Monster Blueprint User Guide

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Epic Path includes a bestiary with quite a few monsters that are ready to run, but there will always be a time when you need to create your own creatures for your campaign. We've tried to make this process as simple as possible, but there are a few design concepts that you should be aware of, before you begin.

Monster Blueprints

On the bestiary page, the first entry of each CR is a blueprint for monsters of that CR. The blueprint includes to-hit numbers, recommended damage numbers, saving throws and other numerical data which reflect the appropriate power level for monsters at that CR. While it may seem a bit soulless to have every monster at CR 5 have a +10 to-hit, and deal 1d8+6 damage with a weapon, the key is that those numbers are derived from a LOT of numerical analysis of what PC armor classes and hit points will be for level 5.

Rather than striving for each monster's base numbers being unique (a fact that most players will never notice), the design of each monster includes one or more special abilities which the monster uses during combat. These special abilities are what make each monster unique. Frequently, if a monster is one of a race of monsters, such as kobolds, they'll all share one or more abilities that are common to that race of monster (in this case, they all have some variation of the 'shifty' ability, which lets them take an extra 5-foot step each round, based on certain circumstances). This creates a theme for those monsters that players will associate with those monsters, making them memorable and distinct. It doesn't matter that a CR 3 Kobold Warrior has the exact same number of hit points as a CR 3 Crocodile, because the Kobold Warrior behaves nothing like a Crocodile in combat.

Using the Blueprints

To make a new monster, decide what CR it will be, and copy the blueprint for that CR into a new page. When you look through the blueprint, you'll see a bunch of field names followed by an equals sign, such as:

| MonsterName = 

In most cases, the name of the field tells you what should be put after the equals sign. In other cases, comments have been added below the field to tell you what the valid values for the field are, or how to use the field. If values are listed for a field, they are probably caps-sensitive, so copying and pasting the desired value is probably the safest bet.

In the case above, you would fill out the field with the monster's name, like this:

| MonsterName = Stripy Aardvark

Most of the fields in the template are optional. You could give the monster a name and a quick description, hit save, and you'll have a monster (albeit a fairly dull one). For that matter, if you change the CR value at the top of the blueprint to any other CR up to 40, all of the monster's relevant stats will update (once you save it) to the new CR. This makes it very easy to take an existing monster and add a few levels to it. (You should probably save the monster of the new CR to a different page, however, rather than overwriting the existing monster entry.)

A lot of the fields in the blueprint have the word "nudge" in them, and allow you to tweak the baseline numbers for the monster in relation to its CR. You could raise or lower it's Fortitude Saving Throw value by +2 or -2, for example, just to make it different from another monster of the same CR. Try to avoid large changes in these numbers, or you will make the monster more difficult (or easier) than is appropriate for its CR. The baseline numbers were chosen for a reason and represent a good challenge for players of that level.

Special abilities in the blueprints make use of variables (listed in the comment below the special ability description) which replace the numerical values for to-hit, damage and saving throws, for that special ability. This allows the template to update the numbers in the special ability to the standard for the CR you want, and dynamically changes those numbers of you change the CR. Of course, if you want them to be higher or lower than normal for whatever CR they are, you can also nudge them using the "Nudge" fields below the description section of each special ability.

Monsters can have up to 9 special abilities, if you want, but in most cases, two or three is more than enough to establish a unique shtick for the monster, and make it feel distinct from other monsters the players have fought. Having more than 5 special abilities will probably make the monster harder to run, since it won't be as clear what it should do. Of course, if the monster needs 5 abilities, or even 9, then that's what it needs. Be creative, and make some fun monsters.

Don't Adjust Derived Stats

The creature's base attributes (STR, DEX, CON, etc.) are values you are expected to provide. These can be copied from another monster's stats (Pathfinder, D&D, etc.) if you wish, but are in the blueprint to provide completeness and to give you a chance to identify the strengths and weaknesses of the creature's attributes. A sneaky monster will likely have a high dexterity, for example.

