Template:Monster Role: Difference between revisions
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: <h3 class="bestiary">Buffs and Heals (Ex; Minion Reminder 1)</h3> | : <h3 class="bestiary">Buffs and Heals (Ex; Minion Reminder 1)</h3> | ||
: Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff at all, it | : Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to all types of Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Minions can never start a combat with a preexisting buff. | ||
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: Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with their defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save. | : Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with their defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save. | ||
: | : Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save. | ||
: Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it. | |||
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Revision as of 21:47, 25 January 2017
Heavy
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 1
Damage Multiplier: Double
Initiative Mod: 0
Condition Immunity:
- (Heavy Role) Immunity: Heavies are immune to the first instance of all conditions applied during an encounter.
Reminder 1:
Reversal of Fortune (Ex; Heavy Reminder 1)
- When a Heavy is reduced to zero hit points, it is not killed. Instead, it gains Immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, all accumulated efforts to pierce their condition immunity are removed, and its hit points are set to half its normal maximum. Its ability to take actions is not hampered in any way during this period of Immunity. At the beginning of its next turn, the Immunity expires. The Heavy is killed for good the second time its hit points reach zero.
Reminder 2:
Reminder 3:
Reminder 4:
Killer
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 0
Damage Multiplier: Triple
Initiative Mod: 0.33
Condition Immunity:
Reminder 1:
Swift as Death (Ex; Killer Reminder 1)
- Killers move twice as fast as a normal creature for their CR.
Reminder 2:
Reminder 3:
Reminder 4:
Leader
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 0
Damage Multiplier: Single
Initiative Mod: 0
Condition Immunity:
Reminder 1:
Smash the Line (Ex; Leader Reminder 1)
- Once per round as a free action, a Leader may perform a Bull Rush on an enemy he has just struck. If successful, he may follow the bull rushed target through any spaces it has been forced to move out of.
Reminder 2:
Shouted Command (Ex; Leader Reminder 2)
- Once per round as an immediate action, a Leader may grant any one ally within the sound of his voice (30 feet) a free standard action to be used immediately.
Reminder 3:
Inspirational Leadership (Ex; Leader Reminder 3)
- Leaders give all allies a +2 morale bonus to attack and damage rolls per five hit dice of that ally (round up). Minions use their normal hit die rating, even though they only have one hit point. This buff ends immediately when the leader is killed. This buff does not affect the leader, though if another leader is present, the leader gains this buff from the other leader. Morale bonuses do not stack; instead only the highest available bonus may be used.
Reminder 4:
Stirring the Mob (Ex; Leader Reminder 4)
- Leaders buff all minions such they take two hits to kill instead of one. If the minions then get another buff from a non-leader, they take three hits to kill. This benefit immediately goes away if the leader dies.
Minion
Hit Points: 0+1
XP: 0.25
Treasure: 0.25
Action Points: 0
Damage Multiplier: Single
Initiative Mod: 0
Condition Immunity:
Reminder 1:
Buffs and Heals (Ex; Minion Reminder 1)
- Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to all types of Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Minions can never start a combat with a preexisting buff.
Reminder 2:
Packed Like Sardines (Ex; Minion Reminder 2)
- Minions are able to squeeze into a space normally only accessible by someone of 1 size category smaller than themselves with no penalties. This means that up to two size medium minions may occupy the same 5-foot square without penalty.
Reminder 3:
One Hit Point (Ex; Minion Reminder 3)
- Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with their defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.
- Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save.
- Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it.
Reminder 4:
Shooter
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 0
Damage Multiplier: Double
Initiative Mod: 0.5
Condition Immunity:
Reminder 1:
Deadshot (Ex; Shooter Reminder 1)
- Shooters may use any of their listed special attacks as though they have a range increment of 30 feet, with a maximum range of 150 feet. If an ability already has a listed range which is greater than this, use that range instead.
Reminder 2:
Unblinking Accuracy (Ex; Shooter Reminder 2)
- Shooters never suffer penalties on their attack rolls due to range, though they are still limited by the maximum range of their attack.
Reminder 3:
Precise Shot (Ex; Shooter Reminder 3)
- Shooters never take penalties for firing into melee.
