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People vs. Zombies: Feedback!

24 Feb

plants-vs-zombiesThank you, guinea pigs students, for playtesting the People vs. Zombies game! After some feedback, I propose the following changes:

  • Mana Flowers generate 10 Mana per turn instead of 5
  • Wooden Walls are 3 feet high (provide cover to Medium creatures and improved cover to Small creatures, DC 12 Acrobatics to jump over, stepping over requires 2 squares of movement and finishes a move action, hardness 5, hp 10)
  • The battle grid is 21 x 21 (105′ square)

There was worry that the “People” are too underpowered compared to the “Zombies.” But Level 1 characters with PC gear are theoretically equal in power to CR 1 creatures. So here are generic Level 1 PCs with 500gp each that I have optimized. We will see how these work out.

Have more ideas? Any Objects you want to suggest? Leave a comment below!

-Grandmaster

Generic Level 1 characters to start with:

Human Barbarian 1

Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Init. +1
hp 15
AC 17 / touch 11 / flat-footed 16 (+6 armor, +1 Dex)
Fort +4, Ref +1, Will +1
Speed 30′
Melee: greataxe +5 (1d12+4/x3)
Ranged: sling +2 (1d4+3) 50′, longbow +2 (1d8/x3) 100′
Special: rage 6 rounds/day
BAB +1, CMB +4, CMD 15
Feats: Power Attack -1/+3, Weapon Focus (greataxe)
Skills: Acrobatics +2, Climb +4, Intimidate +3, Swim +4
Gear: alchemist’s fire, potion of cure light wounds (2), mwk breastplate, rope + grappling hook

Gnome Bard 1

Str 11, Dex 14, Con 14, Int 8, Wis 10, Cha 17
Init. +2
hp 11
AC 18 / touch 13 / flat-footed 16 (using buckler) (+4 vs. giant subtype) (+4 armor, +2 Dex, +1 shield, +1 size)
Fort +2, Ref +4, Will +2 (+2 vs. illusions)
Speed 20′
Melee: rapier +3 (1d4/18-20)
Ranged: shortbow +3 (1d4/x3) 60′
Special: bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1); hatred (+1 attack rolls vs. reptilian and goblinoid subtypes)
Spells: 1st-level (2/day) – cure light wounds, sleep (DC 14); Cantrips – daze, flare, lullaby, resistance
BAB +0, CMB -1, CMD 11
Feats: Weapon Finesse
Skills: Acrobatics +4, Climb +2, Intimidate +7, Perform (sing) +7, Use Magic Device +7
Gear: alchemist’s fire, mwk backpack, mwk chain shirt, buckler, potion of cure light wounds, rope + grappling hook, wand of magic missile (CL 1, 4 charges, DC 20 Use Magic Device to use)

Human Cleric 1

Str 10, Dex 13, Con 12, Int 8, Wis 17, Cha 14
Init. +1
hp 10
AC 18 / touch 11 / flat-footed 17 (using buckler) (+6 armor, +1 Dex, +1 shield))
Fort +3, Ref +1, Will +5
Speed 20′
Melee: scimitar +0 (1d6/18-20)
Ranged: light crossbow +1 (1d8/19-20) 80′
Special: channel positive energy 5/day (1d6, +1 damage vs. undead, DC 12), rebuke death 6/day (1d4); Healing Domain, Sun Domain
Spells: 1st-level – bless, cause fear, cure light woundsD; Orisons – guidance, resistance, stabilize
BAB +0, CMB +0, CMD 11
Feats: Selective Channeling
Skills: Acrobatics -3, Climb -4
Gear: alchemist’s fire (3), mwk breastplate, buckler, rope + grappling hook

Dwarven Druid 1 with wolf:

Str 14, Dex 13, Con 12, Int 8, Wis 17, Cha 10
Init. +1
hp 13
AC 15 / touch 11 / flat-footed 14 (+4 vs. giant subtype) (+4 armor, +1 Dex)
Fort +3, Ref +1, Will +5
Speed 20′
Melee: scythe +2 (2d4+3/x4)
Ranged: sling +1 (1d4+2) 50′
Special: hatred (+1 attack rolls vs. orc and goblinoid subtypes)
Spells: 1st-level – entangle (DC 14), produce flame; Orisons – flare, resistance, stabilize
BAB +0, CMB +2, CMD 13
Feats: Toughness
Skills: Acrobatics -1, Climb +3, Handle Animal +4
Gear: alchemist’s fire (2), hide armor, potion of cure light wounds, rope + grappling hook

