Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 5509145" data-attributes="member: 1210"><p>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.</p><p></p><p>Well- I'm not sure, actually, but I think it would be too much to keep track of (individual stances & fighting styles, etc).</p><p></p><p></p><p><strong><u><span style="font-size: 15px">HARPY</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Harpy</span></strong></p><p>Medium humanoid beast3rd level skirmisher/3rd level spellcaster (avian, humanoid)</p><p>Hit Dice: 2d6+3d4+4 (18 hp); AC: 13</p><p>Melee: +1; Fort: 14</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +3; Will: 19</p><p></p><p>Perceptions - </p><p>Initiative +0; Speed 20', fly 40'</p><p>Languages Common, Harpy </p><p></p><p>Str 10, Int 10, Wis 13, Dex 13, Con 13, Cha 18</p><p></p><p><strong>TRAITS</strong></p><p><em>Harpy:</em> A harpy gets a +2 bonus to its AC and Will defense.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Protect Me! (recharges on a 10+):</em> 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.</p><p><em>Don't Hurt My Friend (recharges on a 10+):</em> 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.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Dagger (melee):</em> +4 vs. AC; 1d4/19-20 damage.</p><p><em>Dagger (ranged): </em>+3 vs. AC (range 3); 1d4/19-20 damage.</p><p><em>Dart:</em> +4 vs. AC (range 3); 1d3 damage.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Harpy Song: </em>Targets each enemy within 30'; +3 vs. Will; Hit: The target treats the harpy as an ally and cannot attack it.</p><p></p><p>Skill Bonuses: +4 to checks involving music, +2 to checks involving persuasion</p><p>Equipment dagger, 4 darts</p><p></p><p></p><p><strong>Harpy Bard</strong></p><p>Medium humanoid beast 4th level skirmisher/3rd level spellcaster/1st level bard (avian, humanoid)</p><p>Hit Dice: 2d6+3d4+4 (18 hp); AC: 13 (See also bardic music.)</p><p>Melee: +1; Fort: 14 (See also bardic music.)</p><p>Ranged: +1; Reflex: 17 (See also bardic music.)</p><p>Spell: +3; Will: 19 (See also bardic music.)</p><p></p><p>Perceptions - </p><p>Initiative +0; Speed 20', fly 40'</p><p>Languages Common, Harpy </p><p></p><p>Str 10, Int 10, Wis 13, Dex 13, Con 13, Cha 18</p><p></p><p><strong>TRAITS</strong></p><p><em>Harpy:</em> A harpy gets a +2 bonus to its AC and Will defense.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Protect Me! (recharges on a 10+): </em>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.</p><p><em>Don't Hurt My Friend (recharges on a 10+):</em> 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.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Dagger (melee):</em> +4 vs. AC; 1d4/19-20 damage. See also bardic music.</p><p><em>Dagger (ranged):</em> +3 vs. AC (range 3); 1d4/19-20 damage. See also bardic music.</p><p><em>Dart: </em>+4 vs. AC (range 3); 1d3 damage. See also bardic music.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Harpy Song:</em> Targets each enemy within 30'; +3 vs. Will; Hit: The target treats the harpy as an ally and cannot attack it.</p><p><em>Bardic Music:</em> The harpy bard and each ally within 60' gains a +1 bonus on attacks, damage and defenses until the end of the next round. </p><p></p><p>Skill Bonuses: +6 to checks involving music, +2 to checks involving persuasion</p><p>Equipment dagger, 4 darts</p><p></p><p><strong><u><span style="font-size: 15px">HUMAN</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Human Hoodlum</span></strong></p><p>Medium humanoid 1st level fighter</p><p>Hit Dice: 1d10+4 (9 hp); AC: 15 (16 with weapon and shield style)</p><p>Melee: +1; Fort: 15</p><p>Ranged: +0; Reflex: 14 (15 with weapon and shield style)</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions -</p><p>Initiative +0; Speed 6</p><p>Languages Common plus one other </p><p></p><p>Str 14, Int 8, Wis 10, Dex 10, Con13, Cha 9</p><p></p><p><strong>TRAITS</strong></p><p><em>Fighting Styles: </em>The hoodlum can choose between the following fighting styles:</p><p><em>---One Handed Weapon Style:</em> While the hoodlum has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks.</p><p><em>---Weapon and Shield Style:</em> 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.</p><p><em>Stances:</em> The hoodlum can choose between the following stances: </p><p><em>---Call 'Em Out:</em> Adjacent enemies suffer a -2 penalty on attacks that don't include the hoodlum as a target.</p><p><em>---Crusher Stance: </em>When she hits with a melee weapon that does bludgeoning damage, the hoodlum gets a +2 bonus to damage.</p><p><em>---Defensive Stance:</em> The hoodlum gets a +1 bonus to all defenses.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Club: </em>+2 vs. AC; 1d4 damage.</p><p><em>---With One Handed Weapon Style:</em> +3 vs. AC; 1d4 damage.</p><p><em>---With Crusher Stance:</em> +2 vs. AC; 1d4+2 damage.</p><p><em>---With One Handed Weapon Style and Crusher Stance: </em>+3 vs. AC; 1d4+2 damage.</p><p></p><p>Skill Bonuses: +2 to checks involving bullying</p><p>Equipment Studded leather armor, light shiled, cap, club</p><p></p><p><strong><span style="font-size: 12px">Human Bandit</span></strong></p><p>Medium humanoid 1st level rogue/1st level fighter</p><p>Hit Dice: 1d10+4 (9 hp); AC: 12</p><p>Melee: +1; Fort: 13</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 12</p><p></p><p>Perceptions - </p><p>Initiative +0; Speed 30'</p><p>Languages Common, one other </p><p></p><p>Str 13, Int 8, Wis 8, Dex 15, Con 12, Cha 9</p><p></p><p><strong>TRAITS</strong></p><p><em>Fighting Styles:</em> The bandit can choose between the following fighting styles:</p><p><em>---One-Handed Weapon Style:</em> When attacking with a weapon in one hand and the other hand free, the bandit gains a +1 bonus to melee attacks.</p><p><em>---Throwing Weapon Style:</em> When the bandit throws a weapon, he may shift 5' before or after the attack.</p><p><em>Stances:</em> The bandit can choose between the following stances: </p><p><em>---Aggressive Stance:</em> +1 to melee attacks.</p><p><em>---Knife Stance:</em> +1 bonus to melee and ranged attacks with a light blade.</p><p><em>---Stealthy Stance:</em> +2 bonus on skill checks to be sneaky.</p><p><em>Sneak attack:</em> +1d6 damage with combat advantage.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Shortsword:</em> +3 vs. AC; 1d6/19-20 damage.</p><p><em>---With One-Handed Style and Aggressive or Knife Stance: </em>+5 vs. AC; 1d6/19-20.</p><p><em>Dart:</em> +3 vs. AC; 1d3 damage.</p><p><em>---With Throwing Style:</em> Shift 5' before or after the attack. </p><p></p><p>Skill Bonuses +2 to skills involving banditry</p><p>Equipment leather armor, shortsword, 6 darts</p><p></p><p><strong><span style="font-size: 12px">Human Cult Member</span></strong></p><p>Medium humanoid 1st level rogue/1st level cultist</p><p>Hit Dice: 1d6+3 (6 hp); AC: 12 (plus see weapon and cloak style)</p><p>Melee: +1; Fort: 13 (plus see weapon and cloak style)</p><p>Ranged: +0; Reflex: 15 (plus see weapon and cloak style)</p><p>Spell: +0; Will: 13 (plus see weapon and cloak style)</p><p></p><p>Perceptions - </p><p>Initiative +0 (+1 with weapon and cloak style); Speed 30' </p><p>Languages Common, one other (usually Abyssal, Infernal or something else of that ilk) </p><p></p><p>Str 11, Int 12, Wis 6, Dex 13, Con 10, Cha 13</p><p></p><p><strong>TRAITS</strong></p><p><em>Fanaticism:</em> 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'.</p><p><em>Fighting Styles:</em> The cult member can choose between the following fighting styles:</p><p><em>---One Handed Weapon Style:</em> While the cult member has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks.</p><p><em>---Weapon and Cloak Style:</em> 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.</p><p><em>Stances: </em>The hoodlum can choose between the following stances: </p><p><em>---Knife Stance:</em> The cult member gets a +1 bonus to melee and ranged attacks with light blades.</p><p><em>---Liar Stance:</em> The cult member gets a +2 bonus on skill checks to mislead or lie to creatures.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Dagger (melee):</em> +4 vs. AC; 1d4/19-20 damage.</p><p><em>---With One Handed Weapon Style or Knife Stance:</em> +5 vs. AC; 1d4/19-20 damage.</p><p><em>Dagger (ranged):</em> +3 vs. AC (range 3); 1d4/19-20 damage.</p><p><em>---With One Handed Weapon Style or Knife Stance: </em>+4 vs. AC (range 3); 1d4/19-20 damage.</p><p></p><p>Skill Bonuses +2 bonus to skill checks made to deceive or misdirect creatures about the cult (+4 with liar stance)</p><p>Equipment cap, dagger, sling, 10 bullets</p><p></p><p></p><p><strong><span style="font-size: 12px">Human Cult Leader</span></strong></p><p>Medium 5th level cleric/3rd level cultist</p><p>Hit Dice: 4d8+2 (20 hp); AC: 16 (17 while using a style) (see also defensive stance)</p><p>-1 to crit severity </p><p>Melee: +1 (see also fanaticism); Fort: 15 (see also defensive stance)</p><p>Ranged: +0 (see also fanaticism); Reflex: 12 (13 with weapon and shield style) (see also defensive stance)</p><p>Spell: +2 (see also fanaticism); Will: 19 (see also fanaticism, mindless obedience, holy warrior style, defensive stance)</p><p></p><p>Perceptions - </p><p>Initiative +0; Speed 25'</p><p>Languages Common, Abyssal</p><p></p><p>Str 10, Int 13, Wis 16, Dex 8, Con 7, Cha 15</p><p></p><p><strong>TRAITS</strong></p><p><em>Fighting Styles:</em> The cult leader can choose between the following fighting styles:</p><p><em>---Weapon and Shield Style:</em> When the cult leader wields a weapon and shield, he gets a +1 bonus to AC and Reflex.</p><p><em>---Holy Warrior Style:</em> 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.</p><p><em>Metamagic: </em>The cult leader can apply the following metamagic effects (see also prayerful stance): </p><p><em>---Expert Reaching (recharges on a 14+):</em> Cast a touch prayerwith a range of 25'</p><p><em>---Overwhelm (recharges on an 18+): </em>When he hits a target with a spell attack, the cult leader knocks it prone.</p><p><em>---Concentrate (recharges on a 16+):</em> When he uses a prayer that gives a bonus to himself or his allies, the bonus increases by 1.</p><p><em>Stances:</em> The cult leader can choose between the following stances:</p><p><em>---Expert Prayerful Stance:</em> The cult leader gains a +1 bonus on spell attacks and a +2 bonus to metamagic recharge rolls. </p><p><em>---Defensive Stance:</em> The cult leader gains a +1 bonus to all defenses.</p><p><em>---Crusher Stance:</em> When he uses a bludgeoning melee weapon, the cult leader gets a +2 bonus to damage.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Fanaticism:</em> 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'.</p><p><em>Take One for the Team (recharges on a 10+): </em>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.</p><p><em>Mindless Obedience:</em> 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.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Mace: </em>+2 vs. AC; 1d6 damage.</p><p>---With Crusher Stance: +2 vs. AC; 1d6+2 damage. </p><p><em>Death Vision:</em> +2 vs. Will against a target the cult leader can touch; 1d6 psychic damage.</p><p><em>---With Prayerful Stance:</em> +3 vs. Will.</p><p><em>Death Knell:</em> +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. </p><p><em>---With Prayerful Stance:</em> +3 vs. Fortitude. </p><p><em>Bless:</em> 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.</p><p><em>Cure Light Wounds:</em> 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.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Cure Light Wounds (recharge 13+):</em> 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.)</p><p></p><p>Skill Bonuses +2 to skill checks involving religion or made to deceive or misdirect creatures about the cult</p><p>Equipment chain mail, heavy shield, helm, mace, holy symbol</p><p>Domains: Acolyte of Battle and Healing; Initiate of Death</p></blockquote><p></p>
