User:Ghostwheel/Grimoire

Mechanical Bits

 * For more optimized groups, increase the HP of monsters by around 25%
 * For unoptimized groups, decrease the HP of monsters by around 50%
 * AC is based on a SRD fighter with 16 base str. Touch AC is normal AC -party level, minimum of 12 + size modifier, and flatfooted AC is normal AC -2.
 * Attack is based on a fighter with 14 dexterity at first level, chain shirt (level 1), chainmail (level 2), full plate (level 5), and mithral full plate (level 10)
 * HP based on a "standard" combat rogue (no Craven or anything like that) (takes 4 rounds to kill with 50% misses)
 * Damage based on a d10 character with 14 con (takes 8 rounds to kill with 50% misses)
 * Minions have 1/4 the HP of what's listed on the table, and should do 2/5 (40%) the damage a normal monster would do to account for the fact that they die faster, and automatically have evasion and mettle. Minions don't use hindering, debilitating, or incapacitating effects.
 * Normals don't use debilitating or incapacitating effects.
 * Elites should do +40% extra damage of what a normal monster would do, and multiply the health of a normal by 1.4. Elites are immune to incapacitating effects. Elites don't use debilitating effects.
 * Solos should do x2 extra damage of what a normal monster does, and multiply the health of a normal by 2. Solos are immune to incapacitating and debilitating effects.


 * For straight ability checks (unmodified by size) generally you can take the table here and subtract 9 and remove the 1/2 level bonus to get an opposed check bonus.

Incapacitating effects that require an attack roll and allow a save deal 25% damage, shouldn't last more than one round, and should only target one character. If it requires an attack roll and allows no save (or requires no attack roll but allows a save), it deals no damage. This includes blindness, nauseation, petrification, cowering, panicked, frightened, stunned, dazed, confused.
 * DPR and STATUS EFFECTS:

Debilitating effects (staggered, exhausted, immobilized, checked), deal 50% damage if both attack and save allowed, shouldn't last more than one round.

Hindering effects (shaken, sickened, fatigued, flat-footed, prone), 75% damage if it requires attack and save, lasts 2-3 rounds, allows save to shake off, should limit to duration of maximum stacking effect

Reduce damage by 25% if only a single "attack" is required.

Misc thoughts:
 * Make a table of example abilities that DMs could select from on the fly in case they're coming up short on what's good to give monsters. Perhaps give options to various abilities, with scaling numbers in case they do more/less (like treat as dealing level-2 damage if it slows, etc)