Wolf Companion:

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Init. +2
hp 13
AC 18 / touch 12 / flat-footed 16 (+4 armor, +2 Dex, +2 natural)
Fort +5, Ref +5, Will +1
Speed 50′
Melee: bite +2 (1d6+1 plus trip)
Special: link, share spells
BAB +1, CMB +2, CMD 14 (18 vs. trip)
Feats: Armor Proficiency (light)
Tricks: Attack, Attack Anything, Defend, Down, Fetch, Stay, Track
Skills: Acrobatics +5, Climb +5
Gear: barding (mwk chain shirt)

Human Fighter 1:

Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Init. +2
hp 16
AC 22 / touch 13 / flat-footed 19 (+6 armor, +2 Dex, +1 dodge, +3 shield)
Fort +4, Ref +2, Will +1
Speed 20′
Melee: longsword +4 (1d8+3/19-20), or warhammer +4 (1d8+3/x3)
Ranged: sling +3 (1d4+3) 50′, longbow +3 (1d8/x3) 110′
BAB +1, CMB +4, CMD 17
Feats: Dodge, Shield Focus, Toughness
Skills: Acrobatics -3, Climb +1, Intimidate +3
Gear: alchemist’s fire (3), breastplate, heavy steel shield, potion of cure light wounds (2), rope + grappling hook

Human Monk 1:

Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 8
Init. +2
hp 13
AC 15 / touch 15 / flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
Fort +3, Ref +4, Will +4
Speed 30′
Melee: temple sword +3 (1d8+4/19-20), flurry +2/+2 (1d8+3/19-20)
Melee 2: unarmed strike +3 (1d6+3), flurry +2/+2
Ranged: sling +2 (1d4+3) 50′, light crossbow +2 (1d8/19-20) 80′
Special: stunning fist 1/day (DC 12)
BAB +0, CMB +3, CMD 18
Feats: Deflect Arrows, Dodge, Toughness
Skills: Acrobatics +6, Climb +7, Escape Artist +6, Intimidate +3, Sense Motive +6
Gear: alchemist’s fire (4), potion of mage armor (CL 5), potion of cure light wounds (3), rope + grappling hook

Human Paladin 1:

Str 17, Dex 13, Con 12, Int 8, Wis 10, Cha 14
Init. +1
hp 12
AC 19 / touch 11 / flat-footed 18 (+6 armor, +1 Dex, +2 shield)
Fort +3, Ref +1, Will +2
Speed 20′
Melee: longsword +5 (1d8+3/19-20)
Ranged: sling +2 (1d4+3) 50′, longbow +2 (1d8/x3) 110′
Special: detect evil; smite evil 1/day (+2 attack, +1 damage, +2 AC vs. evil opponent)
BAB +1, CMB +4, CMD 15
Feats: Power Attack -1/+2, Weapon Focus (longsword)
Skills: Acrobatics -3, Climb -1
Gear: alchemist’s fire (2), mwk breastplate, heavy steel shield, potion of cure light wounds, rope + grappling hook

Human Ranger 1:

Str 15, Dex 16, Con 12, Int 8, Wis 13, Cha 10
Init. +2
hp 12
AC 17 / touch 13 / flat-footed 14 (+4 armor, +3 Dex)
Fort +3, Ref +1, Will +2
Speed 30′
Melee: greatsword +3 (2d6+3/19-20)
Ranged: sling +4 (1d4+2) 50′, composite longbow (Str. +2) +4 (1d8+2/x3) 110′
Special: favored enemy (Your Choice)
BAB +1, CMB +4, CMD 15
Feats: Point-Blank Shot, Precise Shot
Skills: Acrobatics +2, Bluff +1, Climb +4, Heal +5, Intimidate +4, Swim +4
Gear: alchemist’s fire (2), chain shirt, rope + grappling hook

Halfling Rogue 1:

Str 12, Dex 17, Con 12, Int 8, Wis 10, Cha 15
Init. +3
hp 10
AC 18 / touch 14 / flat-footed 15 (+4 armor, +3 Dex, +1 size)
Fort +2, Ref +6, Will +1; +2 vs. fear
Speed 20′
Melee: rapier +4 (1d4+1/18-20)
Ranged: composite shortbow (Str +1) +4 (1d4+1/x3) 70′
Special: sneak attack +1d6
BAB +0, CMB +0, CMD 13
Feats: Weapon Finesse
Skills: Acrobatics +7, Bluff +6, Climb +5, Escape Artist +5, Intimidate +6, Swim +3, Use Magic Device +6
Gear: alchemist’s fire (2), chain shirt, potion of cure light wounds (2), wand of magic missile (CL 1, DC 20 Use Magic Device to use, 4 charges), rope + grappling hook

