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The Iron Dynasty, DeLaRose Role Play Group » Helpful Information In The Forum » For New Users, Roleplay Info » Combat, Armor , Heath, and Damage and How it Works. Must Read

Combat, Armor , Heath, and Damage and How it Works. Must Read

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Anaya

Anaya
Admin
Admin
How Combat in DeLaRose works
Combat in DeLaRose role playgroup is not like other role plays, first lets state we are mostly a PvE role play this means we are player Vs Environment meaning NPCs are what you are killing most of the time, this does not mean we do not do PvP Player Vs Player every now and again, players CAN kill other players you can attack kill and loot other players no matter what level you are, but always keep in mind they can kill, attack and loot you to.


Wikipedia tells us:
Player versus environment, or PvE (also known as player versus monster, or PvM in some communities), is a term used the in online games, particularly MMORPGs, CORPGs, MUDs, and other online role-playing video games, to refer to fighting computer-controlled enemies[1]—in contrast to PvP (player versus player).
Usually, a PvE mode can be played alone, with human companions or with AI companions. The PvE mode may contain a storyline that is narrated as the player progresses through missions. It may also contain missions that may be done in any order. For example, Guild Wars narrates its story by displaying in-game cutscenes and dialogue with non-playable characters (NPCs). To enhance replayability, missions can often be completed many times. Characters playing in this mode are often protected against being killed by other players and/or having their possessions stolen. An example of a game where this is not the case is Eve Online, where players can be, and often are, ambushed by other human players player versus player while attempting to complete a quest. Some games, such as World of Warcraft, offer the player the choice of participating in open-world PvP combat or doing quests without PvP interruption through use of specialty servers and temporary player flags.

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Here Ownership or an admin of the segment you are playing in, is the one being your computer, you must place your trust in them to properly play the storyline, we will do everything fairly in regards to your playing the game, if your admin or even if ownership does something you see as not fair you may submit a complaint form at any time to have this overlooked by the rest of the admin team.
During campaigns or quests it is a strict PvE set up, no other player can ambush you during this time to kill you wall you are hurt or attack you in a time were you are in combat with an NPC, this is seen as not fair to you and we do not allow this, In any way.  If a character does ambush you in this time that character will get disciplinary action and be by the glory of the gods removed from the playing ground in any way the admin or ownership sees fit.

So how does combat work?
Well, all combat is turn-based, so example Bob being the player and Wolf being the NPC controlled by game ownership.  The order will always be Player first, then NPCs in the order which they join the ground, in the case of Bob and Wolf it would go as follows
Bob turn first
Wolf turn second

in the case of more then one NPC and more than one player, it will always be players first then NPCs
Bob turn first
Jim turns second
Wolf 1
Wolf 2
Bear 3
in the case of Bob and Jim having a surprise NPC come out of the background the NPC will be placed in the order depending on when it shows up,
Bob first
Jim second
Wolf 1
wolf 2
Wolf comes an out of a background that is its turn
Bear

next round

Bob
Jim
Wolf 1
wolf 2
Wolf 3 makes its move
Bear 4

then repeat
This can get confusing and we understand that so at any time if you need the order posted simply ask (can I get the Turn order) and it will be given to you by ownership or the admin being your computer.

How does hitting the enemy work
you will be fighting NPCs as stated over the head. This means you can automatically hit them and your roll of the dice on discord will determine if it is a hit or a miss.
So lets use our example man Bob and NPC wolf, turn order is Bob then Wolf, both are level 1 characters, you will see this in the NPC card that gets posted be it on the campaign details on the web page or on the discord NPC area,(note: some NPCs don't have cards given they have what is called surprise stats so the admin knows the stats but you do not. so the admin playing that spider or being, in this case, wolf, the admin will tell you if your attacks hit or not.) witch at any time you can also if you can't find it just ask the admin to show you the card if there is one. This will tell you how hard the enemy is and its level and some other details about it. Wolf is a level one it can use claws and a bite, this will be stated on its NPC card that it has said ability's, with claws it can do 2 slashes per round, and with bite, it has one bite per round. So let's get into fighting, this is how it all will look simplified