However, derived stats that already have a value filled in, such as Maneuver Offense, Maneuver Defense and saving throws, already assume average stats for creatures of that CR, and should not be adjusted based on the creature's base attributes (STR, DEX, CON, etc.). Derived values may be tweaked a little, generally +/- 1, to suit the theme of the creature being converted. However, significant adjustments, even at high levels, will unbalance the encounter.

The exception is for size modifiers, especially to AC, Maneuver Offense and Maneuver Defense, which may be added to the custom monster's blueprint, if desired. The blueprints assume medium-sized creatures, but these adjustments are optional. If you forget, or don't feel like updating your custom monster for size modifiers, your encounter won't really suffer for it.

Special Defenses

Some types of monsters, such as Oozes or Undead, have their own set of special defenses which apply to all members of their type. These special defenses have been called out for the main monster types on the Monster Types page.

  • Note: Despite the name, creatures with "immunity to precision damage" actually take half damage from precision damage. In addition, Rogues have the special ability to flank creatures immune to flanking, which allows them to qualify for sneak attacks against such creatures, though they do not receive the +2 flanking bonus to hit against such creatures.

Monsters With Spell Resistance

Spell Resistance is not terribly fun for players, but sometimes a monster is just immune to magic. To represent this, rather than just telling the sorcerer to sit this fight out because he's worthless against this opponent, there's spell resistance.

Spell resistance should nearly always have a value of 10 + the monster's CR. This gives most PC's a roughly 50% chance to succeed in casting a spell on this monster. While you may not feel that a 50% success rate really represents "immunity to spells", remember that failing this roll means the PC just wasted his whole turn and lost his spell. This is a very big deal, and is similar in nastiness a monster inflicting a strong status condition on that character as a free action.

Also remember that the PC's are heroes. They're not your typical town drunk who happened to pull on a leather jerkin and decide to go smite some evil. They're the main characters of the story because they're special. A PC who overcomes a monster's spell resistance has just cast a spell on a creature who is immune to magic, because the PC is JUST THAT BAD-ASS! He bullied that magic onto that monster through sheer force of will!

While you can make monsters which are totally immune to magic, we feel this is very bad design. The recurring theme of Epic Path is, even if it's crazy, the PC's should have a chance to try it. So, let your PC's blast through that spell immunity 50% of the time. It's a lot more satisfying to your players than being told to sit quietly in the corner until the golem is dead.

Skills and Feats

It's okay for monsters to have a couple of feats, and a couple of skills, but you should choose those feats and skills carefully, based on what you think they will actually get to use in the 3 rounds they'll get before the party cuts them down. A monster that relies on ranged attacks for most of its damage will likely have the Precise Shot feat, just to avoid that -4 penalty to attacks into melee (which always comes up). On the other hand, if that monster's ranged attacks are all ranged touch, maybe they don't really need that Precise Shot feat. Telling the players that the monster is picking off the folks who aren't in melee because it doesn't take a penalty for those attacks is interesting. It lets the players adjust their tactics to the monster's weaknesses, which leads to a more fun fight.

The key things to remember about choosing feats or skills for a custom monster are: only pick things they'll actually get to use, and try to keep it as simple to run as you can.

Choosing that "Leadership" feat might seem like an interesting role-playing choice for that Orc Warlord you're designing, but you'll spend half the fight reading the six pages of rules for the Leadership feat, only to find it doesn't have any practical application in the fight anyway.

You should always assume your creatures have skills and feats that aren't listed, which are only usable outside of combat. There shouldn't be limitations to your monster's role-playing just because a feat isn't listed in its combat stats. Similarly, spellcasting monsters will always have more spells available to them than the ones listed on their monster writeup. That "mending" cantrip is darned handy, but it's completely irrelevant to combat, and distracting to look at when you're running the fight. Leave it off the writeup, and if you must detail everything they can do outside of combat, put it in the "Out of Combat" section at the bottom of each monster entry, for your convenience.

