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Jane_Smith
2012-04-24, 08:04 AM
~~~ Mobforge Guide

A little something I cooked up for a friend. Tell me whatcha think, id like to make this a larger project some day. Keep these few things in mind when reading it over;

1: This is for a Pathfinder game.

2: Our party uses 32 point buy and optimizes fairly powerfully, though not game-breaking stupid kinda optimizations. As such we needed fairly stronger mobs to be a challenge.

3: We use Mana, Vitality/Wounds, and Armor/Natural Armor as DR variants. Vitality/wounds and armor as DR can be found on the pathfinder SRD under variant rules.



~ Challenge Templates

Pick one of the below templates to determine the overall "challenge" you want each individual creature to possess. Adjust its stats as needed.



-Boss

Vitality: Max all Hit Dice. Double the total result.
Ability Points: 40 Point buy.
Feats: +2 at 1st level, +1 each additional level.
Skills: +2 skill points each level.
Special: A boss creature has the following special abilities;

Immunities: The creature gains immunity to sleep, stunning, paralysis, mind-affecting, death, and negative level effects. It also gains energy resistance 5 against all forms of energy (acid, cold, electricity, fire, force, negative, positive, and sonic). This stacks with any existing energy resistance it already possesses.

Quick Recovery: The creature gains Fast Healing 5 (for vitality points only). It also heals 1 point of ability damage (if any) to each of its ability scores at the beginning of each of its turns.

True Mettle: The creature gains a +2 bonus to all saving throws. It does not automatically fail a saving throw on a natural die result of 1. Against any effect that would have a halved or partial effect even on a successful save, the effect is completely negated on a successful save. The creature may reduce any spell or effect with a duration greater then instantaneous by half, rounded down to the nearest time increment (hour to minutes, minutes to rounds), to a minimum of 1 round.

Overwhelming Power: The creature gains a +2 bonus to all save DC's for any extraordinary, supernatural, and spell-like abilities it possesses. It gains a +2 bonus on all attack and damage rolls, armor class, and on all combat maneuver checks and to its combat maneuver defense. The creature may ignore up to 5 points of hardness, energy resistance or damage reduction of anything it attacks or effects with any of its spells or abilities. It gains a +5 bonus on caster level checks to overcome spell resistance and to dispel magic.

Initiative Surge: When this creature rolls for initiative, you may roll its initiative twice. Keep both results. The creature gains two turns each round in an encounter using both rolls to determine its initiative for each individual turn.

Wealthy: If this creature possesses any form of equipment or wealth, increase its amount to spend on equipment by 50%.

CR: +3 to +5.

Notes: Be warned, this is an extremely powerful template and care must be taken when applying it to any creature. The variable CR increase is due to the fact, obviously, many creatures will be much stronger with this template then others. A Boss spellcaster at mid to high levels with quickened magic could potentially cast 4 spells in a single turn, whereas a Boss fighter or barbarian could make two extremely focused and deadly full attacks in the same round on a single target. The end result is the same, this template will double or even triple any creatures toughness and damage output, you have been warned. May the gods have mercy on your pc's.



-Elite

Vitality: Max all Hit Dice. Increase total result by half, rounded down.
Ability Points: 36 Point buy.
Feats: +2 at 1st level, +1 each odd level thereafter.
Skills: +1 skill points each level.
Special: An elite creature has the following special abilities;

Immunities: An elite creature gains immunity to sleep, mind-affecting, and death effects.

Fast Recovery: The creature gains Fast Healing 3 (for vitality points only). It also heals 1 point of ability damage (if any) to one of its ability scores of its choice at the beginning of each of its turns.

True Resilience: The creature gains a +1 bonus to all saving throws. It does not automatically fail a saving throw on a natural die result of 1. Against any effect that would have a halved or partial effect even on a successful save, the effect is completely negated on a successful save.