Bob, Bob goes with his blade and goes to take off the limb of the wolf
At this moment the player will do a dice roll in the dice roll segment to see if the attack hits or not. It will always be a D20! Nothing else is ever used unless you get a fail roll(roll a 1). That will be explained later. The D20 will be rolled, on each npc card(if the monster has one) you will see an AC marker, this is armor class, for wolf, it is AC-10 meaning that D20 has to roll over 10 for you to hit the animal. The roll made is an 8 player misses
Admin now places in there post for wolf the reaction of what happens to the hit, so hit misses hitting the ground not the animal, the wolf springs to do 2 slashes with its claws aimed at the player's belly.
Admin will roll a dice as said ALWAYS a D20, player one characters start out with an AC of 5 unless they have upgraded starting armor and gear, wolf roll is a 10 this hits, admin will state in there post that the claws have made contact to some area of the body and deliver a damage amount, so example wolf slashing your belly gives light damage of -5 to HP
Bob makes next move, system repeats

I know it can be complex even more so when you are more then one on one, but take time and breath, all can be explained if asking, if at any time you have questions ask the ownership or admin of your segment, they are there to help you

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Armor class and you
How does AC affect you and what does it even mean?
Wikipedia tells us

In some role-playing games, armor class (abbreviated AC) is a derived statistic that indicates how difficult it is to land a successful blow on a character with an attack. It represents either a character's protective equipment, ability to dodge attacks, size or a combination of the above.

In the third edition, D&D, the armor class system was effectively reversed. An unarmored human still had an AC of 10, but wearing additional armor and/or wielding a shield increased armor class. A wide range of factors affects armor class, including a character's dexterity, use of various combat techniques (such as forms of parrying), and the quality and material composition of the armor worn.

How it is with us
Ac is used the same here as it is in DnD 3.5 edition and up, the more Ac you have the harder you are to hit, example
New level one fighter starts with a 5Ac he has no armor on and only basic gear he is super squishy and any roll higher than 5 can hit him if he strips that basic gear off he will drop to 0 Ac meaning he holds no Ac at all.
boss monster is a dragon, it has a strong hide and is fitted with custom plate gear, it has an AC of 19 you have to roll a 20 or higher (some weapons have additions to hits, example greatsword +3 so you roll a 19 and you add 3) (as well as some armors or magical abilitys\spells have buffs to Ac so example dragon has 19 Ac +16 due to magic aura so really the dragon has an AC of 35. so a normal roll of the dice will not hit it and you need weapons that have add ons to hit to even touch the enemy)

DeLaRose keeps everything as simple as we can but at the same time we understand to some this can be complex, even more so on our next point, what if a monsters AC is over 20? you are rolling a 20 sided dice to hit it, your dice cant roll over 20!
sometimes you don't have to roll over 20, some weapons or abilities give you additions to hits, so the example
Bob has a super ring on his finger, he got it cus he killed a dragon once upon a time, he is a lier, he found it in a hole on the beach lol. but it helps him in getting a better hit, something the ring does by magic gives Bob the ability to really sink his swings. it adds a nice +5 to his hits to really send his hits home.
so Bob is up against a boss monster with a 21 AC his D20 cant roll more then 20 but if he rolls an 18 and then automatically his ring gives him +5 on top of it, that makes his role, not an 18 it makes it a  23 he sinks his hit and makes contact!

See it is simple once you get the hang of it so here are the ACs of the classes starting out with base gear without gear you have an AC of 0
Barbarian/Fighter: AC 7
Bard: AC 3
Cleric/Priest: AC 4
Druid/Nature: AC 5
Monk: AC 4
Paladin: AC 8
Ranger/Archer: AC 5
Rogue/Assassin: AC 5
Wizard/Sorcerer/Warlock/Witch: AC 3


Some classes are harder to hit as they can come into the game with plate armor or harder armor for the base, things like mages and nature casters and bard you have cloth, everything can hit you, you knew you would be squishy.


