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Draz74
2022-02-12, 11:40 AM
So back in 3.5e, I made up a party of four characters with the intent that they be used for playtest-battles to judge how strong various monsters were. While I've used them in that way a little bit over the decades, mostly the character concepts have just gained a lot of traction for me.

My latest exercise with them is to compare various RPG systems by emulating these same four character concepts under different rulesets. So I thought I'd share. I'm not sure exactly what I'm trying to prove, but maybe you'll find my creativity in adapting to different systems entertaining.

Draz74
2022-02-12, 11:44 AM
Grivvle
https://i.ibb.co/ygFcC6C/Grivvle.png

Grivvle is a small, earthy humanoid race, and thinks of himself as a Ranger even though that's never his primary class. He's an accomplished archer, but he survives adventuring due to (1) his wit and exceeding intelligence; (2) exceeding paranoia; (3) being such a pack-rat that he always has the right item on hand at the right time; (4) his piety towards a woodland god/goddess, allowing him to perform moderate magic including enchanting his arrows to be much more deadly.

Draz74
2022-02-12, 11:46 AM
Grivvle in D&D 3.5e

WHISPER GNOME FACTOTUM 20
STR +1, DEX +7, CON +1, INT +10, WIS +3, CHA -1
(+1 luck bonus to ability checks in general, and +10 to Strength or Dexterity checks.)
Feats: (1) Point Blank Shot, (3) Track, (6) Rapid Shot, (9) Darkstalker, (12) Manyshot, (15) True Believer: Ehlonna, (18) Knowledge Devotion
Initiative (while wielding Eager bow): +22, roll twice and take higher result
Speed 50, swim 25, (ignores difficult terrain; can gain Fly speed temporarily in a couple ways)

Hide +55, Move Silently +53, Spot +40, Listen +29, Search +37, Disable Device +33, Sense Motive +27, Tumble +32, Survival +16, Knowledge (nature) +18, Craft (bowyer/fletcher) +16, Heal +11, Concentration +7

Autohypnosis, Bluff, Climb, Craft (jewelry), Craft (trapmaking), Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Intimidate, Jump, Knolwedge (arcana, architecture & engineering, dungeoneering, geography, local, psionics, religion, the planes), Open Lock, Perform (wind instruments), Profession (clerk, sailor), Sleight of Hand, Use Magic Device, Use Psionic Device, Use Rope

Skill Tricks: Healing Hands, Listen to This, Nimble Stand, Point it Out, Spot the Weak Point
Teamwork Benefits: leader of Door Procedures, Camp Routine, Awareness, Infiltration, Cunning Ambush teams.



Range increment 130 ft
Normal full attack +27/+22/+17 or +25/+25/+20/+15; normal standard-action attack +27 or +23/+23 or +21/+21/+21
Normal damage 1d6 + 6 piercing +1d6 acid (crit x3)
+1/+1 within 30 ft; +2/+2d6 on one attack per round (normally, more if he dares drop Raptor Arrows) due to using Raptor Arrow; +2 damage during surprise round and first normal round; insight bonuses to attack/damage up to +5 due to Knowledge Devotion depending on Knowledge roll.


Range increment 110 ft; drawn as a free action
Normal full attack +23/+18/+13 or +21/+21/+16/+11; normal standard-action attack +23 or +19/+19 or +17/+17/+17
Normal damage 1d6+2 force (crit x3)
+1/+1 within 30 ft; +2/+2d6 on one attack per round (normally, more if he dares drop Raptor Arrows) due to using Raptor Arrow; up to +4/+4 if ally Op-Tuun manifests metaphysical weapon on the bow; insight bonuses to attack/damage up to +5 due to Knowledge Devotion depending on Knowledge roll.


