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Hong's Britannia 3E NPC collection
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<blockquote data-quote="hong" data-source="post: 1452796" data-attributes="member: 537"><p>This thread is for the various bad guys my players have offed in the last 18-odd months of campaigning. RIP d00ds.</p><p> </p><p>Notes:</p><p>- The campaign is Britannia 3E; background info can be found on my web page: <a href="http://www.zipworld.com.au/~hong/dnd/britannia" target="_blank">http://www.zipworld.com.au/~hong/dnd/britannia</a>.</p><p> </p><p>- The campaign is 13th-14th level right now, and baddies will range anywhere from CR 15 to CR 7, depending on how far back I go.</p><p> </p><p>- Mostly I don't bother to spec out skill points entirely. I assign numbers that look right for skills that are most likely to see use, and wing everything else. I may be a gearhead, but I'm not that much of a gearhead that I want to track 40-80 skill points plus synergy bonuses. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>- The campaign uses imbued magic, so I also haven't spec'ed out magic items entirely (especially stat boosters).</p><p> </p><p>- I customise a lot of stuff in general. If a monster doesn't match what's in the books, that's most likely because I changed it. Or I could have just screwed up, which is also quite possible.</p><p> </p><p>- Major changes wrt monsters: 1) only the good/evil alignment axis matters; 2) material based DR uses only two materials, Britannian steel (replaces both silver and cold iron) and blacksteel (replaces adamantine).</p><p> </p><p>- Major changes wrt PC classes: 1) no paladin, druid, cleric, wizard and monk; 2) sorcs ("mages") get extra spells known and bonus feats, plus since they take over the "bookish wizard" role, they also get 4 skill pts/level and all Knowledge skills are class skills; 3) tweaked OA shaman ("druid") is the primary divine spellcaster; 4) OA spell lists in use instead of the PHB ones; 5) Quicken Spell costs +2 spell levels, and bards and sorcs get to use it.</p></blockquote><p></p>
[QUOTE="hong, post: 1452796, member: 537"] This thread is for the various bad guys my players have offed in the last 18-odd months of campaigning. RIP d00ds. Notes: - The campaign is Britannia 3E; background info can be found on my web page: [url="http://www.zipworld.com.au/~hong/dnd/britannia"]http://www.zipworld.com.au/~hong/dnd/britannia[/url]. - The campaign is 13th-14th level right now, and baddies will range anywhere from CR 15 to CR 7, depending on how far back I go. - Mostly I don't bother to spec out skill points entirely. I assign numbers that look right for skills that are most likely to see use, and wing everything else. I may be a gearhead, but I'm not that much of a gearhead that I want to track 40-80 skill points plus synergy bonuses. :) - The campaign uses imbued magic, so I also haven't spec'ed out magic items entirely (especially stat boosters). - I customise a lot of stuff in general. If a monster doesn't match what's in the books, that's most likely because I changed it. Or I could have just screwed up, which is also quite possible. - Major changes wrt monsters: 1) only the good/evil alignment axis matters; 2) material based DR uses only two materials, Britannian steel (replaces both silver and cold iron) and blacksteel (replaces adamantine). - Major changes wrt PC classes: 1) no paladin, druid, cleric, wizard and monk; 2) sorcs ("mages") get extra spells known and bonus feats, plus since they take over the "bookish wizard" role, they also get 4 skill pts/level and all Knowledge skills are class skills; 3) tweaked OA shaman ("druid") is the primary divine spellcaster; 4) OA spell lists in use instead of the PHB ones; 5) Quicken Spell costs +2 spell levels, and bards and sorcs get to use it. [/QUOTE]
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