Combat, Armor , Heath, and Damage and How it Works. Must Read Natural_20_dnd_04



Last edited by Anaya on Tue Apr 02 2019, 15:57; edited 2 times in total


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Combat, Armor , Heath, and Damage and How it Works. Must Read White_12

Combat, Armor , Heath, and Damage and How it Works. Must Read Crush_10
“What do you know about dragons?”
“They're big, scaly, four-legged creatures with wings who terrorized small villages until a virgin was offered up as a sacrifice.”
She grinned again. “I do miss the virgins.”
Combat, Armor , Heath, and Damage and How it Works. Must Read White_12
https://www.delaroseroleplay.com

Anaya

Anaya
Admin
Admin
Health and your Character

Combat, Armor , Heath, and Damage and How it Works. Must Read Cleric-fighter-how-many-hit-points-do-you-have-left-17633123
Here we try to keep things as simple as possible so you don't have to remember a whole ton of things at one time. we know it is already a lot to take in any way so a basic run down of things.

Basic health system idea
health starts at 20 points at level 1, fighters start with 27, it goes up by 20s after that max player level being 20 at 400 hp unless you have items or spells that bring up your health.
Starting damage, with basic weapons that do not have anbything stated for them, example Short Sword
damage
Very light = 2 points
Light damage = 5 points
Med damage = 20 points
Heavy = 40 points
Very Heavy = 80 points
Massive = 100 points
Death = no matter how strong you are, you die

Death affects = some ability's have “take a death effect” example holy smite against undead takes a death effect unless the player has “active death ward” it takes death
if hit by damage and dropped to 0 or under you are out cold, the next hit no matter the damage after that will kill target

Weapons that have specific damage
At times a player will gain a weapon or ability with a specific damage roll example 4d4 +5 being the damage, so that player has to roll 4 dice4 and then add 5 to the damage upon successful hit to the enemy. this damage can go up to crazy numbers for things like legendary weapons, example, The Blade of Morrows Fall (it is a real weapon and yes it is in the game right now) gives 21d10 +43 +10 ice damage and can cast spells as it is a sentient blade. when weapons like this are given to players the admin or ownership will place an npc or items card on the player's bio so the player knows all the states for there weapon. this also is the case for any new larger abilitys, companions or trinkets/items, it all gets cards put on bios.

More in depth!
Starting health
when you start in any game you have a set number of HP at level one, every player other than tank players start out with 20 points, Fighters start out with 27 this is only due for the fact they are meant to be the tank of the party, so they take damage that other players just can't, they also can get armor and gear that can up there health so even at level 20 you can have more than 400 max health.
but for the normal nonfighter characters you start with 20 health. health goes up as you level as such
Level 1 = 20
Level 2 = 40
Level 3 = 60
Level 4 = 80
Level 5 = 100
Level 6 = 120
And so on to you get to level 20 at 400 HP for normal players fighters max health is 540
This is base health not counting items or abilities that can raise HP

Damage
so every enemy, npc, even a falling apple from a tree has damage behind it if it happens to smash into your character. depending on the character it smashes into will be the amount of damage it shows on them. an apple falling from a top tree branch may break a level one character's arm, but it will not even dent a level 10.
Damage is recorded super simple, with, very light, light, medium, heavy, very heavy and massive damage, and then specific weapon damage, then as always there are death effects that are a form of damage, let's explain them all.

Very light damage
Very light damage is 2 damage points to a player, it is caused by things like
-foot sized small rats
-harmless animals
-normal children of weak races
-normal slaves of weak races
things that cause non-harmful damage

This damage other than to a level one really means very little it is meant to be not harmful and just for fun as even a level one has to get hit a whole bunch of times before it really makes an impact.