Incredible Power: The creature gains a +1 bonus to all save DC's for any extraordinary, supernatural, and spell-like abilities it possesses. It gains a +1 bonus on all attack and damage rolls, armor class, and on all combat maneuver checks and to its combat maneuver defense. The creature may ignore up to 3 points of hardness, energy resistance ordamage reduction of anything it attacks or effects with any of its spells or abilities. It gains a +3 bonus on caster level checks to overcome spell resistance and to dispel magic.

Wealthy: If this creature possesses any form of equipment or wealth, increase its amount to spend on equipment by 25%.

CR: +2

Notes: Alot less threatening then the boss template, but still a force to be reckoned with, the elite is almost just as tough and hard hitting as the boss without the unpredictable focus-fire burst a boss possesses from having double turns.



-Superior

Vitality: Max all Hit Dice.
Ability Points: 32 Point buy.
Feats: +2 at 1st level, +1 each odd level thereafter.
Skills: No bonus.
Special: A superior creature has the following special abilities;

Tough: The creature gains a +1 bonus to all saving throws. It does not automatically fail a saving throw on a natural die result of 1.

Prowess: The creature gains a +1 bonus to all save DC's for any extraordinary, supernatural, and spell-like abilities it possesses. It gains a +1 bonus on all attack and damage rolls, and on all combat maneuver checks.

CR: +1

Notes: To make a npc on par with a single pc of the same level, use this template. Great if you want to have a duel, sent an experienced assassin after a lone pc, or otherwise make someone generally unhappy.



-Average

Vitality: Max first level hit dice. Half each additional level.
Ability Points: 28 Point buy.
Feats: +1 at 1st level, +1 each odd level thereafter.
Skills: No bonus.
Special: An average creature gains no special abilities.
CR: +0

Notes: The general, unmodified stats of most npcs, animal companions, familiars, cohorts, fodder or other sub-par mobs, peasants, etc. Use this for just about everything that would not be covered above!



-Weak

Vitality: Half all hit dice.
Ability Points: 24 Point buy.
Feats: +1 at 1st level, +1 each odd level thereafter.
Skills: No bonus.
Special: A weak creature gains the following special abilities.

Fragile: The creature's wound point total is reduced by 5, to a minimum of 1. It takes a -4 penalty on saving throws against ability damage, ability drain, death effects, and negative levels.

Critical Vulnerable: All critical threats against the creature are automatically confirmed and deal maximum damage as if it was a coup de grace attempt.

Weak: Reduce the DC's of all the creature's spells, extraordinary, supernatural, and spell-like abilities by 2.

Poor: Reduce wealth by half.

CR: -2

Notes: Use this for fodder like goblins, kobolds, or generally anything the pc's should be able to aoe-mow down and should not get much of a reward for killing, etc.



~ Creature Stat Block



Name:
Challenge Rating:
Alignment:
Size:
Race:
Class:
Hit Dice: XdX+X
Armor Class: 1X, 1X Touch, 1X Flat Footed (XXX)
Damage Reduction: X/X
Initiative: +X
Saves: Fort +X, Ref +X, Will +X
Speed: X0 ft.
Base Attack Bonus: +X
Combat Maneuver Bonus: +X
Combat Maneuver Defense: 1X
Melee Attacks:
Ranged Attacks:
Abilities: 1X Str, 1X Dex, 1X Con, 1X Int, 1X Wis, 1X Cha
Feats:
Skills:
Specials:
Languages:
Gear:
XP:

DiBastet
2012-04-24, 09:59 PM
I use something very similar, in fact. I also make use of Minion template, very similare to your weakest template, but a little weaker. It's meant for 4 minion creatures to be the same CR of a single creature of the type.


Your templates are very good, and this idea works very well.

DiBastet
2012-04-24, 10:02 PM
I use something very similar, in fact. I also make use of Minion template, very similare to your weakest template, but a little weaker. It's meant for 4 minion creatures to be the same CR of a single creature of the type.


Your templates are very good, and this idea works very well.