Designing the Perfect D&D

I just did a quick check on a 1st level dwarf axeman vs. a 10th level dwarf axeman.

To summarize, at 1st level (fighter 1), his greataxe attack is +5 to hit, 1d12+4 damage (using axeman's stance) or +6 to hit, 1d12+2 damage (using aggressive stance).

At 10th level (fighter 4/slayer 3/axeman 3), his greataxe attack is +9 to hit, 1d12+7 damage (using axeman's stance) or +10 to hit, 1d12+5 damage (using aggressive stance).

Hit points are 19 vs. 34 (I rolled, rerolling for each accrued HD).

So the 10th level guy, while having more options and stuff, isn't that much hotter. And if the two of them fight a vrock, neither one is useless, but the 10th level guy has a definite advantage.

I could have built him differently (for more hps or whatever), but I went for offense. Also, I didn't bother to account for gear differences.
 

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DRAGON

White Dragon Hatchling
Small beast 4th level brute/2nd level artillery
Hit Dice: 4d10+1d6+25 (50 hp); AC: 17
Immunity cold
Vulnerability 5 fire
Melee: +2; Fort: 23
Ranged: +2; Reflex: 19
Spell: +0; Will: 17

Perceptions: Darkvision, lowlight vision, scent
Initiative +0; Speed 30', fly 60' (clumsy)
Languages Draconic

Str 18, Int 5, Wis 12, Dex 14, Con 16, Cha 14

TRAITS
Dragon Hatchling: Dragon hatchlings get a +6 bonus to AC and a +4 bonus to all other defenses, attacks, damage, recharge rolls and saving throws.

TRIGGERED ACTIONS
Bloodied Breath: Trigger: The dragon becomes bloodied. Effect: Its breath weapon recharges and it uses it as a free action.

STANDARD ACTIONS
Breath Weapon (recharges on an 18+): Close blast 5; +6 vs. Reflex; 3d6+4 cold damage and the target is slowed (save ends on a 10+).
Bite: +6 vs. AC; 1d4+4 damage.

MOVE ACTIONS

Ramming Flight: The dragon flies at least 20' and up to 30' and makes the following attack on each adjacent enemy at the end of this move: +6 vs. AC; on a hit, the target is knocked prone and pushed 10'. The dragon may choose not to push one target.

MINOR ACTIONS
Claw: +6 vs. AC; 1d3+4 damage.

ELEMENTAL

Lesser Fire Elemental
Small ooze 3rd level skirmisher (fire)
Hit Dice: 2d6+4 (11 hp); AC: 12
Immunity fire
Vulnerability 5 cold
Melee: +1; Fort: 14
Ranged: +0; Reflex: 18
Spell: +0; Will: 13

Perceptions -
Initiative +0; Speed 50'
Languages Ignan

Str 6, Int 5, Wis 10, Dex 18, Con 12, Cha 14

TRAITS
Flame Body: A lesser fire elemental sheds bright light in a 20' radius and dim light for an additional 20' beyond that. Any adjacent creature that hits a fire elemental with a melee attack, or any creature that hits a fire elemental with a natural weapon, takes 1d4 points of fire damage.

TRIGGERED ACTIONS
Flickering Flame: Trigger (reaction): The lesser fire elemental shifts 10'.

STANDARD ACTIONS
Flame Touch: +1 vs. Reflex; 1d4 fire damage and ongoing 2 fire (save ends on an 8+).

GARGOYLE

Gargoyle
Medium humanoid 1st level brute/2nd level skirmisher/3rd level soldier (earth)
Hit Dice: 1d10+1d6+3d8+9 (31 hp); AC: 18
Damage Reduction 10/+1 or adamantine
Melee: +4; Fort: 19
Ranged: +0; Reflex: 15
Spell: +0; Will: 14

Perceptions: Darkvision
Initiative +1; Speed 30', fly 50' (clumsy)
Languages Common, Terran

Str 18, Int 7, Wis 14, Dex 13, Con 14, Cha 12

TRAITS
Stone Body: The gargoyle has a +5 bonus to AC and a +3 bonus to Fortitude.
Gargoyle: A gargoyle gets a +1 bonus to initiative, melee attacks and melee damage.

FULL ACTIONS

Gargoyle Frenzy (recharges on a 10+): The gargoyle makes a claws, bite and horn attack.