Light Damage
Light damage is 5 points of damage to a player's HP and is made for level one players, enemies of there level and between level 1 to 3 give light to med damage, their damage is meant to take a couple of hits but still start to show after a while, a level one player at 20 HP can take 4 solid hits before they go to 0 and if they are against an animal or beast at there level the NPC will most of the time flat line before the player does.

Medium damage
to a new player this amount of damage is to much and if seeing a monster that looks to be a harder hitter it is advised to flee from combat and gain a safe distance if able, all characters can flee from battle there is no roll for this you just post running the F away and you do just that, you just can't go back that way as the monster is there, so you will have to come back when higher level able to beat said monster or figure out another way around and try to avoid it. but note that the whole area will be that level and if you can't fight the small monsters you can't fight the boss as all bosses are harder then normal monsters.
med/medium damage is 20 points a hit. one hit for level one players 2 hits for level 2 players and so on

Heavy Damage
Heavy damage is 40 points a hit, it is set mid-ranged range/high players the hits are hard but the rewards are so so sweet.

Very Heavy Damage
A very heavy hit dealing 80 damage per hit to the player, this is made for higher level players with hit points in the hundreds. not to be taken lightly the beasts that hit this hard as most of the time they have abilities some only dream off to go with there earth-shattering hits.

Massive Damage
100 points a hit, it is made to even take down top-level players four solid hits will take down a level 20 player five will take down your tank, the abilities the monsters have are not for a single player to be able to handle. parties are made for the bossed of this size and working as a team is also very useful.

Specific weapon damage
As Explained before

At times a player will gain a weapon or ability with a specific damage roll example 4d4 +5 being the damage, so that player has to roll 4 dice4 and then add 5 to the damage upon successful hit to the enemy. this damage can go up to crazy numbers for things like legendary weapons, example, The Blade of Morrows Fall (it is a real weapon and yes it is in the game right now) gives 21d10 +43 +10 ice damage and can cast spells as it is a sentient blade. when weapons like this are given to players the admin or ownership will place an NPC or items card on the player's bio so the player knows all the states for there weapon. this also is the case for any new larger abilities, companions or trinkets/items, it all gets cards put on bios.
Example of a Compainon Card
you will see here in this card on how damage works when a being has a spesific rolls they have to do when they calculate damage, as well as here in this card you will also see how to add ons to hit works as Zaruth here has a +14 to his hit rolls, so when he rolls his d20 when hitting a person he gets a +14 to the hit so he can hit larger monsters with higher ACs then 20
Example of Companion Card (this character does exist in game):


Notes:
Companion added

Zaruth the Flame of Carth
Level 6 Cambion Demon, Equivalant of a level 16 Player Character
Combat, Armor , Heath, and Damage and How it Works. Must Read Zaruth11

Combat, Armor , Heath, and Damage and How it Works. Must Read Zaruth10

Cambion demon
Huge fiend (demon), chaotic evil
Armor Class 19 (Natural Armor)]
Level 6
Hit Points 262 (21d12+126) + 75 per level = 637
Speed 40 ft., fly 80 ft.
STR 26 (+10)  
DEX 15 (+5)  
CON 22 (+6)  
INT 20 (+5)  
WIS 16 (+3)  
CHA 22 (+10)
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistance Cold, Lightning; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Immunities Fire, Poison
Condition Immunities Poisoned mind alteration
Senses Truesight 120 Ft., passive Perception 13
Languages Abyssal, Telepathy 120 Ft.

Challenge 22 (22,000 XP)

Death Throes. When the Zaruth dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 120  fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.

Fire Aura. At the start of each of Zaruth's turns, each creature within 5 feet of it takes 30 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Zaruth or hits it with a melee attack while within 5 feet of it takes 20 (3d6) fire damage.

Magic Resistance. Zaruth has advantage on saving throws against spells and other magical effects. +5 to hits on each turn after a magical ability or attack is given to Zaruth

Magic Weapons. all Zaruth's attacks are magical.

