StickMan
2008-01-15, 09:20 AM
OK so I've posted about this game before, but now I'm posting some things I'm actually making for the game, Yea. So for the people not in the know the game is basically I am Legend(the movie) placed in a 19th century pseudo England/US setting DND setting. The players at this point are at the start of everyone turning in to feral pseudo-vampires, having just survived the inn they were staying inn getting from the creatures climbing/jumping over the first floor and threw windows.
Now the game is using a few variant most importantly the E6 Rules (http://www.enworld.org/showthread.php?t=206323) that cap max level at 6. As well we are also playing with class defense bonuses (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) and Armor as damage reduction (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm).
I'm not trying to recreate the monsters from I am Legend exactly so don't expect them to be the same. I'm also going to have different stages of the infection have different stats.
Stage 1 Infected
Medium Monstrous Humanoid (Human)
HD 1d8+3 (7hp)
Speed 30 ft. (6 squares), Climb 10 ft (2 squares)
Init: +4
AC 14(+4 natural); touch 10; flat-footed 14
BAB +1; Grp +3
Attack Standard attack +3 claw (1d4+2/x2)
Full-Attack Full attack two claws +3/+3 (1d4+2/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
Special Qualities Fast healing 1, Darkvision 60ft.
Saves Fort +3 Ref +2 Will +2
Abilities Str 14, Dex 10, Con 16, Int 4, Wis 10, Cha 8
Skills Jump +10 (+4 racial bonus),
Feats Improved Initiative
Environment
Organization Solo, pair, pack (4-6), large pack (7-12).
Challenge Rating 1
Treasure None
Alignment N
Advancement By Hit Dice
Level Adjustment -
Stage 2 Infected
Medium Monstrous Humanoid (Human)
HD 2d8+6 (15hp)
Speed 30 ft. (6 squares), Climb 10 ft (2 squares)
Init: +4
AC 14(+4 natural); touch 10; flat-footed 14
BAB +2; Grp +3
Attack Standard attack +4 claw (1d6+2/x2)
Full-Attack Full attack two claws +4/+4 (1d6+2/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
Special Qualities Fast healing 2, Darkvision 60ft, Damage Reduction 1/-
Saves Fort +3 Ref +2 Will +2
Abilities Str 14, Dex 10, Con 16, Int 4, Wis 10, Cha 7
Skills Jump +11 (+4 racial bonus),
Feats Improved Initiative
Environment
Organization Solo, pair, pack (4-6), large pack (7-12).
Challenge Rating 2
Treasure None
Alignment N
Advancement By Hit Dice
Level Adjustment -
Stage 3 Infected
Medium Monstrous Humanoid (Human)
HD 4d8+12 (30hp)
Speed 30 ft. (6 squares), Climb 15 ft (2 squares)
Init: +5
AC 16(+5 natural, +1 Dex); touch 11; flat-footed 14
BAB +4; Grp +6
Attack Standard attack +6 claw (1d6+3/x2)
Full-Attack Full attack two claws +7/+7 (1d6+3/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
Special Qualities Fast healing 3, Darkvision 60ft, Damage Reduction 1/-
Saves Fort +4 Ref +5 Will +4
Abilities Str 16, Dex 12, Con 16, Int 3, Wis 10, Cha 6
Skills Jump +13 (+4 racial bonus),
Feats Improved Initiative, Weapon focus (claw)
Environment
Organization Solo, pair, pack (4-6), large pack (7-12).
Challenge Rating 3
Treasure None
Alignment N
Advancement By Hit Dice
Level Adjustment -
I will also likely have move advanced versions as pack leader or harder challenges, but that is most of what they will be facing.
OK now for the fire arms these are based on my rough knowlege of 19th century firearms. Not ably I have no clue how long it should take to reload the Magazine on a Rifle of the time so I'm just leaving it as a full round action. Cost is not listed as its not really a factor in a post-apocalyptic world.
Fire Arms
{table=head]Gun|Damage|Critical|Range|Rounds
Lever-action Rifle|2d8|60ft|x2|10
Pump-action Rifle|2d8|60ft|x2|10
Revolver|1d10|40ft|x2|6[/table]
Lever-Action Rifle: Loading a Lever-Action Rifle's magazine is a full round action. You can load One bullet into the barrel from the magazine as Swift Action per round, loading a second bullet in to the barrel costs move action.
Pump-Action Rifle: Loading a Pump-Action Rifle's Magazine is a full round action. You can load One bullet into the barrel from the magazine as a free action once per round, loading a second costs a Swift action, and a 3rd costs a move action.
Revolver: Loading a Revolver's magazine is a full round action. A Revolver reloads the barrel after each shot.
The odd loading system makes it so that to effectively have a high output of shots you need to make use of Rapid Shot and Many Shot feats and also to reflect the fact that Loading Lever and Pump Action Guns is not automatic.