Drawn as a free action
Normal full attack +17/+12/+7; normal standard action attack +17
Normal damage 1d3+2 plus Bloodfeeding points (which he normally saves to expend on crits) (crit 18-20/x2)
Attacks +9 with Weapon Finesse (which he can temporarily gain in several ways); +5/+5 with Bite of the Weretiger Strength increase (not cumulative with Weapon Finesse attack boost); up to +4/+4 if ally Op-Tuun manifests metaphysical weapon on the kukri; insight bonuses to attack/damage up to +5 due to Knowledge Devotion depending on Knowledge roll; 3x per day as a swift (command) action while drawing the kukri, can cast bless weapon on it using Sacred Scabbard


Drawn as a free action
Normal full attack +17/+12/+7; normal standard action attack +17
Normal damage 1d3+1 (crit x4)
+5/+5 with Bite of the Weretiger Strength increase; up to +4/+5 if ally Op-Tuun manifests metaphysical weapon on the pick; insight bonuses to attack/damage up to +5 due to Knowledge Devotion depending on Knowledge roll



HP 104
Damage Reduction 1/bludgeoning or slashing; resist 15 cold
Saving Throws: Fort +12, Ref +24, Will +14
AC 41 (flat-footed 35, touch 30)
AC +2 vs attacks of opportunity, +5 vs ranged attacks, +4 vs giant-type attackers.
As a swift action at-will, can gain blur effect for 10 minutes.


HEAD: Scout's Headband with WIS +4
FACE: Third Eye Conceal with Crystal Mask of Insight, Goggles of Minute Seeing, INT +6
THROAT: Greater Collar of Umbral Metamorphosis with Hand of the Oak Father, Periapt of the Sullen Sea
TORSO: Earthsilk Jersey with AC +2 [natural armor enhancement], saves +4 [resistance]
BODY: Easy Travel Greater Blurring Dwarvencraft Mithralmist Shirt +1
BELT: Belt of Many Pockets with Belt of the Wide Earth, Novice Stone Dragon Belt, Silkslick Belt, Healing Belt
SHOULDERS: Mantle of the Predator with AC +2 [deflection], Cloak of Elemental Protection
ARMS: Bracers of Blinding Strike with STR +2, Caduceus Bracers, Armband of Elusive Action
HANDS: Toxic Gloves with DEX +6, Novice Shadow Hands, Gloves of Manual Prowess
RING #1: Ring of Anticipation with Ring of Silent Spells, Ring of the Darkhidden
RING #2: Ring of Sustenance with Ring of Communication
FEET: Sandals of the Light Step with Novice Slippers of Setting Sun, Boots of Agile Leaping, Acrobat Boots
SHIELD: Arrow Deflection Darkwood Buckler +3 - in 3.5e, the penalty for wearing a buckler while firing a bow is minimal
IOUN STONE: Dusty Rose

To his armor, he can affix a Lesser Crystal of Lifekeeping anytime he doesn't expect to need his Swim speed, and Lesser Crystal of Aquatic Action when he does.

To his shield, he can affix a Greater Crystal of Arrow Deflection unless he expects a foe to Sunder his shield, in which case he can switch to +2 Hardness from a Least Crystal of Adamant Armor. (His shield is Hardened for +10 Hardness in addition.)

To his primary bow, he keeps a Lesser Crystal of Acid Assault attached most of the time.
To his other weapons, he keeps Least Crystals of Return attached most of the time, so they can be drawn for free when needed.
However, he can also swap weapon crystals to prepare for Sunder attempts (Least Crystal of Adamant Weaponry, +2 Hardness), or to Undead, evil-Outsider, or Construct enemies (each type corresponds with a Crystal that deals +1d6 damage to it). His bows are already Hardened for +10 hardness.


