Template:Monster Role
Heavy
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 1
Damage Multiplier: Double
Initiative Mod: 0
Condition Immunity:
- (Heavy Role) Immunity (partial 1): Heavies are immune to the first instance of all conditions applied during an encounter. Note that "all conditions" means exactly that: all conditions. This is not limited to status conditions, it also applies to any condition that the GM feels will render the monster 'trivial'. Spell effects, forced movement, status conditions or penalties to attack, damage, defenses, etc., are all rendered null through this ability. The second time the same condition is applied to a Heavy, however, it affects it normally.
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 30 feet faster with each of their movement types.
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 part of a move action, a Leader may perform a Bull Rush on an enemy he threatens during any part of his move. This does not provoke attacks of opportunity from the target, though it could provoke from any enemies whose threatened squares the Leader leaves during his movement. Whether the Bull Rush succeeds or fails, the Leader may finish his movement and still perform any remaining actions he has available this round. If the attack succeeds, the Leader may move into any squares the target vacated due to the Bull Rush, even if he doesn't have enough remaining movement to do so.
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, plus an additional +2 per five hit dice of that ally (drop fractions). 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. Note that minions treat this as a buff, gaining their own benefit instead of the listed benefit.
Reminder 4:
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 its 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 action if used outside their turn, or a swift action if used during their turn.
Reminder 3:
Backstab (Ex; Sneak Reminder 3)
- Sneaks gain +4 to hit and a +1d6 bonus to their damage when they make an attack against a target that is unaware of them, or a target they are flanking. This bonus damage increases by an additional +1d6 per 4 CR's of the Sneak (drop fractions).
Reminder 4:
Tank
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 0
Damage Multiplier: Single
Initiative Mod: 0
Condition Immunity:
- (Tank Role) Immunity (no effect): Tanks are immune to all effects which are not damage, except those they choose to allow to affect them. Attacks which deal damage and include a secondary effect (such as forced movement or a debuff) can only inflict the damage. (Abilities which specifically state they bypass the condition immunity of roles, such as a Prowler's Encroaching Jolt, also bypass this immunity.)
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, though they can never make more than one attack per triggering action. Damage they deal with these attacks heals them as well.
Reminder 3:
Reversal of Fortune (Ex; Tank Reminder 3)
- The first time in an encounter that 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 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 (partial 5): Threats are immune to the first 5 instances of all conditions applied during an encounter. Note that "all conditions" means exactly that: all conditions. This is not limited to status conditions, it also applies to any condition that the GM feels will render the monster 'trivial'. Spell effects, forced movement, status conditions or penalties to attack, damage, defenses, etc., are all rendered null through this ability. The sixth time the same condition is applied to a Threat, however, it affects it normally.
Reminder 1:
Reversal of Fortune (Ex; Threat Reminder 1)
- The first time in an encounter that 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 (partial 8): Villains are immune to the first 8 instances of each condition, even outside of an encounter. Note that "all conditions" means exactly that: all conditions. This is not limited to status conditions, it also applies to any condition that the GM feels will render the monster 'trivial'. Spell effects, forced movement, status conditions or penalties to attack, damage, defenses, etc., are all rendered null through this ability. The ninth time the same condition is applied to a Villain, however, it affects it normally.
Reminder 1:
Surrounded By Idiots (Ex; Villain Reminder 1)
- Villains may summon four minions per 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 often live to fight another day. In most encounters, a villain shouldn't even be present. However, in those encounters that include villains, GM's should strive to set up the fight in a way that the PC's can achieve victory without actually needing kill the villain. This can include saving imperiled civilians from some dastardly trap, stopping a horrible ritual, or retrieving the McGuffin before the villain can, etc. GM's are cautioned that having a villain escape 'just because' is often very frustrating for players. However, if they escape because the players were busy doing something else, that's usually seen as reasonable.