In the fight, you want the monster writeup to be as succinct and easy to read as possible.

Note that monsters follow the same rules for skill checks as players:

  • On a roll of a natural 1, a skill check is always a failure.
  • On a roll of a natural 20, the monster may add 1/2 their CR to the skill check's result as a critical bonus.

Designing Special Abilities

A monster's special abilities are where it really shines as a distinct creature, rather than just a set of numbers. If you're making your own monsters, you should spend some time thinking up new and interesting special abilities, and those abilities should map to the overall feel you're trying to create with the monster. An big hulking brute of a monster, for example, shouldn't get a bunch of oddball magical effects, they should have big powerful attacks or unusual defenses.

The blueprints contain a few recommendations for how much damage special abilities should do at the CR selected, as well as a saving throw DC that should be used for any special ability which requires one.

A useful rule to follow is that no special ability should ever do damage without either the monster or the PC getting a die roll to mitigate it.

If a special ability inflicts a Status Condition, GM's should make sure that the status condition's severity is appropriate to the CR of the monster. In general, moderate and strong status conditions, especially those conditions which completely take a player out of the action (e.g. petrified), should require more than one action from the monster to inflict (the first action inflicts the weak or moderate condition in the array). A second action on the same target, if that target is still afflicted with the lesser condition, could then inflict the strong condition (overwriting the lesser condition). Epic level monsters may break this rule, since players should have more ways to escape from stronger conditions at that point.

Attacks which have a to-hit roll and only inflict a status condition (or those which inflict a very low amount of damage for the CR) should not permit a saving throw. Attacks which inflict normal damage and a status condition should offer a saving throw for the status condition.

Similarly, if the special ability is an attack that requires only a move action or a swift action to perform (instead of a standard action), it should either be weaker than a normal attack, or offer a saving throw in addition to the to-hit roll (save for half is a good option). Conversely, special abilities that require a full-round action or a full-attack action should generally be stronger than normal attacks.

Finally, realize that monsters don't actually need very many special abilities, even for complex uniques like Orcus. Your monsters probably won't live more than about three rounds. Listing every spell your demi-lich memorized this morning is pointless. Just pick a few really interesting special abilities to make the fight memorable. You cut down your prep time, and you won't have to stare at the monster stat block for 10 minutes each round trying to figure out what it should do next. 'Interesting but simple' should be the mantra here.

Touch Attacks

Sometimes a monster will have an attack which bypass the mundane protections of the opponent's defenses. Often times, these attacks are not as powerful, or are debuff attacks rather than damage attacks. Other times, the monster will have some means of ignoring the physical armor of its target, perhaps because it is incorporeal or is delivering a spell effect via touch.

To calculate the attack bonus for a Monster's touch attacks, simply add +4 to their normal attack bonus.

Applying a Pattern or Role

The rules for applying a pattern or role to a monster are detailed on the Monster Patterns and Roles page.

In addition to that, always use Roles and Patterns with care the first time you are trying something out. As a rule of thumb, use ONLY ONE monster with a given Role the first time you try one, and 'fill out' the rest of the encounter with regular mobs.

Specifically, most Roles shouldn't be used too heavily below CR11. We find the most 'benign' Roles are the Heavy and Threat roles, which can generally be used safely, and carefully, as low as CR 1. The Killer, Sneak, Leader, Legend, and Villain roles should probably be saved for CR11 or better, and the rest of the roles (Shooter, Tank, Minion, etc) can be cautiously integrated into play between CR 3 and 10 or so.

Of course, these are just guidelines, and must be adjusted to match your party. If you have a large, experienced group with a tank and two buffers backing up four min-maxed strikers, with a damage-specced arcane caster mopping up in the vanguard, then, do what you have to do to challenge those guys. If you have a party of dreamy role-players, you want to take it easy with the really mean stuff, and concentrate on your romance role-play. You smooth devil, you.

List of Fields in the Monster Template

CR

  • values: any integer between 1 and 40.
  • this field is mandatory.