60 arrows within an Ehlonna's Quiver:
3x Raptor Arrow
15x Razorfeather Arrows
10x Swiftwing Arrows
5x Blunt Arrows
3x Fountainhead Arrow
4x Dragonsbreath Arrows
5x Illusion-Bane +1 Serpentstongue Arrows
5x Revealing +1 Serpentstongue Arrows
7x Greater Dispelling +1 Serpentstongue Arrows
3x Banishing +1 Serpentstongue Arrows


Stone of Good Luck, Rod of Escape, Survival Pouch, Nolzur's Marvelous Pigments, Ehlonna's Seed Pouch, Heward's Fortifying Bedroll, Stone of Alarm, Rod of Viscid Globs, Dark Lantern, Pipes of Sounding, Sending Stones, Spool of Endless Rope, Rope of Stone, Bag of Endless Caltrops, Jumping Caltrops


3x wooden holy symbol of Ehlonna, backpack, belt pouch, waterskin, explorer's outfit, artisan's outfit, 3x spell component pouch, masterwork thieves' tools, masterwork flute, masterwork bowyer's tools, masterwork trapmaker's tools, masterwork jeweler's tools, climber's kit, healer's kit, disguise kit, mechant's scale, amazing lock, masterwork manacles, spellbook, 2x 1-oz ink, inkpen, 7x chalk, 3x 50-ft silk rope, 100-ft silk rope, grappling hook, 30x one-pint oil, flint & steel, winter blanket, signal whistle, fishing net, small steel mirror, whetstone, flour pouch, 20x trail bar, 20x clearwater tablet, 6x trollbane, 9x tindertwig, Quaal's Tree Token, 2x Quaal's Anchor Token, Universal Solvent, 2x antitoxin, 5x smokestick, spell foci, 1x antimagic ray material component, 5x starmantle material component, 4x nightstalker's transformation material component

Spare change: 26 gp, 4 sp


Trapfinding.

INSPIRATION (10 per 1-minute Rest)

Cunning Knowledge: Once per day per skill, Grivvle can spend 1 Inspiration to add +20 to a skill check if he has at least 1 rank in the skill.
Cunning Insight: Grivvle can spend 1 Inspiration to add a +10 competence bonus to his saving throw, attack roll, or damage roll. (Good to add to damage on critical hits!)
Opportunistic Piety: 9/day as a standard action, by presenting his holy symbol and spending 1 Inspiration, Grivvle can channel positive energy to heal, damage undead, or turn undead (which he sucks at). The positive energy channeled is 50 HP worth.
Cunning Strike: Grivvle can spend X Inspiration before making an attack roll to add +Xd6 sneak attack damage to the attack. This ability sucks, he has better ways to get bonus damage.
Cunning Breach: Grivvle can spend 2 Inspiration as a free action to ignore a target's spell resistance and damage reduction for 1 round.
Cunning Surge: Grivvle can spend 3 Inspiration to take an extra standard action on his turn.
Cunning Dodge: 1/day when he would be reduced to 0 or fewer HP, as an immediate action Grivvle can spend 4 Inspiration to ignore the damage.
Cunning Brilliance: 3/day as a free action, Grivvle can gain a prepared Extraordinary class feature from another class (up to 15th level) for 1 minute. Each prepared ability can only be gained once per day. Grivvle normally prepares Sneak Attack +8d6, 11 Bonus Fighter Feats, and Rogue Special Abilities (Crippling Strike, Defensive Roll, Skill Mastery, and a Bonus Feat).


Effectively 1/encounter each:
Counter Charge
Mountain Hammer
Cloak of Deception


Level 7 (pick one per day): spell turning, arrow of bone, brilliant aura, open lesser chakra, Mordenkainen's magnificent mansion, elemental body, greater stone shape, antimagic ray

Lower-Level Spells (pick 7 per day): bite of the weretiger, heroics, mass resist energy, nightstalker's transformation, overland flight, ruby ray of reversal, hardening, cloak of the sea, interplanar telepathic bond, shadow walk, starmantle, superior resistance, targeting ray

Twice per day, Periapt of the Sullen Sea lets him give up a prepared spell of Level 4+ to cast freedom of movement instead.
Twice per day, Belt of the Wide Earth lets him give up a prepared spell of Level 6+ to cast teleport instead.

