Constituent, Powerful: Difference between revisions
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}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = | | Min-CR = 10 | ||
| Max-CR = 18 | | Max-CR = 18 | ||
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | The Constituent is the monster format used by the GM to generate all the NPC's. | | Description | The Constituent is the monster format used by the GM to generate all the [[NPC]]'s. | ||
If you are the GM, there are many, many times when you will need to have the players fight 'other people'. As you look over the Bestiary, you will doubtless notice that there are Monsters galore, but what about all the Elvish Assassins, Dwarf Pressgangs, Gnome Shopkeeps, Ifrit Sorcerers, Oread Bartenders, and pretty much...everybody else? In other words, where are the stats for the NPC's? | If you are the GM, there are many, many times when you will need to have the players fight 'other people'. As you look over the Bestiary, you will doubtless notice that there are Monsters galore, but what about all the Elvish Assassins, Dwarf Pressgangs, Gnome Shopkeeps, Ifrit Sorcerers, Oread Bartenders, and pretty much...everybody else? In other words, where are the stats for the NPC's? | ||
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Constituents are for those times when the players do the unexpected, when the bar fight breaks out, when the Dwarf Miners Club gets rowdy, when the scary Tinker you met on the road decides to help the players with a pitched battle, when a friendly Ranger gets pulled into an encounter, etc, etc, etc. | Constituents are for those times when the players do the unexpected, when the bar fight breaks out, when the Dwarf Miners Club gets rowdy, when the scary Tinker you met on the road decides to help the players with a pitched battle, when a friendly Ranger gets pulled into an encounter, etc, etc, etc. | ||
Constituents are all the 'characters' the GM gets to play. If you need somebody in your stable of characters to have actual stats, here's how you can generate them almost instantly and keep your story flowing smoothly. If you really like that person, or type of person, you can write them up in as much detail as you want, later! The 'Goons' are examples of this process, how you can turn a memorable NPC encounter into an on-going feature of your game. | Constituents are all the 'characters' the GM gets to play. If you need somebody in your stable of characters to have actual stats, here's how you can generate them almost instantly and keep your story flowing smoothly. If you really like that person, or type of person, you can write them up in as much detail as you want, later! The 'Goons' are examples of this process, how you can turn a memorable [[NPC]] encounter into an on-going feature of your game. | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Monstrous Humanoid | | Type | Monstrous Humanoid | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | | | Subtype | | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin | ||
If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall | If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall | ||
If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water | If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water | ||
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| NudgeHitPoints = - | | NudgeHitPoints = -{{Hit-Points|n=.2|op=mult}} | ||
<!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) --> | <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) --> | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
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<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-PriDamage = | | NudgeFullAtk-PriDamage = 2 | ||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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<!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack --> | <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack --> | ||
| HasRangedFullAttack = | | HasRangedFullAttack = Y | ||
<!-- Values: Y (for yes), or leave blank (for no) --> | <!-- Values: Y (for yes), or leave blank (for no) --> | ||
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<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | ||
| Ranged-Atk-Dmg-Type = | | Ranged-Atk-Dmg-Type = Piercing | ||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-RangedDamage = | | NudgeFullAtk-RangedDamage = 2 | ||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
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<!-- ABILITY SCORES --> | <!-- ABILITY SCORES --> | ||
| Str = | | Str = 20 | ||
| Dex = | | Dex = 20 | ||
| Con = | | Con = 20 | ||
| Int = | | Int = 20 | ||
| Wis = | | Wis = 20 | ||
| Cha = | | Cha = 20 | ||
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<!-- SPECIAL ABILITY 2 --> | <!-- SPECIAL ABILITY 2 --> | ||
| Ability-2-Name = | | Ability-2-Name = Alchemical Fire | ||
| Ability-2-Type = | | Ability-2-Type = Su | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = | | Ability-2-Action-Required = Standard Action | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-2-Description = | | Ability-2-Description = This Constituent is experienced and cagey. Regardless of their other abilities, they keep a few alchemical goodies tucked away for...emergencies. | ||
One such goodie is their Alchemical Fire. As a Standard Action, they may hurl forth a small glittering vial, targeting a square to which they have line of sight and line of effect within 100 feet of their space. That square, and all squares within 15 feet of that space (a 7x7x7 space) is engulfed in a fierce burst of magical fire. Unlike normal alchemical fire, this is an AOE effect, which inflicts {{Special-Alpha-Dmg}} points of {{dmg|fire}} damage. Affected creatures are allowed a Reflex saving throw against a DC of {{Save-DC}} to only take half damage. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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<!-- SPECIAL ABILITY 3 --> | <!-- SPECIAL ABILITY 3 --> | ||