[QUOTE="the Jester, post: 5509145, member: 1210"] 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). [B][U][SIZE="4"]HARPY[/SIZE][/U][/B] [B][SIZE="3"]Harpy[/SIZE][/B] 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 [B]TRAITS[/B] [I]Harpy:[/I] A harpy gets a +2 bonus to its AC and Will defense. [B]TRIGGERED ACTIONS[/B] [I]Protect Me! (recharges on a 10+):[/I] 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. [I]Don't Hurt My Friend (recharges on a 10+):[/I] 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. [B]STANDARD ACTIONS[/B] [I]Dagger (melee):[/I] +4 vs. AC; 1d4/19-20 damage. [I]Dagger (ranged): [/I]+3 vs. AC (range 3); 1d4/19-20 damage. [I]Dart:[/I] +4 vs. AC (range 3); 1d3 damage. [B]MINOR ACTIONS[/B] [I]Harpy Song: [/I]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 [B]Harpy Bard[/B] 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 [B]TRAITS[/B] [I]Harpy:[/I] A harpy gets a +2 bonus to its AC and Will defense. [B]TRIGGERED ACTIONS[/B] [I]Protect Me! (recharges on a 10+): [/I]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. [I]Don't Hurt My Friend (recharges on a 10+):[/I] 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. [B]STANDARD ACTIONS[/B] [I]Dagger (melee):[/I] +4 vs. AC; 1d4/19-20 damage. See also bardic music. [I]Dagger (ranged):[/I] +3 vs. AC (range 3); 1d4/19-20 damage. See also bardic music. [I]Dart: [/I]+4 vs. AC (range 3); 1d3 damage. See also bardic music. [B]MINOR ACTIONS[/B] [I]Harpy Song:[/I] Targets each enemy within 30'; +3 vs. Will; Hit: The target treats the harpy as an ally and cannot attack it. [I]Bardic Music:[/I] 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 [B][U][SIZE="4"]HUMAN[/SIZE][/U][/B] [B][SIZE="3"]Human Hoodlum[/SIZE][/B] 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 [B]TRAITS[/B] [I]Fighting Styles: [/I]The hoodlum can choose between the following fighting styles: [I]---One Handed Weapon Style:[/I] While the hoodlum has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks. [I]---Weapon and Shield Style:[/I] 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. [I]Stances:[/I] The hoodlum can choose between the following stances: [I]---Call 'Em Out:[/I] Adjacent enemies suffer a -2 penalty on attacks that don't include the hoodlum as a target. [I]---Crusher Stance: [/I]When she hits with a melee weapon that does bludgeoning damage, the hoodlum gets a +2 bonus to damage. [I]---Defensive Stance:[/I] The hoodlum gets a +1 bonus to all defenses. [B]STANDARD ACTIONS[/B] [I]Club: [/I]+2 vs. AC; 1d4 damage. [I]---With One Handed Weapon Style:[/I] +3 vs. AC; 1d4 damage. [I]---With Crusher Stance:[/I] +2 vs. AC; 1d4+2 damage. [I]---With One Handed Weapon Style and Crusher Stance: [/I]+3 vs. AC; 1d4+2 damage. Skill Bonuses: +2 to checks involving bullying Equipment Studded leather armor, light shiled, cap, club [B][SIZE="3"]Human Bandit[/SIZE][/B] 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 [B]TRAITS[/B] [I]Fighting Styles:[/I] The bandit can choose between the following fighting styles: [I]---One-Handed Weapon Style:[/I] When attacking with a weapon in one hand and the other hand free, the bandit gains a +1 bonus to melee attacks. [I]---Throwing Weapon Style:[/I] When the bandit throws a weapon, he may shift 5' before or after the attack. [I]Stances:[/I] The bandit can choose between the following stances: [I]---Aggressive Stance:[/I] +1 to melee