Draz74
2022-02-12, 01:50 PM
Grivvle in D&D 5e

DEEP GNOME, OUTLANDER, SCOUT ROGUE 6 / BATTLE SMITH ARTIFICER 9 / GLOOM STALKER RANGER 5
STR -1, DEX +3, CON +1, INT +5, WIS +2, CHA -1
Initiative +5
Speed 25 ft
Darkvision 150 ft

Animal Handling +8
Athletics +11
Insight +14
Investigation +17
Nature +17
Perception +14
Religion +11
Stealth +15
Survival +14
Smith's Tools (STR) +11
Tinker's Tools (INT) +17
Woodcarver's Tools (DEX) +15
Flute (CHA) +11
Thieves' Tools (DEX) +15

+1 (Infusion) Shortbow: attack +14, damage 1d6+6 piercing
Silvered Rapier attack +9, damage 1d5+3 piercing
HP 135; Resist necrotic damage
AC 16
Saving Throws: STR +0, DEX +10, CON +2, INT +12, WIS +3, CHA +0
Backup weapons: adamantine dagger, dagger, totem
Worn Items: traveler's clothes, signal whistle, breastplate of necrotic resistance (infusion), cloak of protection, ring of free action, boots of elvenkind (infusion), bag of holding
Consumables: 55x arrow, 5x adamantine arrow, 6x potion of healing, caltrops, ball bearings
Tools: thieves' tools, dice set, disguise kit, forgery kit, herbalism kit, navigator's tools, smith's tools, tinker's tools, woodcarver's tools, flute

signet ring, grappling hook, spyglass, abacus, blanket, bullseye lantern, 4x candle, climber's kit, cold weather clothing, component pouch, crampons, crowbar, fishing tackle, flask, flora & fauna encyclopedia, 6x 25-ft hempen rope (material component for snare), hunting trap, 1-oz ink, ink pen, lizard pelt trophy, magnifying glass, scroll case, merchant's scale, miner's pick, 11x oil, 8x parchment, 4x sealing wax, shovel, snowshoes, soap, 10x torch, traveler's clothes, 5x vial, whetstone, bedroll, mess kit, 10x rations, steel mirror, 4x chalk, healer's kit, tinderbox
Spare Change: 17089.9 gp (mostly in gems)
Gnome Cunning: advantage on INT/WIS/CHA saves vs magic
Sneak Attack 3d6
Flash of Genius: 5/day as a reaction, Grivvle can add +5 to an ability check or saving throw within 30 ft.
Cunning Action: Grivvle can Dash, Disengage, or Hide as a bonus action.
Extra Attack
Dread Ambusher: On the first round of combat, Grivvle gains +10-feet Speed, and an extra weapon attack with the Attack action, which deals +1d8 damage.
Skirmisher: As a reaction when an enemy ends its turn within 5 ft, Grivvle can move up to half his speed without provoking opportunity attacks.
Favored Foe: 6/long rest when Grivvle strikes an enemy with an attack, he can concentrate to mark the target to take +1d4 damage once on each of his turns from attacks for 1 minute.
Uncanny Dodge: As a reaction, Grivvle can halve one attack's damage against him.
Umbral Sight: Grivvle is invisible to darkvision.
Sharpshooter: Grivvle ignores disadvantage/penalties for long range and cover, and can choose to take -5 to a ranged attack roll to add +10 damage to that attack.
Arcane Jolt: 5/long rest (1/turn) Grivvle can deal an extra 2d6 force damage or heal a creature within 30 ft of a target 2d6 HP, when he or his steel defender hits a target with a magic weapon attack.
AC: 15
HP: 52
Speed: 40 ft
STR +2, DEX +1, CON +2, INT -3, WIS +0, CHA -2
Saving Throws: DEX +7, CON +8
Force-Empowered Rend: +11 to hit, 1d8+6 force damage
Vigilant, Repair 3/day, Deflect Attack
At-Will: nondetection (self-only, no material component), guidance, message
1/long rest (only): blindness/deafness, blur, disguise self
1/long rest (or with spell slots): speak with animals*, beast sense*
1st-Level (4/long rest): ensnaring strike*, goodberry*, disguise self*, zephyr strike*, absorb elements, alarm, heroism, longstrider, shield, snare
2nd-Level (3/long rest): pass without trace*, rope trick*, branding smite, enhance ability, lesser restoration, warding bond, web
3rd-Level (3/long rest): aura of vitality, catnap, conjure barrage, elemental weapon
4th-Level (1/long rest)

