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Paladin and Avenger monsters #63

Closed Marcloure closed 4 years ago

Marcloure commented 4 years ago

Holy Knight

(Note: it's the good paladin. I didn't call it Paladin because, by the rules, paladins can be evil)

Medium humanoid (any race), any non-evil alignment Armor Class: 20 (plate, shield), Hit Points: 153 (18d8 + 72) Speed: 30 ft.

STR: 18 (+4), DEX: 11 (+0), CON: 18 (+4), INT: 11 (+0), WIS: 14 (+2), CHA: 15 (+2)

Saving Throws Fortitude: +4, Reflex: +2, Will: +5

Skills Athletics: +7, Persuasion: +5, Religion: +4

Senses: passive Perception 12 Languages: any one language (usually Common) Challenge: 8 (3,900 XP)


Dashing Strike. If the holy knight uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Aura of Protection. The holy knight and each friendly creature within 30 feet of it who can see or hear it has advantage on saving throws. (note: this is stronger than the PC's version, but numeric bonuses are not the norm, so I allowed the NPC to have a stronger but simpler aura)

Maneuvers (limit 3; Courage, Protection):

1 stamina die: avert blow, covering strike, incite, inspire, rally, sacrifice, unwavering mark 2 stamina dice: commander's strike, disarm, vengeance 3 stamina dice: battle leader, clarion call

Spellcasting (limit 3; Holy, Life, Light):

Cantrips: guidance, radiance, resistance, spare the dying 1 mana: aid, bless, blinding light, daybreak weapon, daylight, detect evil and good, guiding bolt, heal, protection from evil and good, sacred shield, shield of faith 2 mana: absorb pain, beacon of hope, corona of light, destructive wave, find steed, guardian of faith, holy nimbus, remove curse, restoration, summon celestial 3 mana: aura of purity, death ward


Actions

Multiattack. The holy knight makes three weapon attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 60/300 ft., one target. Hit: 3 (1d6) piercing damage.

Marcloure commented 4 years ago

Avenger

Medium humanoid (any race), any alignment Armor Class: 17 ( ), Hit Points: 143 (22d8 + 44) Speed: 30 ft.

STR: 11 (+0), DEX: 18 (+4), CON: 14 (+2), INT: 14 (+2), WIS: 17 (+3), CHA: 11 (+0)

Saving Throws Fortitude: +2, Reflex: +6, Will: +6

Skills Acrobatics: +8, Perception: +7, Religion: +7, Stealth: +8

Senses: passive Perception 17 Languages: any one language (usually Common) Challenge: 9 (5,000 XP)


Armor of Faith. While the avenger is wearing no armor and wielding no shield, its AC includes its Wisdom / Wisdom modifier.

Dashing Strike. If the avenger uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Vow of Enmity (1/short rest). As a bonus action, the avenger can utter a vow of enmity against a creature it can see within 60 feet of it. For 8 hours the avenger gains advantage on attack rolls against the creature or until the creature drops to 0 hit points or falls unconscious.

While the vow lasts, the creature’s general direction and distance from the avenger is revealed if the creature is within 5 miles of it.

Maneuvers (limit 3; Shadow, Skirmish):

1 stamina die: ambush, bait and switch, distant shot, fan of blades, impaling shot, nimble, nimble dodge, positioning strike, precision, stalking shadow, step of the wind, vault 2 stamina dice: blind, entangling shot, slashing blades, slice tendon

Spellcasting (limit 3; Divination, Holy, Light):

Cantrips: cloud senses, guidance, radiance, sacred flame 1 mana: blinding light, daybreak weapon, daylight, detect evil and good, exhort truth, faerie fire, guiding bolt, judge, locate, protection from evil and good, radiant rebuke, sunbeam 2 mana: burst with light, chains of light, clairvoyance, comprehend languages, corona of light, darkvision, destructive wave, flame strike, holy nimbus, seeing, spiritual weapon, sunburst 3 mana: ghostly gaze, past impressions


Actions

Multiattack. The avenger makes three falchion or longbow attacks. If it has a scimitar drawn, it can also make a scimitar attack. Falchion. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 60/300 ft., one target. Hit: 8 (1d8+4) piercing damage.

mlenser commented 4 years ago

Naming it Paladin as a Priest could also be any alignment, this is just a "typical" paladin, same as Avenger would be the typical version. Giving it the Courage and Protection maneuver themes and Holy and Life spell themes. Light could fit, but that's a lot and not super typical for a paladin. More of a Priest thing I think.

mlenser commented 4 years ago

Avenger has the Skirmish and Shadow maneuver themes and Divination and Holy spell themes. Light could be fitting, but again I'd say isn't core to the Avenger.

mlenser commented 4 years ago