Constituent, Legendary: Difference between revisions

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Revision as of 21:18, 14 February 2021

Constituent, Legendary (CR 38)

Neutral, or, any alignment the GM requires. - Medium - Monstrous Humanoid (Coursing, Jarring)
Lore: Know (Nature)
96 111
Basic DC Full DC
Initiative
Initiative Icon 2.png
57
Perception:
73 +63
Passive Active
Ambush:
11+
on a d20
  • Lore Notes: Constituents are by definition unique encounters, and thus are VERY hard to gain lore about.

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
63
Man Def
Shield Icon 3.png
73
Monster Health
5,162 2,581 71
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +40
Refl: +33
Will: +35

Strong Against:

  • (Jarring Creature) The World Is Delicate: A Jarring creature rattles the world itself with their crashing footsteps. They can sneak around as well as any other monsters when they want to, but if they are moving full force, as during a combat, the eerie massiveness they possess makes the world seem positively fragile around them. This manifests in many ways, small and large.
  • Jarring creatures weigh four times as much as a normal creature, and can carry twice as much weight before being encumbered.
  • Jarring creatures are Immune to the effects of Difficult terrain and Impeded terrain.
  • Jarring creatures are Immune to forced movement from any source except a creature with the Legend Role.
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+50
Sword Icon 3.png
Man Off
+64
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x NPC Weapon Attack +50 (6d8+103/19-20 x2)
    as Slashing (physical, common)

Full Attack (Melee):

  • 3x NPC Weapon Attack +50 (6d8+93/19-20 x2)
    as Slashing (physical, common)

Standard Attack (Ranged):

  • 1x NPC Ranged Attack +50 (6d8+103/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 300 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

12
STR
14
DEX
10
CON
10
INT
10
WIS
10
CHA

Skills:

Languages: Common, others as required

Feats:

Special Abilities

Civilized Opponent (Ex)

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.

Coursing Attacks (Ex; Coursing Creature Pattern) Automatic

At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to 11. At any time, as a free action, it may spend one or more of these D6's to raise a D20 roll by +1 for each die spent, or it may roll one or more of the D6's to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks and abilities. All Coursing Dice may only be used once (either spent or rolled) each round, Coursing Dice damage is bonus damage and thus not affected by critical hits, and Coursing Dice damage is inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR and/or ER. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die rolled what damage type it is.

Coursing Dash (Ex; Coursing Creature Pattern)

Once per encounter, a Coursing Creature may perform a Move Action as a Swift Action.

Coursing Stride (Ex; Coursing Creature Pattern)

Out of combat, a Coursing Creature's Overland Travel speed is doubled.

Hammering Steps (Ex; Jarring Creature Pattern) Free 1/Adjacent Enemy

Jarring creatures, once per round per enemy creature, may roll a free action Trip Combat Maneuver against any creature they move adjacent to (even if simply going past them) that shares a solid surface with the Jarring creature. This free Trip occurs when they move into any adjacent square, and thus always occurs before any attacks of opportunity, unless the creature possesses an ability that allows an attack of opportunity upon entering a square. They may use this ability against Quelled or Prone targets to raise their condition to a maximum of Splayed.

SMASH (Ex; Jarring Creature Pattern) Free Action

On declaration of any melee or ranged attack (but not abilities), a Jarring creature may choose to change their damage from their normal hit-point damage to Siege damage. This does no harm to creatures, but allows them to smash down doors and walls with alarming ease, using a simple Maneuver Offense roll of a d20 + 64 for each attack. SMASH causes Siege Damage to objects and structures, inflicting 4 points of Siege Damage per strike (in melee or at range).

Constituent, Legendary

Constituent, Legendary

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.

This dangerous-feeling creature seems wiry, tough, and fast on its feet.

This creature shakes the earth with every booming movement it makes. How much must they weigh?

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 t 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: 157,440,000

Treasure: Sellable Goods worth 4,477,226 gp.

Weight: 380 lbs.     Volume: 15.2 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)