Constituent, Lowly: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 1
| Max-CR = 8


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Constituent, Lowly
| MonsterName | Lowly Constituent
   }}</onlyinclude>
   }}</onlyinclude>


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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>


Line 36: Line 39:
| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | The Lowly Constituent is the monster format used by the GM to generate all the NPC's.
| Description | The Lowly 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?


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.
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!
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!
Line 69: Line 73:
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.
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.
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 Constituent 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 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.  
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral, or, any alignment the GM requires
| Alignment | Neutral, or any alignment the GM requires
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>
Line 90: Line 92:
| 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, Swarm, Troop, Undead, Vermin -->
   <!-- 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 (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- 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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   <!-- 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 (damage):'''''
           '''''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" or "swarm") -->
   <!-- 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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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- 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" or "swarm") -->
   <!-- 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" or "swarm") -->
   <!-- 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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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- 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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<!--  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.
 
One such goodie is their special-mix Tanglefoot Bag. As a Standard Action once per encounter, they may hurl forth a non-descript little bag, which bursts when it lands into a sticky mass of malodorous, magically active, goo. The magic in the item means that it always hits the target it is designated for, as long as that creature is within 50 feet of the Constituents space, and there is line of sight and line of effect.
 
A Tanglefoot Bag does no damage, but it 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:
Line 1,462: Line 1,468:


| 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  
Line 1,493: Line 1,553:
<!--  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 t the Constituent NPC's back-story.
| 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.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = 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.
| OutOfCombat = 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.

Latest revision as of 22:21, 7 January 2023

Lowly Constituent (CR 3)

Neutral, or any alignment the GM requires - Medium - Monstrous Humanoid
Lore: Know (Nature)
26 41
Basic DC Full DC
Initiative
Initiative Icon 2.png
5
Perception:
15 +5
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:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
46 23 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +1
Will: +1

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x NPC Weapon Attack +6 (1d8+4/19-20 x2)
    as Slashing (physical, common)

Full Attack (Melee):

  • 3x NPC Weapon Attack +6 (1d8+1/19-20 x2)
    as Slashing (physical, common)

Standard Attack (Ranged):

  • 1x NPC Ranged Attack +6 (1d8+4/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 300 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

10
STR
10
DEX
10
CON
10
INT
10
WIS
10
CHA

Skills:

Languages: Common, others as required

Feats:

Special Abilities

Civilized Opponent (Ex) Free Action

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.

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.

One such goodie is their special-mix Tanglefoot Bag. As a Standard Action once per encounter, they may hurl forth a non-descript little bag, which bursts when it lands into a sticky mass of malodorous, magically active, goo. The magic in the item means that it always hits the target it is designated for, as long as that creature is within 50 feet of the Constituents space, and there is line of sight and line of effect.

A Tanglefoot Bag does no damage, but it will inflict the Hindered condition upon its target unless that target makes a Willpower save against a DC of 15. If they make this save, there is no effect, alas.

Lowly Constituent

Lowly Constituent

The Lowly 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 Constituent 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: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 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)