Leader: Difference between revisions

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::* Leaders have {{#switch:{{Monster Role|transcludesection=LeaderHitPoints}}| 1 = the same number of hit points as monsters with the same CR.| 2 = twice as many hit points as monsters with the same CR.| 3 = three times as many hit points as monsters with the same CR.| 4 = four times as many hit points as monsters with the same CR.| 0+1 = just a single hit point. | #default = an unknown number of hit points.}}
::* Leaders have {{#switch:{{Monster Role|transcludesection=LeaderHitPoints}}| 1 = the same number of hit points as monsters with the same CR.| 2 = twice as many hit points as monsters with the same CR.| 3 = three times as many hit points as monsters with the same CR.| 4 = four times as many hit points as monsters with the same CR.| 0+1 = just a single hit point. | #default = an unknown number of hit points.}}
::* Leaders get a {{#ifexpr:{{Monster Role|transcludesection=LeaderInitMod}}>0|+{{Monster Role|transcludesection=LeaderInitMod}}|{{Monster Role|transcludesection=LeaderInitMod}}}} adjustment to their initiative.
::* Leaders get a {{#ifexpr:{{Monster Role|transcludesection=LeaderInitMod}}>0|+{{Monster Role|transcludesection=LeaderInitMod}}|{{Monster Role|transcludesection=LeaderInitMod}}}} adjustment to their initiative.
::* Leaders inflict {{Monster Role|transcludesection=LeaderDmgMult}} damage with their attacks.
::* Leaders inflict {{#switch:{{Monster Role|transcludesection=LeaderDmgMult}}| Half = half damage with their attacks, by way of reduced damage and reduced number of attacks. | Single = the same damage with their attacks as a monster with no Role of the same CR. | Double = double damage with their attacks, by way of increased damage and more attacks during a full attack action. | Triple = triple damage with their attacks, by way of increased damage and more attacks each round. | #default = an unknown multiple of damage to their attacks.}}
::* Leaders get {{Monster Role|transcludesection=LeaderActionPoints}} action point(s).
::* Leaders get {{Monster Role|transcludesection=LeaderActionPoints}} action point(s).
{{Monster Role|transcludesection=LeaderConditionImmunity}}
{{Monster Role|transcludesection=LeaderConditionImmunity}}
::* Leaders have the following special abilities:
::* Leaders have the following special abilities:
<div style="margin-left:4.5em">{{Monster Role|transcludesection=LeaderReminder1}}{{Monster Role|transcludesection=LeaderReminder2}}{{Monster Role|transcludesection=LeaderReminder3}}{{Monster Role|transcludesection=LeaderReminder4}}</div>
<div style="margin-left:4.5em">{{Monster Role|transcludesection=LeaderReminder1}}{{Monster Role|transcludesection=LeaderReminder2}}{{Monster Role|transcludesection=LeaderReminder3}}{{Monster Role|transcludesection=LeaderReminder4}}</div>

Revision as of 22:17, 18 January 2021

Leader

This monster carries a palpable air of authority. When it speaks, others listen.
  • Leaders count as 2 monsters for purposes of encounter size, XP award, and treasure.
  • Leaders have twice as many hit points as monsters with the same CR.
  • Leaders get a +2 adjustment to their initiative.
  • Leaders inflict the same damage with their attacks as a monster with no Role of the same CR.
  • Leaders get 2 action point(s).
  • (Leader Role) Immunity (partial 1): Leaders are immune to the first condition applied to them during an encounter. If a second condition is applied to a leader, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • Leaders have the following special abilities:

Shouted Command (Ex; Leader Role) Free Action 1/Rnd
Once per round as a free action, a Leader may grant any one ally within the sound of their voice (30 feet) a free standard action to be used immediately. This ability can normally only be used once per round, but the leader may spend an action point to activate it a second time if they wish.

Inspirational Leadership (Ex; Leader Role) Always On
Leaders give all allies a +3 morale bonus to all of their attack, damage, skill rolls, combat maneuver checks, combat maneuver damage, and any Save DC's their allies have for special abilities that allow a saving throw. This buff ends immediately when the leader is killed. This buff does not affect the leader, though if another leader is present, the leader gains 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.

Keep Your Friends Close (Ex; Leader Role) Immediate Action
Once per round as an immediate action, the leader may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The leader takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the leader has no allies within 30 feet, they cannot use this ability.