Gnome Sorcerer 1:

Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 17
Init. +2
hp 11
AC 13 / touch 13 / flat-footed 11 (+4 vs. giant subtype) (+2 Dex, +1 size)
Fort +1, Ref +2, Will +2; +2 vs. illusions
Speed 20′
Melee: longspear +1 (1d6/x3) [brace, reach]
Ranged: light crossbow +3 (1d8/19-20) 80′
Special: Undead Bloodline (mind-affecting spells treat undead as if they were living humanoids); hatred (+1 attack vs. reptilian and goblinoid subtypes); grave touch 6/day +1 touch (shaken 1 round, already-shaken creatures become frightened if it has fewer HD than sorcerer level); gnome magic
Spells: 1st-level (4/day) – color spray (DC 15), cause fear (DC 14); Cantrips – acid splash, daze, disrupt undead, flare
BAB +0, CMB -1, CMD 11
Feats: Toughness
Skills: Acrobatics +2, Climb +1, Use Magic Device +7
Gear: alchemist’s fire (2), scroll of enlarge person (1 round casting time), scroll of burning hands (CL 3, DC 10), scroll of mage armor (CL 5), scroll of cause fear (DC 10), wand of magic missile (CL 1, 6 charges), wand of cure light wounds (CL 1, DC 20 Use Magic Device to activate, 4 charges), rope + grappling hook

Elven Wizard (Necromancer) 1:

Str 10, Dex 16, Con 10, Int 17, Wis 10, Cha 13
Init. +3
hp 10
AC 13 / touch 13 / flat-footed 10 (+3 Dex)
Fort +0, Ref +3, Will +2; immune to magic sleep, +2 vs. enchantment
Speed 30′
Melee: mwk longsword [must hold in hand to cast spells without concentration checks] +2 (1d8+1/19-20)
Ranged: composite longbow (Str +1) +3 (1d8+1/x3) 110′
Special: arcane bond 1/day; channel energy 6/day (Command Undead only, DC 11); grave touch 6/day +0 touch (shaken 1 round, already-shaken creatures become frightened if it has fewer HD than sorcerer level); elven magic
Spells: 1st-level – color spray (DC 14), enlarge person; Cantrips – acid splash, daze, disrupt undead, flare
BAB +0, CMB +1, CMD 14
Feats: Command Undead, Toughness
Skills: Acrobatics +4, Climb +1, Escape Artist +4, Knowledge (arcana) +7, Use Magic Device +2
Gear: alchemist’s fire (2), scroll of burning hands (CL 1, DC 10), scroll of mage armor (CL 5), wand of magic missile (CL 1, 6 charges), rope + grappling hook

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7 Comments

Posted by on February 24, 2015 in Duels

 

7 responses to “People vs. Zombies: Feedback!

  1. Nate

    February 25, 2015 at 8:53 pm

    There are no defensive characters? Darn!

     
    • ronaldsf

      February 25, 2015 at 9:46 pm

      Not PURELY defensive. The fighter and paladin mix both offense and defense. Do you want to retool the fighter?

       
  2. Nate

    February 27, 2015 at 9:17 am

    At least give the fighter the unbreakable archetype. Also why do the characters have equipment that a level 1 character could not afford?

     
    • ronaldsf

      February 28, 2015 at 9:35 am

      Hmm, I’m staying away from archetypes so that I don’t overload myself with options and extra work. EVERYONE can build their own character for People vs. Zombies.

      On your suggestion though I did make the Fighter more defense-focused so that there is a “Tank” among the options.

      On wealth, my sense from the first playtest was that the People could use a slight boost in power, given the flexibility that the Zombies have in choosing different monsters. So having alchemist’s fire and being able to get masterwork backpacks for rope + grappling hooks was a necessity. It also translates to perhaps +1 to AC and attack rolls. We’ll see how it plays out.

       
  3. Nate

    March 1, 2015 at 8:03 am

    Yay thanks for changing those feats

     
  4. mmccoo171

    February 26, 2016 at 9:11 am

    Can we do PVZ this year in guild? It could be People vs. Zombies Guild Warfare!

     
    • ronaldsf

      February 26, 2016 at 10:47 am

      If you find other people who want to do this, then yeah

       

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