I'll try to clarify this more later but I'm fighting a cold and a headache so I can't even think it out strait (Trust me it works, I think).
Now the game is using a few variant most importantly the E6 Rules (http://www.enworld.org/showthread.php?t=206323) that cap max level at 6. As well we are also playing with class defense bonuses (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) and Armor as damage reduction (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm).
I'm not trying to recreate the monsters from I am Legend exactly so don't expect them to be the same. I'm also going to have different stages of the infection have different stats.
Stage 1 Infected
Medium Monstrous Humanoid (Human)
HD 1d8+3 (7hp)
Speed 30 ft. (6 squares), Climb 10 ft (2 squares)
Init: +4
AC 14(+4 natural); touch 10; flat-footed 14
BAB +1; Grp +3
Attack Standard attack +3 claw (1d4+2/x2)
Full-Attack Full attack two claws +3/+3 (1d4+2/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
Special Qualities Fast healing 1, Darkvision 60ft.
Saves Fort +3 Ref +2 Will +2
Abilities Str 14, Dex 10, Con 16, Int 4, Wis 10, Cha 8
Skills Jump +10 (+4 racial bonus),
Feats Improved Initiative
Environment
Organization Solo, pair, pack (4-6), large pack (7-12).
Challenge Rating 1
Treasure None
Alignment N
Advancement By Hit Dice
Level Adjustment -
Stage 2 Infected
Medium Monstrous Humanoid (Human)
HD 2d8+6 (15hp)
Speed 30 ft. (6 squares), Climb 10 ft (2 squares)
Init: +4
AC 14(+4 natural); touch 10; flat-footed 14
BAB +2; Grp +3
Attack Standard attack +4 claw (1d6+2/x2)
Full-Attack Full attack two claws +4/+4 (1d6+2/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
Special Qualities Fast healing 2, Darkvision 60ft, Damage Reduction 1/-
Saves Fort +3 Ref +2 Will +2
Abilities Str 14, Dex 10, Con 16, Int 4, Wis 10, Cha 7
Skills Jump +11 (+4 racial bonus),
Feats Improved Initiative
Environment
Organization Solo, pair, pack (4-6), large pack (7-12).
Challenge Rating 2
Treasure None
Alignment N
Advancement By Hit Dice
Level Adjustment -
Stage 3 Infected
Medium Monstrous Humanoid (Human)
HD 4d8+12 (30hp)
Speed 30 ft. (6 squares), Climb 15 ft (2 squares)
Init: +5
AC 16(+5 natural, +1 Dex); touch 11; flat-footed 14
BAB +4; Grp +6
Attack Standard attack +6 claw (1d6+3/x2)
Full-Attack Full attack two claws +7/+7 (1d6+3/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
Special Qualities Fast healing 3, Darkvision 60ft, Damage Reduction 1/-
Saves Fort +4 Ref +5 Will +4
Abilities Str 16, Dex 12, Con 16, Int 3, Wis 10, Cha 6
Skills Jump +13 (+4 racial bonus),
Feats Improved Initiative, Weapon focus (claw)
Environment
Organization Solo, pair, pack (4-6), large pack (7-12).
Challenge Rating 3
Treasure None
Alignment N
Advancement By Hit Dice
Level Adjustment -
I will also likely have move advanced versions as pack leader or harder challenges, but that is most of what they will be facing.
OK now for the fire arms these are based on my rough knowlege of 19th century firearms. Not ably I have no clue how long it should take to reload the Magazine on a Rifle of the time so I'm just leaving it as a full round action. Cost is not listed as its not really a factor in a post-apocalyptic world.
Fire Arms
{table=head]Gun|Damage|Critical|Range|Rounds
Lever-action Rifle|2d8|60ft|x2|10
Pump-action Rifle|2d8|60ft|x2|10
Revolver|1d10|40ft|x2|6[/table]
Lever-Action Rifle: Loading a Lever-Action Rifle's magazine is a full round action. You can load One bullet into the barrel from the magazine as Swift Action per round, loading a second bullet in to the barrel costs move action.
Pump-Action Rifle: Loading a Pump-Action Rifle's Magazine is a full round action. You can load One bullet into the barrel from the magazine as a free action once per round, loading a second costs a Swift action, and a 3rd costs a move action.
Revolver: Loading a Revolver's magazine is a full round action. A Revolver reloads the barrel after each shot.
The odd loading system makes it so that to effectively have a high output of shots you need to make use of Rapid Shot and Many Shot feats and also to reflect the fact that Loading Lever and Pump Action Guns is not automatic.
I'll try to clarify this more later but I'm fighting a cold and a headache so I can't even think it out strait (Trust me it works, I think).