Raven Crowking said:
Obviously the PC hit points matter. The level of danger the PCs face in a given encounter cannot be gagued without some clue as to what they can sustain.
RC
Okay. For "ease of use" I put all posts together. I adjusted some numbers and added a few abilities to make it (seemingly at the first glance at least) consistent.
ABILITIES
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Attack: At Will 1: Deal 20 points of damage to a single target at range
Attack: At Will 2: Deal 20 points of damage to a touched target and heal half the amount of damage (heal up to half your max hit points). (Excess) Healing can be transfered to a second touched character.
Attack: At Will 3: Your attack in the next round against the chosen enemy deals +30 points of damage if using At Will 1 or 2
Defense: At Will 4: Activate a Shield that grants +4 deflection to AC for 2 rounds (=> -20 % damage while active) or as long as you concentrate
Defense: At Will 5:: If you have an active shield, its bonus increases to +4 (=> -40% damage while active)
Utility: At Will 6: Clear rubble from a 2x2 squares area to allow unhampered movement for one round for anyone passing through
Utility: At Will 7: Detect Magical Auras
Attack: 1/Encounter 1: Deal 15 points of damage in a 4 square radius at range
Attack: 1/Encounter 2: Deal 80 points of damage to a single foe at range
Attack: 1/Encounter : Deal 80 points of damage to touched foe and heal yourself half damage. Excess hit points become temporary and last till the ability is refreshed. Can be transferred to a second touched character.
Utility: 1/Encounter 4: Fly Speed 120 ft
Utility: 1/Encounter 5: Climb Walls for the duration of the encounter
Utility: 1/Encounter 6: Write a arcane mark
Defense: 1/Encounter 7: Erect a Shield that grants a +4 deflection bonus to AC for all allies. (=> -20 % damage for all allies)
Defense: 1/Encounter 8: Dispel all magical effects on a single target or suppress its next magical attack
Defense: Negate a normally successful attack as immediate action.
Attack: 1/Day 1: Deal 40 points of damage in a 4 square radius at range
Utility: 1/Day 2: Teleport yourself and all allies you touch to the next Teleportation Portal, City Centre or place you inscribed an Arcane Mark on
Defense: 1/Day 3: All allies enjoy a +2 resistance bonus to all defenses for the remainder of the day
Note: Attack, Defense and Utility designate "silos". In each encounter, you may use only one ability per silo (and only use it once)
MONSTERS
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Minion (used in group size three to four times the party size): 10-20 hp, Average Damage 5 per round
Average Monster (used in group size equal to party size): 60-100 hp, Average Damage 10 per round
"Boss" Monster (used alone, possible augmented by a few minions): 400+ hp, Average Damage 20 per round
PCs
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Typical Characters Hit Points: 80 (average, range probably 60-100 like typical monsters)