STANDARD ACTIONS
Claws: +5 vs. AC; 2d4 damage.
Bite: +5 vs. AC; 1d4 damage.
Horn: +5 vs. AC; 1d6 damage.
Flying Charge: The gargoyle makes a flying charge and uses the following attack (this includes the gargoyle's bonus for charging): +7 vs. AC; 2d6 damage.
Flyby Attack: The gargoyle flies up to its speed and makes a claws attack at one creature during that movement. It does not trigger opportunity attacks when moving away from the target of that attack.

Skill Bonuses +3 to checks involving stealth

Gargoyle Archer
Medium humanoid 1st level brute/2nd level skirmisher/3rd level soldier/3rd level archer (earth)
Hit Dice: 1d10+1d6+4d8+9 (36 hp); AC: 19
Damage Reduction 10/+1 or adamantine
Melee: +4; Fort: 19
Ranged: +1; Reflex: 16
Spell: +0; Will: 14

Perceptions Darkvision
Initiative +3; Speed 30', fly 50' (clumsy)
Languages Common, Terran

Str 18, Int 7, Wis 14, Dex 13, Con 14, Cha 12

TRAITS
Stone Body: The gargoyle has a +5 bonus to AC and a +3 bonus to Fortitude.
Gargoyle: A gargoyle gets a +1 bonus to initiative, melee attacks and melee damage..
Missile Weapon Style: The gargoyle is always wielding his bow, so his bonuses for this weapon style are figured into his stat block. If he loses his bow, he takes a -2 penalty to initiative.

FULL ACTIONS
Gargoyle Frenzy (recharges on a 10+): The gargoyle makes a claws, bite and horn attack.
Rapid Shot: The gargoyle makes 3 longbow attacks at -2.

STANDARD ACTIONS
Longbow: +5 vs. AC (range 50'); 1d8/x3 damage. If the target has cover, its AC bonus is reduced by 2.
Claws: +5 vs. AC; 2d4 damage.
Bite: +5 vs. AC; 1d4 damage.
Horn: +5 vs. AC; 1d6 damage.
Flying Charge: The gargoyle makes a flying charge and uses the following attack (this includes the gargoyle's bonus for charging): +7 vs. AC; 2d6 damage.
Flyby Attack: The gargoyle flies up to its speed and makes a claws attack at one creature during that movement. It does not trigger opportunity attacks when moving away from the target of that attack.

Skill Bonuses +3 to checks involving stealth
Equipment longbow, 20 arrows
 

GHOUL

Ghoul
Medium humanoid 3rd level controller (undead)
Hit Dice: 2d8+3 (12 hp); AC: 15
Melee: +2; Fort: 13
Ranged: +0; Reflex: 14
Spell: +0; Will: 14

Perceptions: Darkvision
Initiative +1; Speed 30'
Languages Common

Str 15, Int 7, Wis 12, Dex 13, Con 10, Cha 9

TRAITS
Ghoul: Ghouls get a +1 bonus to initiative, a +2 bonus to AC and melee damage, and a +1d6 severity bonus to critical hits caused by their claws or bite. If a ghoul starts its turn next to a paralyzed enemy, it must use its feast power.

FULL ACTIONS
Feast: Targets an adjacent paralyzed enemy; automatic hit; 2d4+2 damage.

STANDARD ACTIONS
Claws: +2 vs. AC; 1d6+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+).

MINOR ACTIONS
Bite: +2 vs. AC; 1d4+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+).

Skill Bonuses: +3 to checks involving stealth

Ghast
Medium humanoid 3rd level controller/3rd level leader (undead)
Hit Dice: 4d8+3 (21 hp); AC: 15
Melee: +3; Fort: 13
Ranged: +0; Reflex: 14
Spell: +0; Will: 16

Perceptions: Darkvision
Initiative +1; Speed 30'
Languages Common

Str 16, Int 9, Wis 14, Dex 13, Con 10, Cha 13

TRAITS
Ghoul: Ghouls get a +1 bonus to initiative, a +2 bonus to AC and melee damage, and a +1d6 severity bonus to critical hits caused by their claws or bite. If a ghoul starts its turn next to a paralyzed enemy, it must use its feast power.

FULL ACTIONS
Feast: Targets an adjacent paralyzed enemy; automatic hit; 2d4+2 damage.