Reminder 4:
Sneak
Hit Points: 1
XP: 2
Treasure: 2
Action Points: 0
Damage Multiplier: Single
Initiative Mod: 0.5
Condition Immunity:
Reminder 1:
Unseen Assassin (Ex; Sneak Reminder 1)
- Sneaks always have the Stealth skill, with a nudge value of +8 added to the normal skill value for their CR.
Reminder 2:
Flash Bomb! (Ex; Sneak Reminder 2)
- Once per encounter, a Sneak may initiate stealth even if they are being observed. This is an immediate reaction if used outside their turn, or a swift action if used during their turn.
Reminder 3:
Backstab (Ex; Sneak Reminder 3)
- Sneaks add their CR to all attack and damage rolls when they make an attack against a target that is unaware of them.
Reminder 4:
Tank
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 0
Damage Multiplier: Single
Initiative Mod: 0
Condition Immunity:
- (Tank Role) Immunity: Tanks are immune to all conditions applied during an encounter.
Reminder 1:
Invigorating Bloodthirst (Ex; Tank Reminder 1)
- Any damage that the Tank inflicts on an enemy heals the Tank for the same amount. This includes damage from spells. Area of effect spells only heal the Tank an amount equal to the highest amount of damage taken by an affected enemy (not the sum of all damage inflicted). Damage mitigation abilities, such as DR and ER also reduce the amount of healing received.
Reminder 2:
Dangerous to Ignore (Ex; Tank Reminder 2)
- Tanks may make a bonus attack against any character they can reach who does not include them in an attack. There is no limit to the number of these attacks they may make. Damage they deal with these attacks heals them as well.
Reminder 3:
Reversal of Fortune (Ex; Tank Reminder 3)
- When a Tank is reduced to zero hit points, it is not killed. Instead, it gains Immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, and its hit points are set to half its normal maximum. Its ability to take actions is not hampered in any way during this period of Immunity. At the beginning of its next turn, the Immunity expires. The Tank is killed for good the second time its hit points reach zero.
Reminder 4:
Threat
Hit Points: 3
XP: 4
Treasure: 4
Action Points: 2
Damage Multiplier: Triple
Initiative Mod: 0
Condition Immunity:
- (Threat Role) Immunity: Threats are immune to the first 5 instances of all conditions applied during an encounter.
Reminder 1:
Reversal of Fortune (Ex; Threat Reminder 1)
- When a Threat is reduced to zero hit points, it is not killed. Instead, it gains Immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, all accumulated efforts to pierce their condition immunity are removed, and its hit points are set to half its normal maximum. Its ability to take actions is not hampered in any way during this period of Immunity. At the beginning of its next turn, the Immunity expires. The Threat is killed for good the second time its hit points reach zero.
Reminder 2:
Reminder 3:
Reminder 4:
Villain
Hit Points: 4
XP: 4
Treasure: 4
Action Points: 2
Damage Multiplier: Triple
Initiative Mod: 0
Condition Immunity:
- (Villain Role) Immunity: Villains are immune to the first 8 instances of each condition, even outside of an encounter.
Reminder 1:
Surrounded By Idiots (Ex; Villain Reminder 1)
- Villains may summon four minions a round, every round as a free action. They may not use this action if they have eight or more minions in play already.
Reminder 2:
Deadshot (Ex; Villain Reminder 2)
- Villains may use any of their listed special attacks as though they have a range increment of 30 feet, with a maximum range of 150 feet. If an ability already has a listed range which is greater than this, use that range instead.
Reminder 3:
Desperate Efficiency (Ex; Villain Reminder 3)
- The first time a Villain is reduced to zero hit points, it is not killed. Instead, it gains Immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, all accumulated efforts to pierce their condition immunity are removed, and its hit points are set to half its normal maximum. Furthermore, it immediately summons 4 minions, regardless of how many minions are currently present. Its ability to take actions is not hampered in any way during this period of Immunity. At the beginning of its next turn, the Immunity expires.
Reminder 4:
Die Another Day (Ex; Villain Reminder 4)
- Villains live to fight another day. The second time they are reduced to zero hit points or below they mysteriously vanish in a puff of plot, to appear again later, evilly twirling their mustache.