| Ability-3-Name = | | Ability-3-Name = Tanglefoot Bag | ||
| Ability-3-Type = | | Ability-3-Type = Su | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = | | Ability-3-Action-Required = Standard Action 1/Enc | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-3-Description = | | Ability-3-Description = This Constituent is experienced and cagey. Regardless of their other abilities, they keep a few alchemical goodies tucked away for...emergencies. | ||
Another such goodie is their brace of special-mix Tanglefoot Bags. As a Standard Action once per encounter, they may hurl forth 1, 2, or 3 non-descript little bags, each of which bursts when it lands into a sticky mass of malodorous, magically active, goo. The magic in the item means that each bag always hits the target it is designated for, as long as that creature is within 50 feet of the Constituents space, there is line of sight and line of effect to each target, and all targets are within 30 feet of each other. | |||
These Tanglefoot Bags do no damage, but each will inflict the [[Hindered]] condition upon its target unless that target makes a Willpower save against a DC of {{Save-DC}}. If they make this save, there is no effect, alas. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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| Role-Only--Replace-Sneak-Power--Description = | | Role-Only--Replace-Sneak-Power--Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | ||
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<!-- COMBAT TACTICS --> | <!-- COMBAT TACTICS --> | ||
| CombatTactics = Constituents are used to represent a myriad of NPC's, from gleeful children throwing mud to steely-eyed master plotters laughing as they reveal their Awful Plans. As a result, they will behave in all affairs as the GM wishes. Note that the GM can and should feel free to change weapon damage types to bludgeoning or piercing to match their story related | | CombatTactics = Constituents are used to represent a myriad of NPC's, from gleeful children throwing mud to steely-eyed master plotters laughing as they reveal their Awful Plans. As a result, they will behave in all affairs as the GM wishes. Note that the GM can and should feel free to change weapon damage types to bludgeoning or piercing to match their story related to the Constituent NPC's back-story. | ||
Latest revision as of 21:51, 4 February 2023
Constituent, Powerful (CR 13)
Neutral, or, any alignment the GM requires. - Medium - Monstrous Humanoid |
---|
Lore: | Know (Nature) | ||
46 | 61 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
31 | +21 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
- Lore Notes: Constituents are by definition unique encounters, and thus are VERY hard to gain lore about.
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
269 | 134 | 25 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +15 |
Refl: | +10 |
Will: | +10 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x NPC Weapon Attack +20 (3d8+16/19-20 x2)
as Slashing (physical, common)
Full Attack (Melee):
- 3x NPC Weapon Attack +20 (3d8+16/19-20 x2)
as Slashing (physical, common)
Standard Attack (Ranged):
- 1x NPC Ranged Attack +20 (3d8+16/19-20 x2)
as Piercing (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
Full Attack (Ranged):
- 3x NPC Ranged Attack +20 (3d8+16/19-20 x2)
as Piercing (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
Siege Damage: Not siege capable
Statistics
20 |
STR |
20 |
DEX |
20 |
CON |
20 |
INT |
20 |
WIS |
20 |
CHA |
Special Abilities
Civilized Opponent (Ex) Always On |
Constituents are often behaving in a 'civilized' fashion. As such, all Constituents may choose to inflict the Secured condition with any or all attacks with no penalty. This is how the GM can keep bar fights from getting out of hand. |
Alchemical Fire (Su) Standard Action |
This Constituent is experienced and cagey. Regardless of their other abilities, they keep a few alchemical goodies tucked away for...emergencies. One such goodie is their Alchemical Fire. As a Standard Action, they may hurl forth a small glittering vial, targeting a square to which they have line of sight and line of effect within 100 feet of their space. That square, and all squares within 15 feet of that space (a 7x7x7 space) is engulfed in a fierce burst of magical fire. Unlike normal alchemical fire, this is an AOE effect, which inflicts 3d10+18 points of fire (energy, common) damage. Affected creatures are allowed a Reflex saving throw against a DC of 23 to only take half damage. |
Tanglefoot Bag (Su) Standard Action 1/Enc |
This Constituent is experienced and cagey. Regardless of their other abilities, they keep a few alchemical goodies tucked away for...emergencies. Another such goodie is their brace of special-mix Tanglefoot Bags. As a Standard Action once per encounter, they may hurl forth 1, 2, or 3 non-descript little bags, each of which bursts when it lands into a sticky mass of malodorous, magically active, goo. The magic in the item means that each bag always hits the target it is designated for, as long as that creature is within 50 feet of the Constituents space, there is line of sight and line of effect to each target, and all targets are within 30 feet of each other. These Tanglefoot Bags do no damage, but each will inflict the Hindered condition upon its target unless that target makes a Willpower save against a DC of 23. If they make this save, there is no effect, alas. |
Constituent, Powerful
The Constituent is the monster format used by the GM to generate all the NPC's.