STANDARD ACTIONS
Claws: +3 vs. AC; 1d6+2 damage and the target is immobilized (save ends on an 14+); if the target is already immobilized, it is instead paralyzed (save ends on a 17+).

MINOR ACTIONS
Bite: +2 vs. AC; 1d4+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+).

Skill Bonuses: +3 to checks involving stealth

GOBLIN

Goblin
Small humanoid 1st level skirmisher (goblinoid, humanoid)
Hit Dice: 1d6+3 (6 hp); AC: 12
Melee: +0; Fort: 13
Ranged: +0; Reflex: 15
Spell: +0; Will: 13

Perceptions: Lowlight vision
Initiative +0; Speed 30'
Languages Common, Goblin

Str 8, Int 9, Wis 10, Dex 13, Con 9, Cha 8

TRIGGERED ACTIONS
Goblin Tactics: When a melee attack misses the goblin, it can shift 1 as a reaction.

STANDARD ACTIONS
Scimitar: +2 vs. AC; 1d6/18-20 damage.

Skill Bonuses: +2 to stealth related skill checks
Equipment leather armor, scimitar

Goblin Archer
Small humanoid 1st level skirmisher/2nd level artillery (goblinoid, humanoid)
Hit Dice: 2d6+3 (10 hp); AC: 13 (15 while wielding bow- see archery)
Melee: +0; Fort: 13
Ranged: +2; Reflex: 17
Spell: +0; Will: 13

Perceptions: Lowlight vision
Initiative +0; Speed 30'
Languages Common, Goblin

Str 8, Int 9, Wis 10, Dex 16, Con 9, Cha 8


TRAITS
Archery: While the goblin archer wields a bow, it gains a +2 bonus to AC.

TRIGGERED ACTIONS
Goblin Tactics: When a melee attack misses the goblin, it can shift 1 as a reaction.

STANDARD ACTIONS
Shortsword: +2 vs. AC; 1d6/18-20 damage.
Shortbow: +5 vs. AC (range 6); 1d6/x3 damage.

Skill Bonuses: +2 to stealth related skill checks
Equipment leather armor, short sword, shortbow, 20 arrows

Goblin Warrior
Small humanoid 1st level skirmisher/1st level soldier (goblinoid, humanoid)
Hit Dice: 1d6+1d8+3 (11 hp); AC: 16
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 13

Perceptions: Lowlight vision
Initiative +0; Speed 25'
Languages Common, Goblin

Str 13, Int 9, Wis 10, Dex 13, Con 9, Cha 8

TRAITS
Helm: -1 crit severity.

TRIGGERED ACTIONS
Goblin Tactics: When a melee attack misses the goblin, it can shift 1 as a reaction.

STANDARD ACTIONS
Scimitar: +3 vs. AC; 1d6/18-20 damage.

Skill Bonuses: +2 to stealth related skill checks
Equipment chain mail, light shield, helm, scimitar

Goblin Chieftain
Small humanoid 1st level skirmisher/2nd level leader (goblinoid, humanoid)
Hit Dice: 1d6+2d8+3 (15 hp); AC: 12
Melee: +0; Fort: 13
Ranged: +0; Reflex: 15
Spell: +0; Will: 14

Perceptions: Lowlight vision
Initiative +0; Speed 30'
Languages Common, Goblin

Str 8, Int 9, Wis 10, Dex 13, Con 9, Cha 8

TRAITS
Leadership: Allied goblinoids within 20' gain a +1 bonus to initiative.

TRIGGERED ACTIONS
Goblin Tactics: When a melee attack misses the goblin, it can shift 1 as a reaction.

STANDARD ACTIONS
Scimitar: +2 vs. AC; 1d6/18-20 damage.
Shortbow: +2 vs. AC (range 6); 1d6/x3 damage.

Skill Bonuses: +2 to stealth related skill checks
Equipment leather armor, scimitar, shortbow, 20 arrows

GOLEM

Iron Golem
Large humanoid 10th level soldier/6th level brute
Hit Dice: 10d8+6d10+38 (116 hp); AC: 21 (see also spell immunity)
Immunity see spell immunity
DR 15/adamantine
Melee: +8; Fort: 31 (see also spell immunity)
Ranged: +0; Reflex: 12 (see also spell immunity)
Spell: +0; Will: 13 (see also spell immunity)

Perceptions: Darkvision
Initiative -1; Speed 20'
Languages usually none

Str 30, Int 3, Wis 10, Dex 7, Con 24, Cha 5

TRAITS
Golem: A golem gets a +2 bonus to melee and spell attacks and melee damage and takes a -1 penalty to initiative.
Iron Body: Because it is made of iron, the iron golem gets a +4 bonus to AC and Fortitude.
Spell Immunity: Spell attacks automatically miss the golem.

FULL ACTIONS
Poisonous Breath (poison) (recharges on a 13+): The golem breathes out a cloud of greenish vapors in a 20' blast. It makes the following attack on each creature in the blast: +2 vs. Fortitude; 2d6 Constitution poison damage.

STANDARD ACTIONS
Large Greatsword: +11 vs. AC; 2d10+2 damage.
 

In this batch we come to humans. The goblin rogue guy above made me a bit concerned about mixing pc complexity with monster complexity, but humans are what made me realize I need to make "cheater" prestige classes for monsters to allow a more simplified approach. I mean, I don't mind having one of these guys in a fight, but running six different unique pc-classed goblins would be a pain for one guy to pull off.

Well- I'm not sure, actually, but I think it would be too much to keep track of (individual stances & fighting styles, etc).


HARPY

Harpy
Medium humanoid beast3rd level skirmisher/3rd level spellcaster (avian, humanoid)
Hit Dice: 2d6+3d4+4 (18 hp); AC: 13
Melee: +1; Fort: 14
Ranged: +0; Reflex: 16
Spell: +3; Will: 19

Perceptions -
Initiative +0; Speed 20', fly 40'
Languages Common, Harpy

Str 10, Int 10, Wis 13, Dex 13, Con 13, Cha 18

TRAITS
Harpy: A harpy gets a +2 bonus to its AC and Will defense.

TRIGGERED ACTIONS
Protect Me! (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An adjacent enemy that is affected by the harpy's harpy song switches places with it, and the attack now targets that enemy.
Don't Hurt My Friend (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An enemy that is affected by the harpy's harpy song and adjacent to the triggering enemy makes a melee attack against the triggering enemy.

STANDARD ACTIONS
Dagger (melee): +4 vs. AC; 1d4/19-20 damage.
Dagger (ranged): +3 vs. AC (range 3); 1d4/19-20 damage.
Dart: +4 vs. AC (range 3); 1d3 damage.

MINOR ACTIONS
Harpy Song: Targets each enemy within 30'; +3 vs. Will; Hit: The target treats the harpy as an ally and cannot attack it.

Skill Bonuses: +4 to checks involving music, +2 to checks involving persuasion
Equipment dagger, 4 darts


Harpy Bard
Medium humanoid beast 4th level skirmisher/3rd level spellcaster/1st level bard (avian, humanoid)
Hit Dice: 2d6+3d4+4 (18 hp); AC: 13 (See also bardic music.)
Melee: +1; Fort: 14 (See also bardic music.)
Ranged: +1; Reflex: 17 (See also bardic music.)
Spell: +3; Will: 19 (See also bardic music.)

Perceptions -
Initiative +0; Speed 20', fly 40'
Languages Common, Harpy

Str 10, Int 10, Wis 13, Dex 13, Con 13, Cha 18

TRAITS
Harpy: A harpy gets a +2 bonus to its AC and Will defense.

TRIGGERED ACTIONS
Protect Me! (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An adjacent enemy that is affected by the harpy's harpy song switches places with it, and the attack now targets that enemy.
Don't Hurt My Friend (recharges on a 10+): Trigger: An enemy attacks the harpy; Effect: An enemy that is affected by the harpy's harpy song and adjacent to the triggering enemy makes a melee attack against the triggering enemy.

STANDARD ACTIONS
Dagger (melee): +4 vs. AC; 1d4/19-20 damage. See also bardic music.
Dagger (ranged): +3 vs. AC (range 3); 1d4/19-20 damage. See also bardic music.
Dart: +4 vs. AC (range 3); 1d3 damage. See also bardic music.

MINOR ACTIONS
Harpy Song: Targets each enemy within 30'; +3 vs. Will; Hit: The target treats the harpy as an ally and cannot attack it.
Bardic Music: The harpy bard and each ally within 60' gains a +1 bonus on attacks, damage and defenses until the end of the next round.

Skill Bonuses: +6 to checks involving music, +2 to checks involving persuasion
Equipment dagger, 4 darts

HUMAN

Human Hoodlum
Medium humanoid 1st level fighter
Hit Dice: 1d10+4 (9 hp); AC: 15 (16 with weapon and shield style)
Melee: +1; Fort: 15
Ranged: +0; Reflex: 14 (15 with weapon and shield style)
Spell: +0; Will: 13

Perceptions -
Initiative +0; Speed 6
Languages Common plus one other

Str 14, Int 8, Wis 10, Dex 10, Con13, Cha 9

TRAITS
Fighting Styles: The hoodlum can choose between the following fighting styles:
---One Handed Weapon Style: While the hoodlum has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks.
---Weapon and Shield Style: While fighting with a melee weapon in one hand and a shield in the other, the hoodlum gets a +1 bonus to AC and Reflex.
Stances: The hoodlum can choose between the following stances:
---Call 'Em Out: Adjacent enemies suffer a -2 penalty on attacks that don't include the hoodlum as a target.
---Crusher Stance: When she hits with a melee weapon that does bludgeoning damage, the hoodlum gets a +2 bonus to damage.
---Defensive Stance: The hoodlum gets a +1 bonus to all defenses.

STANDARD ACTIONS
Club: +2 vs. AC; 1d4 damage.
---With One Handed Weapon Style: +3 vs. AC; 1d4 damage.
---With Crusher Stance: +2 vs. AC; 1d4+2 damage.
---With One Handed Weapon Style and Crusher Stance: +3 vs. AC; 1d4+2 damage.

Skill Bonuses: +2 to checks involving bullying
Equipment Studded leather armor, light shiled, cap, club

Human Bandit
Medium humanoid 1st level rogue/1st level fighter
Hit Dice: 1d10+4 (9 hp); AC: 12
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 12

Perceptions -
Initiative +0; Speed 30'
Languages Common, one other

Str 13, Int 8, Wis 8, Dex 15, Con 12, Cha 9

TRAITS
Fighting Styles: The bandit can choose between the following fighting styles:
---One-Handed Weapon Style: When attacking with a weapon in one hand and the other hand free, the bandit gains a +1 bonus to melee attacks.
---Throwing Weapon Style: When the bandit throws a weapon, he may shift 5' before or after the attack.
Stances: The bandit can choose between the following stances:
---Aggressive Stance: +1 to melee attacks.
---Knife Stance: +1 bonus to melee and ranged attacks with a light blade.
---Stealthy Stance: +2 bonus on skill checks to be sneaky.
Sneak attack: +1d6 damage with combat advantage.

STANDARD ACTIONS
Shortsword: +3 vs. AC; 1d6/19-20 damage.
---With One-Handed Style and Aggressive or Knife Stance: +5 vs. AC; 1d6/19-20.
Dart: +3 vs. AC; 1d3 damage.
---With Throwing Style: Shift 5' before or after the attack.

Skill Bonuses +2 to skills involving banditry
Equipment leather armor, shortsword, 6 darts

Human Cult Member
Medium humanoid 1st level rogue/1st level cultist
Hit Dice: 1d6+3 (6 hp); AC: 12 (plus see weapon and cloak style)
Melee: +1; Fort: 13 (plus see weapon and cloak style)
Ranged: +0; Reflex: 15 (plus see weapon and cloak style)
Spell: +0; Will: 13 (plus see weapon and cloak style)

Perceptions -
Initiative +0 (+1 with weapon and cloak style); Speed 30'
Languages Common, one other (usually Abyssal, Infernal or something else of that ilk)

Str 11, Int 12, Wis 6, Dex 13, Con 10, Cha 13

TRAITS
Fanaticism: A cultist gains a +5 bonus to saving throws against effects that target her Will defense. A cultist gains a +1 bonus to attacks when another cultist or a location sacred to the cult is within 50'.
Fighting Styles: The cult member can choose between the following fighting styles:
---One Handed Weapon Style: While the cult member has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks.
---Weapon and Cloak Style: While the cult member has a weapon in one hand and her cloak in the other, she gets a +1 bonus to initiative and a +3 bonus to defenses against opportunity attacks.
Stances: The hoodlum can choose between the following stances:
---Knife Stance: The cult member gets a +1 bonus to melee and ranged attacks with light blades.
---Liar Stance: The cult member gets a +2 bonus on skill checks to mislead or lie to creatures.