Monster Name

  • this field is mandatory.

Image

  • just put the file name, with the file name extension. E.g. Monster.jpg
  • optional, but do it anyway, slacker.

Role

  • values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank

Description

  • Be as detailed as possible, and try to include the following:
    • physical description
    • culture of the monster, if any
    • local beliefs or common knowledge about the monster
  • do not include:
    • descriptions of special abilities
    • descriptions of combat tactics
  • this is the information a player will get if they succeed on a basic lore check, so it should contain at least some useful information.

Alignment

  • Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil

Size

  • Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic, Titanic +, Titanic ++, Titanic +++, etc.

Type

  • Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin

Subtype

  • Some monsters have a second type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
  • Values if type is Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
  • Values if type is Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
  • Only put one value in this field. If multiple options exist, choose the most important / appropriate one.
  • All other monsters should probably leave this field blank.

NudgeBasicLoreValue

  • This field lets you alter the DC of the basic knowledge check for this monster (default is double the monster's CR)
  • Values: any positive or negative number, or leave blank. Max recommended is +/-4

NudgeFullLoreValue

  • This field lets you alter the DC of the full knowledge check for this monster (default is 15 + double the monster's CR)
  • Values: any positive or negative number, or leave blank. Max recommended is +/-4

NudgeInit

  • Allows you to adjust the initiative of the monster, up or down, from the base for its CR.
  • Values: any positive or negative number, or leave blank. Max recommended is +/-8

Senses

  • Provide a list of the senses the monster possesses.
  • Copy and paste the links from the list below, for each of the monster's senses, and also list the range of the sense, if applicable.
[[Standard Senses]]
[[Blind]] to Vision
[[Blind]] to Sound
[[Blind]] to Smell
[[Low-Light Vision]]
[[Darkvision]]
[[Heartsight]]
[[Keen Hearing]]
[[Precise Hearing]]
[[Echolocation]]
[[Scent]]
[[Keen Scent]]
[[Perfect Scent]]
[[Airsense]]
[[Blindsense]]
[[Cloudsense]]
[[Lifesense]]
[[Mindsense]]                                  
[[Tremorsense]]

NudgePerception

  • Allows you to adjust the perception of the monster, up or down, from the base for its CR.
  • Values: any positive or negative number, or leave blank. Max recommended is +/-8

NudgeAC

  • Allows you to adjust the AC of the monster, up or down, from the base for its CR.
  • Values: any positive or negative number, or leave blank. Max recommended is +/-4

Nudge-Maneuver-Defense

  • Allows you to adjust the Maneuver Defense of the monster, up or down, from the base for its CR.
  • Values: any positive or negative number, or leave blank. Max recommended is +/-4

Maneuver-Defense-Notes

  • Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples")

NudgeHitPoints

  • Allows you to adjust the hit points of the monster, up or down, from the base for its CR.
  • Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any)

Fort / Refl / Will

  • State whether this is a strong or weak save for the monster.
  • Values: S (for Strong save), leave blank for Weak save
    • Most monsters have 1 strong save and 2 weak saves
    • Heavies, Tanks, Threats and Villains have 2 strong saves
    • Dragons usually have 3 strong saves

NudgeFort / NudgeRefl / NudgeWill

  • Allows you to adjust the hit points of the monster, up or down, from the base for its CR.
  • Values: any positive or negative number, or leave blank. Max recommended is +/-3

SpecialDefenses

  • This is where any Damage Resistance (DR) or Energy Resistance (ER) values should be listed.

StrongAgainst

  • This is where any 'immunity' or 'hardened' values should be listed.
  • immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
'''''Hardened (½ damage):'''''
'''''Immune (no effect):'''''  

Hide-Role-Strong-Against-1

  • Use this field if you don't want the "strong against" value from the monster's role to be shown.
  • Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))
  • only applicable if the monster has a role.