*Wisdom-based rather than Intelligence-based spells.

Draz74
2022-02-12, 01:53 PM
reserved for

Grivvle in Pathfinder 2e

Draz74
2022-02-12, 01:53 PM
reserved for

Grivvle in Mutants & Masterminds 3e

Draz74
2022-02-12, 01:56 PM
reserved for

Grivvle in Z-Wolf (my homebrew system)

Draz74
2022-02-12, 01:56 PM
reserved for

Grivvle in some other system

Draz74
2022-02-12, 02:04 PM
Kkekhif
https://i.ibb.co/whnKB3c/Kkekhif.png

Kkekhif is a bird-person of nonbinary gender, a martial artist who could fight with a number of weapons but, in keeping with their slightly ascetic philosophy, chooses to fight expertly with the humble staff as their weapon of choice.

Besides superb maneuverability including flight, they are well-trained in negotiation and intimidation of unfriendlies.

Draz74
2022-02-12, 02:05 PM
reserved for

Kkhekhif in D&D 3.5e

Draz74
2022-02-12, 02:07 PM
Kkhekhif in D&D 5e

AARAKOCRA, MERCENARY VETERAN, BATTLE MASTER FIGHTER 12 / LONG DEATH MONK 8
STR +0, DEX +5, CON +2, INT +0, WIS +3, CHA +0
Initiative +5
Speed 40 ft, Fly 65 ft

Athletics +6
History +6
Intimidation +6
Persuasion +6
Land Vehicles (STR) +6
Calligrapher's Supplies (DEX) +11
Dice Set (INT) +6

+2 Quarterstaff: attack +13, damage 1d6+7 bludgeoning
Unarmed Strike attack +11, damage 1d6+5 bludgeoning or slashing, considered magical
HP 135; Resist necrotic damage
AC 18
Saving Throws: STR +6, CON +8
Backup weapons: adamantine dagger, shortsword, longbow
Worn Items: mercenary uniform, signal whistle, cloak of protection, eyes of the eagle, mercenary rank insignia
Consumables: 20x arrow, 2x potion of healing, ball bearings, 9x torch
Tools: calligrapher's supplies, drum, cook's utensils

waterskin, 100-ft silk rope, bullseye lantern, manacles, backpack, pouch, inkpen, mess kit, 3x oil, 4x parchment, 10x rations, 2x sealing wax, soap, pack donkey with pack saddle & saddlebags & cart, 8x feed, iron pot, traveler's clothes, two-person tent, bedroll
Spare Change: 19595.1 gp (mostly in gems)
Second Wind: 1/short rest heal 1d10+12 HP.
Combat Superiority (5d10 + 1d6 per short rest): spend Superiority Dice to fuel maneuvers: Commanding Presence, Menacing Attack, Trip Attack, Goading Attack, Maneuvering Attack, Precision Attack, Disarming Attack, Evasive Footwork.
Martial Arts: bonus action unarmed attack after Attack action.
Action Surge: 1/short rest take an additional Action.
Crusher: 1/round 5-foot forced movement on Large or smaller target who Kkekhif hits with a bludgeoning attack; crit marks a target for advantage on attacks against them until start of Kkekhif's next turn.
Extra Attack 2
Ki (8 per short rest): Spent to fuel Flurry of Blows, Patient Defense, Step of the Wind, Deflect Missiles re-bound attack, Stunning Strike (Con DC 17), Focused Aim.
Touch of Death: Whenever Kkekhif drops a foe within 5 ft, they gain 11 temporary HP.
Hour of Reaping: As an action, Kkekhif frightens all creatures within 30 ft until the end of their next turn (Wis DC 17 neg).
Know Your Enemy: With 1 minute observation or interaction, Kkekhif can gain an idea of a creature's fighting capabilities.
Polearm Master: Bonus action 1d4-base damage butt attack after Attack action; opportunity attack when a creature enters the quarterstaff's reach.
Indomitable: 1/long rest reroll an unfortunate saving throw.
Evasion: Take no damage instead of half on a successful DEX save for half damage.
Stillness of Mind: Action to lose charmed or frightened condition.
Mage Slayer: Reaction attack when a creature within 5 ft casts a spell; potentially breaking concentration causes disadvantage on concentration save; advantage on saves vs. spells cast by a creature within 5 ft.