STANDARD ACTIONS
Dagger (melee): +4 vs. AC; 1d4/19-20 damage.
---With One Handed Weapon Style or Knife Stance: +5 vs. AC; 1d4/19-20 damage.
Dagger (ranged): +3 vs. AC (range 3); 1d4/19-20 damage.
---With One Handed Weapon Style or Knife Stance: +4 vs. AC (range 3); 1d4/19-20 damage.

Skill Bonuses +2 bonus to skill checks made to deceive or misdirect creatures about the cult (+4 with liar stance)
Equipment cap, dagger, sling, 10 bullets


Human Cult Leader
Medium 5th level cleric/3rd level cultist
Hit Dice: 4d8+2 (20 hp); AC: 16 (17 while using a style) (see also defensive stance)
-1 to crit severity
Melee: +1 (see also fanaticism); Fort: 15 (see also defensive stance)
Ranged: +0 (see also fanaticism); Reflex: 12 (13 with weapon and shield style) (see also defensive stance)
Spell: +2 (see also fanaticism); Will: 19 (see also fanaticism, mindless obedience, holy warrior style, defensive stance)

Perceptions -
Initiative +0; Speed 25'
Languages Common, Abyssal

Str 10, Int 13, Wis 16, Dex 8, Con 7, Cha 15

TRAITS
Fighting Styles: The cult leader can choose between the following fighting styles:
---Weapon and Shield Style: When the cult leader wields a weapon and shield, he gets a +1 bonus to AC and Reflex.
---Holy Warrior Style: When the cult leader wields a weapon in one hand and a holy symbol in the other, he gains a +1 bonus to AC and Will.
Metamagic: The cult leader can apply the following metamagic effects (see also prayerful stance):
---Expert Reaching (recharges on a 14+): Cast a touch prayerwith a range of 25'
---Overwhelm (recharges on an 18+): When he hits a target with a spell attack, the cult leader knocks it prone.
---Concentrate (recharges on a 16+): When he uses a prayer that gives a bonus to himself or his allies, the bonus increases by 1.
Stances: The cult leader can choose between the following stances:
---Expert Prayerful Stance: The cult leader gains a +1 bonus on spell attacks and a +2 bonus to metamagic recharge rolls.
---Defensive Stance: The cult leader gains a +1 bonus to all defenses.
---Crusher Stance: When he uses a bludgeoning melee weapon, the cult leader gets a +2 bonus to damage.

TRIGGERED ACTIONS
Fanaticism: A cultist gains a +5 bonus to saving throws against effects that target her Will defense. A cultist gains a +1 bonus to attacks when another cultist or a location sacred to the cult is within 50'.
Take One for the Team (recharges on a 10+): Trigger: An adjacent ally is hit by a melee or ranged attack. Effect (interrupt): The cult leader switches places with the target and is hit instead.
Mindless Obedience: Any effect that causes a cult leader to attack an ally, act against the cult, consider an ally an enemy, or consider a creature attacking a member or fixture of the cult an ally ends immediately.

STANDARD ACTIONS
Mace: +2 vs. AC; 1d6 damage.
---With Crusher Stance: +2 vs. AC; 1d6+2 damage.
Death Vision: +2 vs. Will against a target the cult leader can touch; 1d6 psychic damage.
---With Prayerful Stance: +3 vs. Will.
Death Knell: +2 vs. Fortitude against a bloodied enemy the cult leader can touch; 2d6 necrotic damage. If the target dies, the cult leader gets a +2 bonus to attacks and defenses until the end of the next round.
---With Prayerful Stance: +3 vs. Fortitude.
Bless: The cult leader and all allies within a range of 25' gain +1 to melee attacks and AC until the end of the next round. Sustain minor.
Cure Light Wounds: Touch one creature and heal it of damage equal to 10% of its maximum hit points plus 1d6. This prayer can be used as a minor action, but it must then recharge.

MINOR ACTIONS
Cure Light Wounds (recharge 13+): Touch one creature and heal it of damage equal to 10% of its maximum hit points plus 1d6. (Each creature is only subject to this effect 1/day.)