Hide-Type-Strong-Against-1 (through 6)

  • Use these fields if you don't want the "strong against" value from the monster's type to be shown.
  • Usually, you should save the template to see what shows up, and find the number of any parts of the list you want to exclude.
  • Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))

Hide-Subtype-Strong-Against-1 (through 6)

  • Use these fields if you don't want the "strong against" value from the monster's subtype to be shown.
  • Usually, you should save the template to see what shows up, and find the number of any parts of the list you want to exclude.
  • Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))
  • only applicable if the listed subtype is by itself, and is one of the 'type' values.

WeakAgainst

  • This is where any 'vulnerable' or 'defenseless' values should be listed.
  • Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added.
'''''Vulnerable (1.5x damage):'''''
'''''Defenseless (2x damage):''''' 

Hide-Type-Weak-Against-1

  • Use these fields if you don't want the "weak against" value from the monster's type to be shown.
  • Usually, you should save the template to see what shows up, and find the number of any parts of the list you want to exclude.
  • Values: Values: Y (for yes) or leave blank (to leave 'Weak Against' values for type (if any))

Hide-Subtype-Weak-Against-1

  • Use these fields if you don't want the "weak against" value from the monster's subtype to be shown.
  • Usually, you should save the template to see what shows up, and find the number of any parts of the list you want to exclude.
  • Values: Values: Y (for yes) or leave blank (to leave 'Weak Against' values for subtype (if any))
  • only applicable if the listed subtype is by itself, and is one of the 'type' values.

MoveTypes

  • Provide a list of the movement types the monster possesses.
  • Copy and paste the links from the list below, for each of the monster's movement types, and also list the range of the movement, if applicable.
[[Burrowing]]
[[Tunneling]]
[[Earth Glide]]
[[Lesser Climb]]
[[Greater Climb]]
[[Brachiating]]
[[Hover]]
[[Lesser Flight]]
[[Greater Flight]]
[[Lesser Swim]]
[[Greater Swim]]
[[Jet]]
[[Lesser Teleport]]
[[Greater Teleport]]

NudgeSpace

  • This is the number of SQUARES that the creature occupies, based on its size.
  • You can use this value to adjust its size above or below its default size.
  • Values: any positive or negative number, or leave blank. Max recommended is +/-2.
  • NOTE: If type or subtype is "Swarm", the space will default to 10 ft.
  • NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)
  • WARNING: Removing size from a creature is very powerful, as it allows more monsters to attack a single point. Lower monster size with extreme care!

NudgeReach

  • This is the number of SQUARES that the creature can reach with its melee attacks.
  • Most creatures have a reach equal to their size (e.g. 5-feet for sized medium, 10 feet for sized large, etc.).
  • Values: any positive or negative number, or leave blank. Max recommended is +/-2.
  • WARNING: Adding reach to a creature is very powerful, especially if they also have the combat reflexes feat.
  • NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.
  • NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)

MeleeOrNatural

  • This field is MANDATORY
  • Sets the kind of attacks the creature makes.
  • Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)

MultipliedDamageType

  • Only applicable if the monster has a role
  • Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg), or leave blank if no role.
  • Melee uses only the primary section (below).
  • Natural uses both the primary and secondary sections (below).
    • An example natural primary is a single 'bite' attack.
    • An example natural secondary is usually two 'claw' attacks.
  • Roles can use tertiary and quaternary attacks, as part of their additional attacks.
    • An example tertiary is a single 'tail' attack.
    • An example quaternary is two 'wing' attacks.

PriAtkName (through Sec, Ter, and Qua)

  • The name of the attack. It can be as vanilla as "longsword" or "bite", but can also be colorful, such as "blibbering slap-pod".
  • You must always name the primary attack
  • If the monster uses 'natural' attacks (see "MeleeOrNatural" above), you also need to name the secondary attack.
  • If you leave tertiary blank, it will not be used.
    • If you name it, the template will pull half the attacks out of primary to use as tertiary (reducing the number of primary attacks at the same time). This does not add any attacks, it just redistributes them.
  • If you leave quaternary blank, it will not be used.
    • If you name it, the template will pull half the attacks out of secondary to use as quaternary (reducing the number of secondary attacks at the same time). This does not add any attacks, it just redistributes them.