Actions

Multiattack. Zaruth makes three attacks: one with its bite and  2 with its claws

Claws: Melee Attack: +14 to hit, reach 10 ft., one target. Hit: (3d8 + 25) slashing damage plus (5d8)Fire damage. If the Demon scores a critical hit, it rolls damage dice three times, instead of twice

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (4d8 + 25) slashing damage plus (7d8)lightning damage. If the Demon scores a critical hit, it rolls damage dice three times, instead of twice

Teleport. Zaruth can magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A Cambion demon has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Summons :

Summons [/b]
Vrock
Combat, Armor , Heath, and Damage and How it Works. Must Read Latest?cb=20150924212321

Size/Type: Large Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (2d6+6)
Full Attack: 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
Environment: A chaotic evil-aligned plane
Organization: Solitary, pair, gang (3–5), or squad (6–10)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11–14 HD (Large); 15–30 HD (Huge)
Level Adjustment: +8
A vrock is about 8 feet tall and weighs about 500 pounds.

COMBAT
Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.

A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spell-Like Abilities: At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day—heroism. Caster level 12th. The save DCs are Charisma-based.

Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.

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HEZROU
Combat, Armor , Heath, and Damage and How it Works. Must Read 350?cb=20161120181132

Size/Type: Large Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 10d8+93 (138 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +10/+19
Attack: Bite +14 melee (4d4+5)
Full Attack: Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, stench, improved grab, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.
Saves: Fort +16, Ref +7, Will +9
Abilities: Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Skills: Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)
Feats: Blind Fight, Cleave, Power Attack, Toughness
Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2–4)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: +9
A hezrou can walk both upright and on all fours, but it always fights standing up

A hezrou is about 8 feet tall and weighs about 750 pounds.

COMBAT
Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.

A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.

Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.

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GLABREZU
Combat, Armor , Heath, and Damage and How it Works. Must Read 800b0a4906dbe44aeb93eec7bd8cdd48
Size/Type: Huge Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 12d8+120 (174 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 27 (–2 size, +19 natural), touch 8, flat-footed 27
Base Attack/Grapple: +12/+30
Attack: Pincers +20 melee (2d8+10)
Full Attack: 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing
Saves: Fort +18, Ref +8, Will +11
Abilities: Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)
Feats: Cleave, Great Cleave, Multiattack, Persuasive, Power Attack
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)
Challenge Rating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment: —
Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.

Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.

COMBAT
Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.

A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 1/day—power word stun. Caster level 14th. The save DCs are Charisma-based.

Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).

Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.

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NALFESHNEE
Combat, Armor , Heath, and Damage and How it Works. Must Read Latest?cb=20161120184609

Size/Type: Huge Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 14d8+112 (175 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 27 (–2 size, +1 Dex, +18 natural), touch 9, flat-footed 26
Base Attack/Grapple: +14/+29
Attack: Bite +20 melee (2d8+7)
Full Attack: Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smite, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +10, Will +15
Abilities: Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20
Skills: Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)
Feats: Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 15–20 HD (Huge); 21–42 HD (Gargantuan)
Level Adjustment: —
A nalfeshnee can fly despite its small wings.

A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.

COMBAT
When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back.

A nalfeshnee’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be [dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.

Spell-Like Abilities: At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.

Summon Demon (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Nalfeshnees continuously use true seeing, as the spell (caster level 14th).

Skills: Nalfeshnees have a +8 racial bonus on Listen and Spot checks.

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MARILITH
Combat, Armor , Heath, and Damage and How it Works. Must Read Latest?cb=20161120182923

Size/Type: Large Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 16d8+144 (216 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 29 (–1 size, +4 Dex, +16 natural), touch 13, flat-footed 25
Base Attack/Grapple: +16/+29
Attack: Longsword +25 melee (2d6+9/19–20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)
Full Attack: Primary longsword +25/+20/+15/+10 melee (2d6+9/19–20) and 5 longswords +25 melee (2d6+4/19–20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 4d6+13, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +19, Ref +14, Will +14
Abilities: Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil
Advancement: 17–20 HD (Large); 21–48 HD (Huge)
Level Adjustment: —
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.