Skill Bonuses +2 to skill checks involving religion or made to deceive or misdirect creatures about the cult
Equipment chain mail, heavy shield, helm, mace, holy symbol
Domains: Acolyte of Battle and Healing; Initiate of Death
 

I just realized I left this out of the start of the monsters section:

NOTES ON MONSTER FORMAT: The Melee, Ranged and Spell attack values listed are base attack values. Powers list the total attack and damage bonus, including all static modifiers but not stances, styles or other temporary modifiers. (Those are often listed separately.)

The Perceptions line details any special perceptions the creature has (or lacks). If this entry is missing, the creature's senses are roughly equivalent to a human's.

KEYWORDS: All monsters have the title of their main entry as a keyword (e.g. “ant”), although this is not listed as a keyword in a typical monster's entry.

MONSTER TYPES: A monster's type is a basic description of its body structure. Monster types fall into the following categories; a few creatures have more than one type.

Anidian: An anidian is a truly formless creature with no physical body at all. Some anidians have multiple types; a ghost is an anidian humanoid, for example.

Beast: A beast resembles most animals from the real world. The defining characteristics of a beast are that it is not humanoid and it has a physical body with a distinct shape. Beasts include magical creatures like dragons, and their body structure can range very widely, from that of a quadruped like a dog to an octopus or centipede.

Humanoid: A humanoid stands upright and usually has two arms and legs and one head. (There are exceptions, or course; an ettin has two heads, whicle an athach has three arms and a cripple might only have one leg.)

Ooze: An ooze has a body that (usually) has an undefined or morphing shape (exceptions include the gelatinous cube and the stunjelly). Oozes range from the unintelligent to the genius; while most are solid, some, especially elementals, are composed of liquid, gas or more exotic materials (for example, a fire elemental). An ooze cannot be flanked or knocked prone but has a -1 penalty to initiative.
 

Interesting work. A couple of questions popped up as I went through the posts.

  • Who has proficiency in helmets?
  • How do you get a critical hit and what happens on a critical hit?
  • If two classes has the same fighting style/stance/metamagic, do levels in these classes stack in regards to requirements?
  • Is there any other way of getting weapon/armor proficiencies than taking a fighter level?
  • Compared to the other classes, rogues seem to miss out on less features, by taking their first rogue level later than level 1. Is that intentional?
  • Str, Int and Cha seems less important than Con, Dex and Wis. Do they influence some rule aspects you haven't shown yet?
  • And in connection with that, why not keep the 4ed way of doing defenses (Str or Con to Fort etc.)?
  • Do base classes extend beyond the 10th level or do you have to multi/racial/prestige-class to progress?
  • How many levels can you have, 10, 20 or 30?
  • What does implements do, if anything?
  • Spell effects are pretty limited and combat focuses, do you plan to include a system like ritual magic for more diversity?
 


Be sure to include rules about stunting. You know, when PCs try weird tricks and stuff! What if I wanted to choke slam my enemy? Or blast several points that form a circle area that will collapse like a sink hole? What if I started yelling insults to provoke my enemy to do foolish actions? Can your RPG handle that? Or did I miss that section and therefore wasted my time typing this up?
 

Be sure to include rules about stunting. You know, when PCs try weird tricks and stuff! What if I wanted to choke slam my enemy? Or blast several points that form a circle area that will collapse like a sink hole? What if I started yelling insults to provoke my enemy to do foolish actions? Can your RPG handle that? Or did I miss that section and therefore wasted my time typing this up?

Yes, yes you did. :lol:

It's in the combat section, I'll repost the relevant bit:

Upthread said:
Trick Attacks: Characters attempting such creative attacks use the Trick Attack mechanic. The character describes the attack he is performing, the dm assesses which defense it attacks, the attacker rolls and if he hits makes an opposed roll against the target to successfully pull of the trick attack. Trick attacks usually inflict a significant disadvantage against the enemy but are hard to pull off and don't deal damage.

Four examples of trick attacks are the disarm, feint, pass through and the trip attack.

Disarm: A successful disarm causes an opponent to lose its weapon, implement or similar object. It is hard to disarm an enemy, as retaining one's weapon is a very basic consideration in combat. It is also harder to disarm a target holding a weapon in both hands. Make a melee attack vs. Reflex; if you hit, you and the target make opposed attack rolls (the target gets a +4 bonusn and an additional +2 if it is holding the weapon in both hands). If you win, you cause the enemy to drop its weapon in its square. If you beat the enemy by 5 or more, you may knock the weapon 5' away from it; if you beat it by 10, you may knock the weapon 10' away from it; and so on.

