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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Monster Role - Shocktrooper
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="Mengu" data-source="post: 5049608" data-attributes="member: 65726"><p>I felt there was a missing monster role, a fast and furious type. Brutes didn't cut it for the category since they are often slow, have a tough time hitting the broad side of a barn, and are too bulky in HP, for the role I needed. Skirmishers were a little too much hit and run, and range focus, and I wanted something a little softer. I thought minions might work well, but they go down a little too easy, are sometimes more numerous than what makes sense for the encounter, and might never get to go at higher levels due to just keeling over dead. So I decided to model a shocktrooper role, basically a melee version of artillery/lurkers, but with slightly different goals in mind. This role should also be good for creatures with multiple attacks available to them at-will such as a two weapon dervish, or a two headed dog.</p><p></p><p>Initiative Bonus: +2</p><p>Hit Points: ((level+1)x6)+Con</p><p>AC: Level+12</p><p>Other Defenses: Level+12</p><p>Attack vs AC: Level+7</p><p>Attack vs other defenses: Level+5</p><p>Damage: use high for both normal and limited expressions.</p><p></p><p>Design Guide lines: Choose powers that can be used on charges or powers that are useful early combat. Pick encounter powers over recharging powers, they probably won't live long enough for a power to recharge. Pick mostly single target melee attacks. If they have at-will multiple attacks, reduce attack bonus by 2 and reduce damage to medium expression. Keep effects to a minimum, while these are not minions, their life expectancy should still be fairly short.</p><p></p><p>How to use them: Whenever you would use front line brutes or soldiers, you may replace some or all of them with shocktroopers.</p><p></p><p>Gotchas: Controllers are especially good at softening up these low defense monsters. Without a defender, using too many shocktroopers is not a good idea since their focused fire on a striker or controller can be especially dangerous.</p><p></p><p>Examples:</p><p></p><p><strong>Cultist Zealot - Level 1 Shocktrooper</strong></p><p>Medium natural humanoid, human - XP 100</p><p>Initiative +3, Senses Perception +2</p><p>HP 22; Bloodied 11</p><p>AC 13; Fort 11; Reflex 9; Will 13</p><p>Speed 6 (8 when charging)</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Dagger (standard; at-will)</p><p>+8 vs AC; 1d4+8 damage</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Frenzy of Slashes (standard; encounter)</p><p>Make two dagger attacks.</p><p></p><p>Die with Vengeance</p><p>Make a dagger attack when the cultist zealot is reduced to 0 hit points.</p><p></p><p>Alignment Evil - Languages Common</p><p>Skills Religion 5</p><p>Str 16 Dex 13 Wis 14</p><p>Con 10 Int 11 Cha 8</p><p></p><p>Cultist Zealots fight without regard to their wellbeing. They will make their Frenzy of Slashes at the earliest opportunity, and will choose melee opponents to engage to extract their dieing vengeance when struck down.</p><p></p><p>---------------------------------------------------------</p><p></p><p><strong>Cheetah - Level 4 Shocktrooper</strong></p><p>Medium natural beast - XP 175</p><p>Initiative +7, Senses Perception +9; low-light vision</p><p>HP 42; Bloodied 21</p><p>AC 16; Fort 14; Reflex 16; Will 12</p><p>Speed 9</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite (standard; at-will)</p><p>+11 vs AC; 2d6+6 damage</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Pounce (standard; encounter; reliable)</p><p>may use when charging; +11 vs AC; 2d6+6 damage, and make a secondary attack: +9 vs Reflex; 1d6+6 damage and target is grabbed.</p><p></p><p>Momentum</p><p>On a successful charge attack, the cheetah knocks the target prone.</p><p></p><p>Alignment Neutral - Languages -</p><p>Str 16 Dex 17 Wis 14</p><p>Con 12 Int 4 Cha 7</p><p></p><p>In the fight against the ice queen, cheetahs were the forefront warriors. Their job was to pull the minotaurs down to the ground and slow down their advance, allowing their archer allies more time for volleys.</p><p></p><p>---------------------------------------------------------</p><p></p><p><strong>Fatesealed Cyclops - Level 12 Shocktrooper</strong></p><p>Large natural humanoid, giant - XP 700</p><p>Initiative +12, Senses Perception +14; low-light vision</p><p>HP 93; Bloodied 46</p><p>AC 24; Fort 22; Reflex 22; Will 22</p><p>Speed 8</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Greatsword (standard; at-will)</p><p>+19 vs AC; 2d8+6 damage.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Future Strike (standard; encounter)</p><p>+19 vs AC, make the attack roll twice, use higher result; 4d8+6 damage, and target is marked by the fatesealed cyclops until the cyclops is destroyed, or until the end of the encounter.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Impaling Strike (immediate interrupt when adjacent enemy shifts; encounter)</p><p>+19 vs AC against triggering enemy; 2d8+6 damage and target is immobilized until the end of the fatesealed cyclops's next turn.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> See the Fate (must be bloodied; minor; encounter)</p><p>Target may make a melee basic attack against the fatesealed cyclops. Fatesealed cyclops completes the attack even if reduced to 0 hit points or lower. +19 vs AC; 2d8+6 damage. This attack deals an additional 2d8 damage if the cyclops was reduced to 0 hit points or lower.