A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.

COMBAT
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.

A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Spell-Like Abilities: At will—align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

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Goristro
Combat, Armor , Heath, and Damage and How it Works. Must Read Latest?cb=20161020182739

Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 310 (23d12+161)
Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (0) 25 (+7) 6 (-2) 13 (+1) 14 (+2)
Saving Throws Str +13, Dex +6, Con +13, Wis +7

Skills Perception +7
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft.
Languages Abyssal
Challenge 17 (18,000 XP)

Charge. If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Labyrinthine Recall. The goristro can perfectly recall any path it has traveled.

Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects.

Siege Monster. The goristro deals double damage to objects and structures.

Actions
Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.

Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.

Magic spells it can cast
Fire ball
Fire breath
Advanced fire breath
Wall of flame
Wall of force
Magic missile
Telekinetic hand
And all Pyromancer spells
https://www.dandwiki.com/wiki/Pyromancer_(5e_Class)#Spellcasting

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Cost of being the owner of Zaruth[\b]

He owns a part of you
A Part of your soul is now owned by Zaruth, this not only binds you to the demon for eternity but also binds him to you, upon you taking damage he will feel this as well taking half the damage you get per turn onto himself, if this gets to be too much for him he will rage and no longer be able to determine friend from foe this can lead to him attacking his comrade.

Feeding the demon
Every day once a day Zaruth has to eat and he does not eat normal food, every day be it player character or npc has to be sacrificed to keep the demon fed, if he is not fed he will not fight for his owner and will stand alongside and watch or if his feedings go on too long without getting done he will turn on his owner and consume the remainder of there soul-killing them.

Demonic Aura
The owner of Zaruth will forever now hold a demonic aura, this will inform other demons that Zarth is the owner of the being as the being is the owner of Zaruth this will cause demons to respect or hate the owner but will also cause other non-demon aura seeing people be able to tell that the owner is owned by a greater demon and that they own a greater demon.

He Never Leaves
Stuck to the owner like glue Zaruth is a good boy that follows his owner around like a protective massif would, he is strong-willed, arrogant and opinionated and can be the cause of fights for the owner if the owner does not know how to control him or have a firm hand to be able to stand up to him.

He Does Not Tell You The Fine Print
He will not tell you he owns you, he is eating your soul slowly or that he is basically an asshole, he leaves this for an up to you to find out thing as he is a demon, demons are kinda jerks. but you do get a very strong beast that fights for you.


Death Effects
things can kill you in only a look, a snap of there fingers and you just take a death effect, a being made to kill you can do it, you are a vampire, an undead or a demon a holy smite may harm others and give heavy damage but to you-you take a death for it if you are stuck, what can cause instant death to players?
- The gods and acts of the gods
- A monster or being of lesser god level
- A being that is made to kill your race or alignment their abilities may cause one to take death and die.

can you be able to have more than one death? YES you can gain items that give you an extra life, they are not easy to get but some items, as well as magical abilities, can give lives or wards. Example necromancy, has the high-level ability that you slit your arm draw a ring on the ground in your blood and bind your spirit to that location, then upon death, you act as if you die but then reform there with all your items and things you had on you and no death taken.
or you get an item that has one extra life attached to it, so if you die you after one minute of being "dead" pop back up full health, the paladin gets one extra life when they get their knighthood as well.
Or you can get items with the ability death ward on them, so if you get a death affect placed on you the death ward takes that death instead and leaving you fine.

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This is how health and life work in DeLaRose roleplay group, note it is up to the segment owner of the roleplay you are in to read over this and uphold it in their segment or do something else so it is always good to ask if they use the standard health and damage markers.

From Ownership

https://www.delaroseroleplay.com

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