Draz74
2022-02-12, 02:07 PM
reserved for

Kkhekhif in Pathfinder 2e

Draz74
2022-02-12, 02:08 PM
reserved for

Kkhekhif in Mutants & Masterminds 3e

Draz74
2022-02-12, 02:08 PM
reserved for

Kkhekhif in Z-Wolf

Draz74
2022-02-12, 02:12 PM
reserved for

Kkekhif in some other system

Draz74
2022-02-12, 02:19 PM
Op-Tuun Wyrkurr
https://i.ibb.co/J5Yt0FR/Op-Tuun.png

The group's primary healer and utility magic specialist is a philisophical type who wears heavy armor and wields a shield and some sort of mace-like weapon and beats enemies up hard with it between healing and other magic. A young human man whose shaved head makes him look older. The least assertive (but most intuitive) in the party, he adventures mostly to keep his older sister (forthcoming) safe. His magic includes buffing his own physical prowess up, short- and long-range teleportation, flight, freeing victims from things that bind them in place and restrict their freedom, and dispelling enemy magic.

Draz74
2022-02-12, 02:20 PM
reserved for

Op-Tuun in D&D 3.5e

Draz74
2022-02-12, 02:20 PM
reserved for

Op-Tuun in D&D 5e

Draz74
2022-02-12, 02:21 PM
reserved for

Op-Tuun in Pathfinder 2e

Draz74
2022-02-12, 02:23 PM
reserved for

Op-Tuun in Mutants & Masterminds 3e

Draz74
2022-02-12, 02:26 PM
reserved for

Op-Tuun in Z-Wolf

Draz74
2022-02-12, 02:26 PM
reserved for

Op-Tuun in some other system

Draz74
2022-02-12, 02:31 PM
Zar-Lan Wyrkurr
https://i.ibb.co/c8Vb7WW/Zar-Lan.png

Zar-Lan is brash and hot-headed, and obsessed with the draconic birthright she and Op-Tuun share (a great-great-great uncle Brass Dragon, who is amused by having a human apprentice). So she's a blasting magic user who adopts as much as she can of draconic abilities. She's also a minor melee menace, mostly making opportunity attacks with her long spear or similar weapon.

Draz74
2022-02-12, 02:31 PM
reserved for

Zar-Lan in D&D 3.5e

Draz74
2022-02-12, 02:32 PM
reserved for

Zar-Lan in D&D 5e

Draz74
2022-02-12, 02:34 PM
reserved for

Zar-Lan in Pathfinder 2e

Draz74
2022-02-12, 02:34 PM
reserved for

Zar-Lan in Mutants & Masterminds 3e

Draz74
2022-02-12, 02:35 PM
reserved for

Zar-Lan in Z-Wolf

Draz74
2022-02-12, 02:35 PM
reserved for

Zar-Lan in some other system

jdizzlean
2022-02-13, 12:41 PM
The Mod Life Crisis: Thread Closed