ignore any damage in excess of 0 hp, roll 2d6, and give the berserker that many temporary hit points. No other healing can affect the berserker or give it more temporary hit points. When the temporary hp are gone, the berserker dies.</td><td><strong>AC<br /> PD<br /> MD<br /> HP</strong></td><td><strong>16<br /> 15<br /> 13<br /> 40</strong></td></tr></table><p></p><p>And the Uruk-Hai menace is probably something like this (note that this is a 10th level encounter material, though at mook type of a threat - five mooks equal 1 regular 10th level mob; a party of 20 - yes, this is twenty - 10th level mooks, are level appropriate encounter for 4-person 8th level party of PCs - yes, 13th Age heroes are badasses):</p><p></p><p><strong>Great Fang Cadre</strong></p><table style='width: 100%'><tr><td><strong>Normal<br /> 10th level<br /> Mook<br /> Humanoid</strong></td><td>Initiative: +13<br /> <strong>Double axe +15 vs. AC—</strong>25 damage<br /> <em>Natural 11+:</em> The cadre can make a second <em>double axe</em> attack (no more) as a free action.<br /> <em>Dangerous mooks:</em> The crit range of melee attacks by great fang cadre orcs expands by 3 until half the great fang cadre mob has been dropped.<br /> <strong>R: Big, black, creaking bow +15 vs. AC—</strong>37 damage<br /> <em>Natural even hit or miss:</em> The attack targets PD instead of AC.<br /> Nastier Specials<br /> <em>On the spot mutation: </em>Whenever an attack eliminates one or more members of the mob, there is a 50% chance that each survivor gains one of these abilities: extra melee attack, damage aura: 1d20 damage vs. any enemy that starts its turn engaged with the orc, or +4 bonus to AC.</td><td><strong>AC<br /> PD<br /> MD<br /> HP</strong></td><td><strong>27<br /> 25<br /> 21<br /> 50</strong></td></tr></table></blockquote><p></p>
[QUOTE="ruemere, post: 8080109, member: 5515"] Let me commemorate this entry with 13th Age Orc Warrior (courtesy of [URL='https://www.13thagesrd.com/monsters/']13th Age SRD[/URL]): [B]Orc Warrior[/B] [TABLE] [TR] [TD][B]Normal 1st level Troop Humanoid[/B][/TD] [TD]Initiative: +3 [B]Jagged sword +6 vs. AC—[/B]6 damage [I]Dangerous:[/I] The crit range of attacks by orcs expands by 3 unless they are staggered.[/TD] [TD][B]AC PD MD HP[/B][/TD] [TD][B]16 14 10 30[/B][/TD] [/TR] [/TABLE] There are a lot of interesting adjustments here that make a lot of sense: 1. Damage potential is lower (25% hit chance against a defensively built frontliner, 6 damage with 20% hit chance for 2x crit unless the creature is at half HP or below). 2. PC warrior should hit it about half of the time in the first round (with the chance increasing by 5% each round). Should survive 5-6 normal hits from a PC warrior before going down. 3. Average encounter against 4-person party is 4 orc warriors. That's 120 HP to whittle down. It's a pretty big number, so PCs will probably use per battle abilities to do it faster. Overall, an Orc Warrior party is quite a challenge (if boring due to lack of special abilities). The typical orcish greataxe barbarian is level 2: [B]Orc Berserker[/B] [TABLE] [TR] [TD][B]Normal 2nd level Troop Humanoid[/B][/TD] [TD]Initiative: +5 [B]Greataxe +7 vs. AC—[/B]8 damage [I]Dangerous:[/I] The crit range of attacks by orcs expands by 3 unless they are staggered. [I]Unstoppable:[/I] When an orc berserker drops to 0 hp, it does not immediately die. Ignore any damage in excess of 0 hp, roll 2d6, and give the berserker that many temporary hit points. No other healing can affect the berserker or give it more temporary hit points. When the temporary hp are gone, the berserker dies.[/TD] [TD][B]AC PD MD HP[/B][/TD] [TD][B]16 15 13 40[/B][/TD] [/TR] [/TABLE] And the Uruk-Hai menace is probably something like this (note that this is a 10th level encounter material, though at mook type of a threat - five mooks equal 1 regular 10th level mob; a party of 20 - yes, this is twenty - 10th level mooks, are level appropriate encounter for 4-person 8th level party of PCs - yes, 13th Age heroes are badasses): [B]Great Fang Cadre[/B] [TABLE] [TR] [TD][B]Normal 10th level Mook Humanoid[/B][/TD] [TD]Initiative: +13 [B]Double axe +15 vs. AC—[/B]25 damage [I]Natural 11+:[/I] The cadre can make a second [I]double axe[/I] attack (no more) as a free action. [I]Dangerous mooks:[/I] The crit range of melee attacks by great fang cadre orcs expands by 3 until half the great fang cadre mob has been dropped. [B]R: Big, black, creaking bow +15 vs. AC—[/B]37 damage [I]Natural even hit or miss:[/I] The attack targets PD instead of AC. Nastier Specials [I]On the spot mutation: [/I]Whenever an attack eliminates one or more members of the mob, there is a 50% chance that each survivor gains one of these abilities: extra melee attack, damage aura: 1d20 damage vs. any enemy that starts its turn engaged with the orc, or +4 bonus to AC.[/TD] [TD][B]AC PD MD HP[/B][/TD] [TD][B]27 25 21 50[/B][/TD] [/TR] [/TABLE] [/QUOTE]
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