PriAtkNotes (through Sec, Ter, and Qua)

  • add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)

PriAtkNotes-FullAtkOnly (through Sec, Ter, and Qua)

  • use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank

Override-Pri-Atk--Std-Atk-Qty (through Sec, Ter, and Qua)

  • Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  • if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value

Override-Pri-Atk--Full-Atk-Qty (through Sec, Ter, and Qua)

  • Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  • if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value

PriAtkVSTouchAC (through Sec, Ter, and Qua)

  • Use this field if to-hit is resolved as a touch attack
  • Values: Y (for yes), or leave blank (for no)

PriAtkIsAuto-Hit (through Sec, Ter, and Qua)

  • Use this field if attack has no to-hit roll
  • Values: leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")

NudgePriToHit (through Sec, Ter, and Qua)

  • Allows you to adjust the to-hit of the monster for the specific attack type (primary, secondary, tertiary, or quaternary), up or down, from the base for its CR.
  • Values: any positive or negative number, or leave blank. Max recommended is +/-4

NudgePriDamage (through Sec, Ter, and Qua)

  • Allows you to adjust the damage of the monster for the specific standard attack type (primary, secondary, tertiary, or quaternary), up or down, from the base for its CR.
  • Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank

NudgeFullAtk-PriDamage (through Sec, Ter, Qua, and Ranged)

  • Allows you to adjust the damage of the monster for the specific full attack type (primary, secondary, tertiary, or quaternary), up or down, from the base for its CR.
  • Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank

RangedAtkName

  • Name of ranged attack (e.g. "Longbow" or "Hurled Rock")
  • if blank, monster has no ranged attack

HasRangedFullAttack

  • Determines whether the creature is capable of multiple ranged attacks during a full attack action.
  • Values: Y (for yes), or leave blank (for no)

RangedAtkIncrementDistance

  • Range increment in feet (e.g. 20 means 20 ft.); -2 to hit per increment after first

RangedAtkNumberOfIncrements

  • Number of increments before max range of attack
  • thrown is 5 (this is the default value)
  • projectile is 10

RangedAtkNotes

  • add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)

RangedAtkNotes-FullAtkOnly

Override-Ranged-Atk--Std-Atk-Qty

Override-Ranged-Atk--Full-Atk-Qty

RangedAtkVSTouchAC

RangedAtkIsAuto-Hit

NudgeRangedToHit

NudgeRangedDamage

Nudge-Maneuver-Offense

Maneuver-Offense-Notes

SiegeDmgCapable

SiegeAtkName

SiegeAtkNotes

Override-Siege-Atk-Qty

SiegeAtkIncrement

SiegeAtkNumberOfIncrements

Nudge-Siege-Maneuver-Offense

NudgeSiegeDamage

Str

Dex

Con

Int

Wis

Cha

Feat1 (through 4)

Skill1 (through 5)

NudgeSkill1 (through 5)

Skill1Notes (through 5)

Languages

HideRoleReminder1 (through 4)

Ability-1-Name (through 9)

Ability-1-Type (through 9)

Ability-1-Concentration (through 9)

Ability-1-Description (through 9)

NudgeAbility1ToHit (through 9)

NudgeAbility1TouchAttack (through 9)

NudgeAbility1SaveDC (through 9)

NudgeAbility1StandardDamage (through 9)

NudgeAbility1SwiftDamage (through 9)

NudgeAbility1AlphaDamage (through 9)

NudgeAbility1-AbilityDamage (through 9)

NudgeAbility1-HitPoints (through 9)

NudgeAbility1-HitDice (through 9)

NudgeAbility1-ManeuverOffense (through 9)

NudgeAbility1-ManeuverDefense (through 9)

CombatTactics

OutOfCombat

TreasureNotes

XPNotes