Template:Bogey Role

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Heavy

Durability: 2

XP: 2

Salvage: 2

Action Points: 1

Damage Multiplier: 2

Initiative Mod: 0

Condition Immunity:

  • (Heavy Role) Immunity: 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 CMB, CMD, DR, 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 durability, it is not destroyed. 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 durability is 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 destroyed for good the second time its durability reaches zero.

Reminder 2:

Reminder 3:

Reminder 4:

Killer

Durability: 2

XP: 2

Salvage: 2

Action Points: 0

Damage Multiplier: 3

Initiative Mod: 0.33

Condition Immunity:

Reminder 1:

Swift as Death (Ex; Killer Reminder 1)

Killers gain a +2 bonus to Speed, and can make any number of facing changes after a Move or Double Move action without performing a Focus Action.

Reminder 2:

Reminder 3:

Reminder 4:

Leader

Durability: 2

XP: 2

Salvage: 2

Action Points: 0

Damage Multiplier: 1

Initiative Mod: 0

Condition Immunity:

Reminder 1:

Smash the Line (Ex; Leader Reminder 1)

Once per round as a free action, a Leader may push an enemy he has just struck up to 3 squares as forced movement. He may follow the pushed target through any spaces it has been forced to move out of.

Reminder 2:

Shouted Command (Ex; Leader Reminder 2)

Once per round as a swift action, a Leader may grant any one ally within the range of his weapons (usually 6 squares) a free standard action to be used immediately.

Reminder 3:

Inspirational Leadership (Ex; Leader Reminder 3)

Leaders give all allies who have line of sight on the leader a +2 morale bonus to CMB and CMD per five CR's of that ally (round up). This buff ends immediately when the leader is killed. This buff does not affect the leader, though if another leader is present, the leader can gain 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

Durability: 0+1

XP: 0.25

Salvage: 0.25

Action Points: 0

Damage Multiplier: 1

Initiative Mod: 0

Condition Immunity:

Reminder 1:

Buffs and Heals (Ex; Minion Reminder 1)

Minions never gain bonus or temporary durability, nor can they repair durability, although both count as a buff if granted by an ally vehicle. If a minion receives any buff, at all, it gains a +2 untyped bonus to CMD. 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)

Minion vehicles are able to occupy the same space as another minion without risk of collisions, though no more than two minions can occupy the same space.

Reminder 3:

One Durability (Ex; Minion Reminder 3)

Minions only have 1 point of durability, but it is special. Destroying a minion requires either the attacker to succeed on a CMB roll. Even then, if the minion is able to successfully mitigate all of the damage with DR, they survive anyway. Minions NEVER take damage from misses or from a a spell or effect which grants a saving throw (remember that all vehicles automatically succeed on any saving throw), even of that spell or effect would normally deal partial damage on a successful save.
Always-hit abilities which are explicitly deal siege damage (not normal damage) must instead roll a CMB check to hit any minion in their area of effect. If the CMB check hits, the minion dies. If the CMB check misses, the minion lives.

Reminder 4:

Shooter

Durability: 2

XP: 2

Salvage: 2

Action Points: 0

Damage Multiplier: 2

Initiative Mod: 0.5

Condition Immunity:

Reminder 1:

Deadshot (Ex; Shooter Reminder 1)

Shooters may use a Focus Action (swift) to cause their next attack made during their current turn to have a maximum range of 10 squares, with no CMB penalties for range.

Reminder 2:

Reminder 3:

Reminder 4:

Sneak

Durability: 1

XP: 2

Salvage: 2

Action Points: 0

Damage Multiplier: 1

Initiative Mod: 0.5

Condition Immunity:

Reminder 1:

Phantom (Ex; Sneak Reminder 1)

Once per encounter as a free action, a Sneak may activate Phantom to cause all attacks made against it until the start of its next turn to have a 50% miss chance, and deal only half damage if they hit.

Reminder 2:

Aethereal Shift (Ex; Sneak Reminder 2)

Once per encounter as a swift action, a Sneak may teleport to an unoccupied space they can perceive within 20 squares of their current space.

Reminder 3:

Backstab (Ex; Sneak Reminder 3)

When making an attack against a target's rear-most arc (the 90-degree arc directly opposite of the target's forward firing arc), Sneaks gain a +4 bonus to CMB and gains bonus siege damage based on the Sneak's CR, as described below:
Sneak's CR Bonus Siege Damage
1/2 through 8 +1d4
9 through 16 +1d8
17 through 24 +2d6
25 through 32 +2d8
33 and above +3d6


Reminder 4:

Tank

Durability: 2

XP: 2

Salvage: 2

Action Points: 0

Damage Multiplier: 1

Initiative Mod: 0

Condition Immunity:

  • (Tank Role) Immunity: Tank vehicles are immune to all effects which are not siege damage, except those they choose to allow to affect them. Attacks which deal siege damage and include a secondary effect (such as forced movement or a debuff) can only inflict the siege damage.

Reminder 1:

Invigorating Bloodthirst (Ex; Tank Reminder 1)

Any damage that the Tank inflicts on an enemy repairs the Tank for the same amount. Area of effect attacks only repair 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 as a free action against any vehicle within their range 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 repairs 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 durability, it is not destroyed. Instead, it gains immunity to all damage until the beginning of its next turn and its durability is 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 destroyed for good the second time its durability reaches zero.

Reminder 4:

Threat

Durability: 3

XP: 4

Salvage: 4

Action Points: 2

Damage Multiplier: 3

Initiative Mod: 0

Condition Immunity:

  • (Threat Role) Immunity: 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 CMB, CMD, DR, 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 durability, it is not destroyed. Instead, it gains immunity to all damage until the beginning of its next turn and its durability is 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 destroyed for good the second time its durability reaches zero.

Reminder 2:

Reminder 3:

Reminder 4:

Villain

Durability: 4

XP: 4

Salvage: 4

Action Points: 2

Damage Multiplier: 3

Initiative Mod: 0

Condition Immunity:

  • (Villain Role) Immunity: 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 CMB, CMD, DR, 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 launch four minion vehicles of their same CR per round, every round as a free action. They may not use this action if they have eight or more minion vehicles in play already.

Reminder 2:

Deadshot (Ex; Villain Reminder 2)

Once per encounter, Villains may use a Focus Action (swift) to cause the next attack they make during their current turn to have a maximum range of 10 squares, with no CMB penalties for range.

Reminder 3:

Desperate Efficiency (Ex; Villain Reminder 3)

The first time a Villain is reduced to zero durability, it is not destroyed. 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 durability is set to half its normal maximum. Furthermore, it immediately launches 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.