attacks. [I]---Knife Stance:[/I] +1 bonus to melee and ranged attacks with a light blade. [I]---Stealthy Stance:[/I] +2 bonus on skill checks to be sneaky. [I]Sneak attack:[/I] +1d6 damage with combat advantage. [B]STANDARD ACTIONS[/B] [I]Shortsword:[/I] +3 vs. AC; 1d6/19-20 damage. [I]---With One-Handed Style and Aggressive or Knife Stance: [/I]+5 vs. AC; 1d6/19-20. [I]Dart:[/I] +3 vs. AC; 1d3 damage. [I]---With Throwing Style:[/I] Shift 5' before or after the attack. Skill Bonuses +2 to skills involving banditry Equipment leather armor, shortsword, 6 darts [B][SIZE="3"]Human Cult Member[/SIZE][/B] 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 [B]TRAITS[/B] [I]Fanaticism:[/I] 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'. [I]Fighting Styles:[/I] The cult member can choose between the following fighting styles: [I]---One Handed Weapon Style:[/I] While the cult member has a weapon in one hand and the other hand free, she gets a +1 bonus to attacks. [I]---Weapon and Cloak Style:[/I] 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. [I]Stances: [/I]The hoodlum can choose between the following stances: [I]---Knife Stance:[/I] The cult member gets a +1 bonus to melee and ranged attacks with light blades. [I]---Liar Stance:[/I] The cult member gets a +2 bonus on skill checks to mislead or lie to creatures. [B]STANDARD ACTIONS[/B] [I]Dagger (melee):[/I] +4 vs. AC; 1d4/19-20 damage. [I]---With One Handed Weapon Style or Knife Stance:[/I] +5 vs. AC; 1d4/19-20 damage. [I]Dagger (ranged):[/I] +3 vs. AC (range 3); 1d4/19-20 damage. [I]---With One Handed Weapon Style or Knife Stance: [/I]+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 [B][SIZE="3"]Human Cult Leader[/SIZE][/B] 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 [B]TRAITS[/B] [I]Fighting Styles:[/I] The cult leader can choose between the following fighting styles: [I]---Weapon and Shield Style:[/I] When the cult leader wields a weapon and shield, he gets a +1 bonus to AC and Reflex. [I]---Holy Warrior Style:[/I] 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. [I]Metamagic: [/I]The cult leader can apply the following metamagic effects (see also prayerful stance): [I]---Expert Reaching (recharges on a 14+):[/I] Cast a touch prayerwith a range of 25' [I]---Overwhelm (recharges on an 18+): [/I]When he hits a target with a spell attack, the cult leader knocks it prone. [I]---Concentrate (recharges on a 16+):[/I] When he uses a prayer that gives a bonus to himself or his allies, the bonus increases by 1. [I]Stances:[/I] The cult leader can choose between the following stances: [I]---Expert Prayerful Stance:[/I] The cult leader gains a +1 bonus on spell attacks and a +2 bonus to metamagic recharge rolls. [I]---Defensive Stance:[/I] The cult leader gains a +1 bonus to all defenses. [I]---Crusher Stance:[/I] When he uses a bludgeoning melee weapon, the cult leader gets a +2 bonus to damage. [B]TRIGGERED ACTIONS[/B] [I]Fanaticism:[/I] 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'. [I]Take One for the Team (recharges on a 10+): [/I]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. [I]Mindless Obedience:[/I] 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. [B]STANDARD ACTIONS[/B] [I]Mace: [/I]+2 vs. AC; 1d6 damage. ---With Crusher Stance: +2 vs. AC; 1d6+2 damage. [I]Death Vision:[/I] +2 vs. Will against a target the cult leader can touch; 1d6 psychic damage. [I]---With Prayerful Stance:[/I] +3 vs. Will. [I]Death Knell:[/I] +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. [I]---With Prayerful Stance:[/I] +3 vs. Fortitude. [I]Bless:[/I] 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. [I]Cure Light Wounds:[/I] 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. [B]MINOR ACTIONS[/B] [I]Cure Light Wounds (recharge 13+):[/I] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
Top