</p><p></p><p>Alignment Neutral - Languages Giant</p><p>SKills Athletics +16</p><p>Str 22 Dex 15 Wis 16</p><p>Con 15 Int 10 Cha 9</p><p></p><p>Fatesealed cyclops knows it is his time to die. He picks a worthy (usually melee) opponent to kill him, and looks into the future, focusing all his attention on that opponent. If he defeats that opponent, he will continue to look for death in the hands of another enemy, though loses his enthusiasm for the fight.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5049608, member: 65726"] I felt there was a missing monster role, a fast and furious type. Brutes didn't cut it for the category since they are often slow, have a tough time hitting the broad side of a barn, and are too bulky in HP, for the role I needed. Skirmishers were a little too much hit and run, and range focus, and I wanted something a little softer. I thought minions might work well, but they go down a little too easy, are sometimes more numerous than what makes sense for the encounter, and might never get to go at higher levels due to just keeling over dead. So I decided to model a shocktrooper role, basically a melee version of artillery/lurkers, but with slightly different goals in mind. This role should also be good for creatures with multiple attacks available to them at-will such as a two weapon dervish, or a two headed dog. Initiative Bonus: +2 Hit Points: ((level+1)x6)+Con AC: Level+12 Other Defenses: Level+12 Attack vs AC: Level+7 Attack vs other defenses: Level+5 Damage: use high for both normal and limited expressions. Design Guide lines: Choose powers that can be used on charges or powers that are useful early combat. Pick encounter powers over recharging powers, they probably won't live long enough for a power to recharge. Pick mostly single target melee attacks. If they have at-will multiple attacks, reduce attack bonus by 2 and reduce damage to medium expression. Keep effects to a minimum, while these are not minions, their life expectancy should still be fairly short. How to use them: Whenever you would use front line brutes or soldiers, you may replace some or all of them with shocktroopers. Gotchas: Controllers are especially good at softening up these low defense monsters. Without a defender, using too many shocktroopers is not a good idea since their focused fire on a striker or controller can be especially dangerous. Examples: [b]Cultist Zealot - Level 1 Shocktrooper[/b] Medium natural humanoid, human - XP 100 Initiative +3, Senses Perception +2 HP 22; Bloodied 11 AC 13; Fort 11; Reflex 9; Will 13 Speed 6 (8 when charging) :bmelee: Dagger (standard; at-will) +8 vs AC; 1d4+8 damage :melee: Frenzy of Slashes (standard; encounter) Make two dagger attacks. Die with Vengeance Make a dagger attack when the cultist zealot is reduced to 0 hit points. Alignment Evil - Languages Common Skills Religion 5 Str 16 Dex 13 Wis 14 Con 10 Int 11 Cha 8 Cultist Zealots fight without regard to their wellbeing. They will make their Frenzy of Slashes at the earliest opportunity, and will choose melee opponents to engage to extract their dieing vengeance when struck down. --------------------------------------------------------- [b]Cheetah - Level 4 Shocktrooper[/b] Medium natural beast - XP 175 Initiative +7, Senses Perception +9; low-light vision HP 42; Bloodied 21 AC 16; Fort 14; Reflex 16; Will 12 Speed 9 :bmelee: Bite (standard; at-will) +11 vs AC; 2d6+6 damage :melee: Pounce (standard; encounter; reliable) may use when charging; +11 vs AC; 2d6+6 damage, and make a secondary attack: +9 vs Reflex; 1d6+6 damage and target is grabbed. Momentum On a successful charge attack, the cheetah knocks the target prone. Alignment Neutral - Languages - Str 16 Dex 17 Wis 14 Con 12 Int 4 Cha 7 In the fight against the ice queen, cheetahs were the forefront warriors. Their job was to pull the minotaurs down to the ground and slow down their advance, allowing their archer allies more time for volleys. --------------------------------------------------------- [b]Fatesealed Cyclops - Level 12 Shocktrooper[/b] Large natural humanoid, giant - XP 700 Initiative +12, Senses Perception +14; low-light vision HP 93; Bloodied 46 AC 24; Fort 22; Reflex 22; Will 22 Speed 8 :bmelee: Greatsword (standard; at-will) +19 vs AC; 2d8+6 damage. :melee: Future Strike (standard; encounter) +19 vs AC, make the attack roll twice, use higher result; 4d8+6 damage, and target is marked by the fatesealed cyclops until the cyclops is destroyed, or until the end of the encounter. :melee: Impaling Strike (immediate interrupt when adjacent enemy shifts; encounter) +19 vs AC against triggering enemy; 2d8+6 damage and target is immobilized until the end of the fatesealed cyclops's next turn. :melee: See the Fate (must be bloodied; minor; encounter) Target may make a melee basic attack against the fatesealed cyclops. Fatesealed cyclops completes the attack even if reduced to 0 hit points or lower. +19 vs AC; 2d8+6 damage. This attack deals an additional 2d8 damage if the cyclops was reduced to 0 hit points or lower. Alignment Neutral - Languages Giant SKills Athletics +16 Str 22 Dex 15 Wis 16 Con 15 Int 10 Cha 9 Fatesealed cyclops knows it is his time to die. He picks a worthy (usually melee) opponent to kill him, and looks into the future, focusing all his attention on that opponent. If he defeats that opponent, he will continue to look for death in the hands of another enemy, though loses his enthusiasm for the fight. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Monster Role - Shocktrooper
Top