Feint: A successful feint causes the enemy to misdirect its guard for a short time. Make a melee attack vs. Will; if you hit, make a Charisma check opposed by the enemy's Wisdom check (you choose the dice). If you win, the enemy grants you combat advantage until the end of the next round.

Pass Through: A successful pass through lets you move through the space of an enemy that is contesting your movement (see Moving through Other Creatures above). This takes your standard action, but it takes place as an interrupt triggered by a creature contesting your movement through its space. Make a melee attack vs. Reflex or Fortitude, your choice; if you hit, you and the target make opposed checks, each of you choosing Strength or Dexterity against the other (you choose the dice). If you win, you may move through the enemy's space with the rest of your move action. You must be able to reach an unoccupied space with your remaining movement. Note that this is a very rare case in which you can start your move, take a standard action and then complete your movement.

Trip: A successful trip attack knocks the enemy prone. Make a melee attack vs. Reflex; if you hit, you and the target make opposed Dexterity checks (you choose the dice). If you win, the enemy falls prone.
 

Interesting work. A couple of questions popped up as I went through the posts.

[*]Who has proficiency in helmets?

D'oh!

[*]How do you get a critical hit and what happens on a critical hit?

Generally similar to 3e, but without a confirmation roll. The weapons that have damage listed as (for example) 1d8/19-20 score a crit on a natural 19 or 20, etc. 1d8/x3 means triple damage on a crit. The default is crit on a 20, double damage.

HOWEVER- there is also a "colorful critical hit" sytem in play, which I will post at some point in here.

EDIT: References to critical severity refer to this. Usually, the severity/effect of the crit is based on the damage you took, so you won't get a lethal critical effect (e.g. decapitated, split in twain, etc) unless you take enough damage to kill you. BUT if you get critted and the enemy has a bonus to severity, things might change rather unfortunately against you...


[*]If two classes has the same fighting style/stance/metamagic, do levels in these classes stack in regards to requirements?

I'm not entirely sure yet, but am leaning towards no. Sometimes different classes have different prereqs for the same style or stance.

[*]Is there any other way of getting weapon/armor proficiencies than taking a fighter level?

There certainly should be! Another oversight of mine- thank you!

[*]Compared to the other classes, rogues seem to miss out on less features, by taking their first rogue level later than level 1. Is that intentional?

No, and I'll take a look at that.

[*]Str, Int and Cha seems less important than Con, Dex and Wis. Do they influence some rule aspects you haven't shown yet?

Not per se at this point. I've recognized the disparity, actually, and am mulling over ways to bring up the value of the 'other three'. I'm not quite sure what I'm doing with them yet; however, since combat is deadly (witness those low hit points!) I'm thinking that will encourage noncombat solutions to some problems (witness the old days, when pcs parlayed with goblins and stuff fairly routinely).

[*]And in connection with that, why not keep the 4ed way of doing defenses (Str or Con to Fort etc.)?

I've been considering it, but would prefer to give each ability score its own thing to do.

[*]Do base classes extend beyond the 10th level or do you have to multi/racial/prestige-class to progress?

You have to multi/racial/prestige class. I would honestly be fairly surprised to see anyone who was 10th level being a straight member of one class, though- prcs are a great way to focus on a specific suite of abilities that emphasize... whatever. Also, my intent is to be VERY open to custom building prestige classes and stuff like that.

[*]How many levels can you have, 10, 20 or 30?

No limit, but the intent is for the pace of advancement to be much slower than the current breakneck pace. I'd like to leave a lot of that up to pcs by letting them decide what kind of level of difficulty/treasure/xp they are after, so that could vary considerably, but generally, I'm hoping for the low levels to be faster- prolly averaging about 6 sessions/level- and the mid/high levels to be slower to get through. I'm also strongly considering allowing multiple pcs per player, again in the model of Ye Olden Days.

[*]What does implements do, if anything?

You need 'em to cast a spell/prayer. Also, there will be magic ones. Also, the implement you choose opens up certain prestige class options that give you specific abilities with specific implements.

[*]Spell effects are pretty limited and combat focuses, do you plan to include a system like ritual magic for more diversity?

Yes, though I'm still ironing out the details (witness ritual components on the equipment list and references to rituals in the warlock prestige class).

Awesome list of questions, thanks! You uncovered a few oversights for me, and I appreciate the interest!
 

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