If you are the GM, there are many, many times when you will need to have the players fight 'other people'. As you look over the Bestiary, you will doubtless notice that there are Monsters galore, but what about all the Elvish Assassins, Dwarf Pressgangs, Gnome Shopkeeps, Ifrit Sorcerers, Oread Bartenders, and pretty much...everybody else? In other words, where are the stats for the NPC's?
In other D20 System games, the GM can simply use the Character Creation Rules to make NPC's, and to be fair, you can do that in Epic Path as well. But honestly, creating an entire NPC Wizard as a Player Character takes a loooong time. If you just need a gang of street toughs in a hurry, what do you do? Remember, in Epic Path, Monsters and Players are very deliberately built differently. So, the way you can generate combat stats and skill numbers for NPC's is to make them Constituents.
Constituents are 'generic people'. Using the Million Monster Machine, it is easy to tweak Constituents to be any level you want. Most shopkeeps, bartenders, housewives, and craftsmen, will range between Challenge Rating 1 and Challenge Rating 5. Constituents are available of any level, though!
So what about that wise old Wizard you need the players to talk to? What happens if your players are (heavens forbid) RUDE to the oldster? Just how tough is the mage? Using Constituents and the Powerful Mage Pattern, it is easy to 'whip up' rough stats for NPC Wizards or Clerics or Sorcerers of literally any level in minutes, so you have something to work with at the table. This same principal can be used with various Roles and Patterns to create 'quick and dirty' NPC's for random encounters in minutes.
The head of the thieves guild is a Constituent of the appropriate CR with the Sneak Role. The Mayor is a Constituent with the Leader Role. The Evil Sheriff is a Consituent with the Heavy Role, and a scary fellow he is, too. Tanks, Shooters, all these Roles can be used to create memorable and easy NPC's in minutes.
Constituents are for those times when the players do the unexpected, when the bar fight breaks out, when the Dwarf Miners Club gets rowdy, when the scary Tinker you met on the road decides to help the players with a pitched battle, when a friendly Ranger gets pulled into an encounter, etc, etc, etc.
Constituents are all the 'characters' the GM gets to play. If you need somebody in your stable of characters to have actual stats, here's how you can generate them almost instantly and keep your story flowing smoothly. If you really like that person, or type of person, you can write them up in as much detail as you want, later! The 'Goons' are examples of this process, how you can turn a memorable NPC encounter into an on-going feature of your game.
Combat Tactics
Constituents are used to represent a myriad of NPC's, from gleeful children throwing mud to steely-eyed master plotters laughing as they reveal their Awful Plans. As a result, they will behave in all affairs as the GM wishes. Note that the GM can and should feel free to change weapon damage types to bludgeoning or piercing to match their story related to the Constituent NPC's back-story.
Out of Combat
Out of Combat, a Constituent can be used to generate the skill rolls used by various craftsmen, tradesmen, creators, smiths, and makers the players may run across. Since a Constituent can be generated with any required level, role, or Pattern, these numbers can get...pretty impressive.
Rewards
XP: 25,600
Treasure: Sellable Goods worth 17,625 gp.
- Weight: 130 lbs. Volume: 5.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |