Medusa Player Race

jimmifett

Banned
Banned
Medusa
Ability Scores: +2 Dex, Choice of +2 Con or +2 Cha (females favor cha, males favor con)
Size: Medium
Speed: 6 Squares
Languages: Common, Goblin
Skill Bonuses: +2 Nature, +2 Perception

Serpentine Tresses: When affected by Blindness that a save can end, you may make a saving throw against blindness at the beginning of your turn. While your eyes are covered or blind folded, you can see via your serpent hair up to 10 squares.

Asclepius Blood: When taking damage from a melee attack while Bloodied, all adjacent creatures to the medusa are splattered by droplets of blood, Granting allies 1 Temporary Hit Point and dealing 1 poison damage to enemies.

Petrifying Gaze (Female Only): You can use Petrifying Gaze as an encounter power.

Venomous Gaze (Male Only): You can use Venomous Gaze as an encounter power.

Petrifying Gaze Medusa Racial Power
Encounter * Gaze
Minor Action Close Blast 3
Target: Each creature in blast (Blind Creatures are immune)
Attack: Cha + 2 vs Fortitude or Wis + 2 vs Fortitude
Hit: 1d6 damage and target is Slowed (save ends).
Effect: -1 Penalty to Saving throws vs Slowed and Immobilized conditions inflicted by this power and associated feats.
Failed Saving Throw: The Target is Immobilized instead of slowed (save ends).
Venomous Gaze Medusa Racial Power
Encounter * Gaze, Poison, Psychic
Minor Action Close Blast 3
Target: One creature in blast (Blind Creatures are immune)
Attack: Con + 2 vs Will or Str + 2 vs Will
Hit: 1d6 poison and psychic damage and target takes 5 ongoing Poison damage (save ends).
Effect: -1 Penalty to Saving throws vs conditions and ongoing damage inflicted by this power.
Failed Saving Throw: The target is also Weakend (save ends both).
Gaze Improvment Feats:
* Challenging Stare
Prerequisites: Medusa, Petrifying Gaze class feature, Divine Sanction class feature
Enemies targeted by your Petrifying Gaze or Venomous Gaze power are subject to your divine sanction until the beginning of your next turn.

* Dilated Iris
Prerequisites: Medusa, Petrifying Gaze or Venomous Gaze class feature
Close Burst 3 becomes Close Burst 5 for the Petrifying Gaze or Venomous Gaze racial power.

* Double Slit Lenses
Prerequisites: Medusa, Petrifying Gaze or Venomous Gaze class feature
Blast targets enemies only.

* Improved Petrification
Prerequisites: Medusa, Petrifying Gaze class feature
Increase penalty to saving throws for conditions inflicted by Petrifying Gaze power to -2 at level 11, and -3 at level 21.

* Improved Envenomation
Prerequisites: Medusa, Venomous Gaze class feature
Increase penalty to saving throws for conditions inflicted by Venomous Gaze power to -2 at level 11, and -3 at level 21.

* Opportunistic Glance
Prerequisites: Medusa, 11th level, Petrifying Gaze or Venomous Gaze class feature
You can use your Petrifying Gaze or Venomous Gaze power as an opportunity attack. You must include the enemy who triggered the opportunity attack in the blast of your gaze.

* Penetrating Glare
Prerequisites: Medusa, Petrifying Gaze or Venomous Gaze class feature
Add a +1 feat bonus to Attack rolls with the Petrifying Gaze or Venomous Gaze power at 11th level, +2 at 21st level.

* Radiant Stare
Prerequisites: Medusa, Petrifying Gaze or Venomous Gaze class feature, Channel Divinity class feature
Add the Radiant Keyword to your Petrifying Gaze or Venomous Gaze racial power, The damage type now includes Radiant damage.

* Second Sight
Prerequisites: Medusa, Petrifying Gaze or Venomous Gaze class feature
At 21st level, when you use your second wind, you regain the use of your Petrifying Gaze or Venomous Gaze.

* Stone Cold Stare
Prerequisites: Medusa, Petrifying Gaze class feature
When a target of your Petrifying Gaze power fails it's saving throw against the Immobilized condition inflicted by that power, the target becomes Petrified (no save).

* Tainted Infusion
Prerequisites: Medusa, Venomous Gaze class feature
When a target of your Venomous Gaze power fails it's saving throw against the Weakened condition inflicted by that power, the target also becomes dazed (save ends all).

Asclepius Blood Improvement Feats:
* Improved Asclepius Blood
Prerequisites: Medusa, Asclepius Blood class feature
Grant 2/3/4 tiered Temporary Hit Points to adjacent allies or 2/3/4 tiered poison damage to adjacent enemies when damaged by a melee attack while bloodied. Replaces Asclepius Blood.

* Asclepian Essence
Prerequisites: Medusa, Asclepius Blood class feature, Improved Asclepius Blood feat
Heal 1 point of damage to allies affected by your Asclepius Blood class feature in addition to any other benefits.
Inflict 3 ongoing poison damage to enemies affected by your Asclepius Blood class feature in addition to any other effects.

Misc. Feats:
* Medusa's Kiss
Prerequisites: Medusa, Petrifying Gaze class feature
You gain the Medusa's Kiss Racial Utility Power. It must replace another utility power.

Medusa's Kiss Medusa Racial Utility
Encounter
Standard Action
Target: Touch
Effect: Remove the Petrified Condition from a target. You grant combat advantage until the start of your next turn. Target's Initiative moves to immediately after your turn ends.


Deprecated Feats:
These will be moved to future paragon paths and simplified... Kept so I don't forget about them.
* Hastened Petrification
Prerequisites: Medusa, Petrifying Gaze class feature
When using the Petrifying Gaze power, a single target in the blast may be selected. This target is first Immobilized (save ends) instead of slowed, and First Failed Saving Throw: Petrified (no save) instead of Immobilized. This target suffers no penalties to saving throws from the Petrifying Gaze power or Soul Piercing Gaze feat. All other targets in blast are affected normally.

* Extended Venomous Gaze
Prerequisites: Medusa, Venomous Gaze class feature
When using the Venomous Gaze power, the Dazed and Weakened conditions may be maintained against a single target as a minor standard action instead of save ending as long as you stay within range the size of your blast and maintain line of sight. However, while maintaining, you grant combat advantage. If the gaze is not maintained, the target may save normally as per the Venomous Gaze Power.

* Pure Asclepius Blood
Prerequisites: Medusa, Asclepius Blood Class Feature, Improved Asclepius Blood
As Improved Asclepius Blood plus 1/2 Con Mod (min 1) Healing to allies and 1/2 Con Mod (min 1) times Tier (1/2/3) ongoing Poison Damage (save ends).

* Noble Asclepius Blood
Prerequisites: Medusa, Asclepius Blood Class Feature, Pure Asclepius Blood
As Improved Asclepius Blood plus Con Mod Healing to allies or Con Mod times Tier(1/2/3) ongoing Poison Damage (save ends) to enemies. Replaces Pure Asclepius Blood benefits.
 
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Medusa is in Monster Manual 1.
Create your Medusa character complete with level, ability scores and skills and I'll play test it.
 

Design Notes:

My wife wanted to play a medusa ranger after seeing Sheshka from the cover of Queen of Stone by Kieth Baker, so I took that into consideration for designing the race. I looked up the Medusa in MM1 and based stat choices from there, with females using Cha to petrify (originally vs will, but the MM1 Medusa were vs Fort, so i went with that), and the males using Con vs Will (also lifted from MM1) for thier venom gaze.

Since Droaam seemed like a good wilderness area and Sheshka is a hunter, I went with Nature and Perception for skill bonuses. Made sense for a rangery type race.

Next up I wanted some interesting racial features that weren't broken (at least I hope they aren't). First, I wanted the medusa to be able to walk around Sharn without being killed on the spot. To do that, Medusa are required to wear lockable visors / plates over thier eyes while within city limits and other civilized areas. Depending on the laws of various areas, a simple veil may be all that is required. The character would be able to see a limited distance via thier Serpentine Tresses. I also figured with so many vision sources, a medusa PC should have an extra shot at saving vs blind.

For the Asclepius Blood trait, I had recalled from HS that Pegasus and another creature sprang from Medusa's neck, and that her blood was poisonous and could create monsters. Last thing I wanted was little minions cluttering the field, so that was out. I found that via google that Ascelpius was given vials of her blood from each side of her body. Blood from one side can heal, the other could kill. This sounded interesting, and I recalled the fight with a dragon during the DnD Redbox Game Day that would splash acid on adjacent when damaged while Bloodied. Originally, I had it damage enemies for 1 HP, and heal allies for 1 HP. It was during racial feat creation that I realized that this was over powered, esp if I wanted feats to boost racial abilites. All one had to do was stand next to a fallen ally and let yourself get hit while bloodied and they would be back in the fight. At bit broken at 1st level I think, so I changed it to giving allies trivial amounts of Temp HP. Everyone likes Temps, and it would limit the usefullness of the ability without some serious feat investment.


I gave it 3 feats to improve the blood, the first adds minor tiered support to the ability. The second builds off that, and adds minor healing in addition to the temps and minor tiered onoing poison damage. The tiered damage at this level is half con mod (minimum 1) times tier(1/2/3), which could yield around 2-3 ongoing poison in the early game if you pump Con, 6-8 by mid paragon and 10-12 by late epic. I don't think that is very broken (I hope). The last feat replaces half con mod in the previous calculations with full con mod. This is the pinacle of noble lineage pure blooded medusa. With serious munchkin-ing, you could have 5-6 HP of ongoing poison in the early game, 11-13 ish in paragon, 24-27 ongoing poison damage by late epic. I haven't played any epic, so this may be broken in that tier, but you know what, epic probably should be a little broken. ;) Naturally, this is all save ends and you have to invest feats into it.

Next, you have the gazes. Females can petrify and males can envemonate with a stare. I lifted the powers from the Medusa MM1 entries and tweaked a touch. I wanted a small blast size and the ability to make it slightly harder for creatures to save versus your power. I did this with half stat mod /2 (minimum 1) penalty to saves vs effects from those powers. These are not tiered. Early game, a creature could be at a -2 to saving, not taking into account other class powers. At epic, this could be a -4 or -5 penalty. Hmm, writing that, I can see that is beyond broken, especially with it's associated feat. I'm changing it to a -1 penalty with simple tiered feat enhancement.

Most of the feats are pretty obvious lifts from Dragonborn breath feats. Increase blast size, target enemies only, adding radiant to the gaze. Unique feats are the now fixed increase of penalty to saves vs gaze powers, reducing the steps to full petrification by 1 on a single target (who gets normal saves), and extending the duration of venomous gaze. This last one I felt needed some offset to it's enhancement (and looking again now, requires some more tweaking to prevent broke-tastic. Fixed). As a Standard, you can maintain dazed and weakend on a single target as long as you stay in range and keep LoS. Due to focusing on your target however, you grant combat advantage. Neat trick, but hefty price to keep dazed and weakened.

Finally, the Medusa's Kiss feat. I liked Sheshka's ability from Queen of Stone and wanted the player that takes this feat to not mind quite as much if they catch an ally in the gaze and they get petrified (or save a foe for interogation). This takes a bit of effort on the player's part however in the form of not only giving up a standard action, but also granting combat advantage until start of next turn to clear up that accidental stoning. I think this is a fair enough balance.

Yawn, that was a lot of reading. You deserve a cookie.
 
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Based on some feedback from wotc boards, boosted gaze attacks from minor to standard action, and reduced the base damage from 1d6 + stat mod to 1d4 + stat mod.
 

Based on some feedback from wotc boards, boosted gaze attacks from minor to standard action, and reduced the base damage from 1d6 + stat mod to 1d4 + stat mod.

Agree with the feedback .. .the damage might not have been an issue for me but the minor action was definitely in need of a change.

A killed opponent could of course be considered ummm stoned ;p
 

If I've done my math correctly, I'm wondering if I overreacted in raising the Action to a Standard. Like Dragon Breath, it doesn't scale very well, and even with the feat to tier increase penalty to saving throw, the chance of actually petrifying a target appears to be quite low, with greatest chance of success in early Heroic tier. Sure, you have a good chance of hitting and applying slow, a fighting chance of immobilizing, but achieving petrification without relying on other penalties to saving throws from outside this race and associated feats are slim at best.

Assumptions for my math:
* starting cha of 18
* versus a DMG specified average Fort NAD of Level + 12
* an enemy of the same level as the player (up to 30, at which point the player peaks)
* Inclusion of Soul Piercing Medusa Gaze feat as feat in the table.
 

Attachments

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Perhaps the way to balance the pet gaze is a feat to quicken the action cost from a standard to a move at 11th, and to a minor at 21st. Otherwise, it quickly loses attractiveness as you level.
 

Ok, I revisited the gaze math again.
I went with a base premise of starting attribute averaging at 16 and that the player would want to invest fully into this stat as a secondary.

I added in a recommended feet to increase the To Hit at tiers, however, I lowered the suggested tiered increases from atk+4 at paragon and atk+6 at epic to atk+3 at paragon and atk + 4 at epic.

I played with the levels that you get increases for the To Hit and Penalty to Save feets so that, at stat 16, petrification stays in a 10% - 16% target band for most of the game, only slightly dropping below 10% in late epic. This band changes to 10% - 18% with base stat 18 (not dipping below 10% until fighting monsters above 31), and 12% - 19% with base stat of 20(only dipping below 14% at late paragon and late epic).

Keeping the increases at 11 and 21 seemed to work the best at keeping the probabilities in stable bands.

I also removed the mod damage from the gazes once i was satisfied with the probability graph. Graphing really helps when tweaking.

A couple of the feats will be moving to a paragon path. Now that I can visualize the progression, I will be adding a feat to reduce action cost of the gaze at tier down to a minor by epic to increase it's usefulness.

Attached is the Stat 16 chart, as well as the spread sheet I created to play around with numbers. It's quite fun. B-)

The thick dark blue and thick purple lines represent the fully optimized gaze with To Hit bonus and Saving Throw penalty
 

Attachments


So, just to verify for everyone that takes a glance and is "OMG, broken!",
I wrote myself a program to do 10,000 attacks versus an equal level monster to determine how close my math was. Results are below. As you can see, 10,000 attacks tracks closely with my probability charts. Does not look like PC petrification is broken to me.

Legend:
hit: Target Hit and Slowed
hitFeat: Hit and Slowed w/ Penetrating Glare feat
hitImm: Target was Immobilzed
hitImmFeat: Target was Immobilzed w/ Improved Petrification feat
hitFeatImm: hit w/ Penetrating Glare feat and Immobilized
hitFeatImmFeat: hit w/ Penetrating Glare feat and Immobilized w/ Improved Petrification feat
hitImmPet: Target was Petrified
hitImmPetFeat: Target was Petrified w/ Improved Petrification feat
hitFeatImmPet: hit w/ Penetrating Glare feat and Petrified
hitFeatImmPetFeat: hit w/ Penetrating Glare feat and Petrified w/ Improved Petrification feat

[sblock]
Level 1: hit[64.28%] hitFeat[64.28%] hitImm[32.21%] hitImmFeat[32.21%] hitFeatImm[32.21%] hitFeatImmFeat[32.21%] hitImmPet[15.95%] hitImmPetFeat[15.95%] hitFeatImmPet[15.95%] hitFeatImmPetFeat[15.95%]

Level 2: hit[64.87%] hitFeat[64.87%] hitImm[32.7%] hitImmFeat[32.7%] hitFeatImm[32.7%] hitFeatImmFeat[32.7%] hitImmPet[16.45%] hitImmPetFeat[16.45%] hitFeatImmPet[16.45%] hitFeatImmPetFeat[16.45%]

Level 3: hit[60.18%] hitFeat[60.18%] hitImm[30.86%] hitImmFeat[30.86%] hitFeatImm[30.86%] hitFeatImmFeat[30.86%] hitImmPet[16.05%] hitImmPetFeat[16.05%] hitFeatImmPet[16.05%] hitFeatImmPetFeat[16.05%]

Level 4: hit[60.65%] hitFeat[60.65%] hitImm[30.22%] hitImmFeat[30.22%] hitFeatImm[30.22%] hitFeatImmFeat[30.22%] hitImmPet[15.02%] hitImmPetFeat[15.02%] hitFeatImmPet[15.02%] hitFeatImmPetFeat[15.02%]

Level 5: hit[54.9%] hitFeat[54.9%] hitImm[26.91%] hitImmFeat[26.91%] hitFeatImm[26.91%] hitFeatImmFeat[26.91%] hitImmPet[13.61%] hitImmPetFeat[13.61%] hitFeatImmPet[13.61%] hitFeatImmPetFeat[13.61%]

Level 6: hit[55.58%] hitFeat[55.58%] hitImm[27.38%] hitImmFeat[27.38%] hitFeatImm[27.38%] hitFeatImmFeat[27.38%] hitImmPet[13.96%] hitImmPetFeat[13.96%] hitFeatImmPet[13.96%] hitFeatImmPetFeat[13.96%]

Level 7: hit[50.67%] hitFeat[50.67%] hitImm[24.97%] hitImmFeat[24.97%] hitFeatImm[24.97%] hitFeatImmFeat[24.97%] hitImmPet[12.54%] hitImmPetFeat[12.54%] hitFeatImmPet[12.54%] hitFeatImmPetFeat[12.54%]

Level 8: hit[55.37%] hitFeat[55.37%] hitImm[27.4%] hitImmFeat[27.4%] hitFeatImm[27.4%] hitFeatImmFeat[27.4%] hitImmPet[13.96%] hitImmPetFeat[13.96%] hitFeatImmPet[13.96%] hitFeatImmPetFeat[13.96%]

Level 9: hit[49.61%] hitFeat[49.61%] hitImm[24.91%] hitImmFeat[24.91%] hitFeatImm[24.91%] hitFeatImmFeat[24.91%] hitImmPet[12.68%] hitImmPetFeat[12.68%] hitFeatImmPet[12.68%] hitFeatImmPetFeat[12.68%]

Level 10: hit[50.98%] hitFeat[50.98%] hitImm[25.17%] hitImmFeat[25.17%] hitFeatImm[25.17%] hitFeatImmFeat[25.17%] hitImmPet[12.65%] hitImmPetFeat[12.65%] hitFeatImmPet[12.65%] hitFeatImmPetFeat[12.65%]

Level 11: hit[45.88%] hitFeat[50.56%] hitImm[22.64%] hitImmFeat[25.12%] hitFeatImm[25.01%] hitFeatImmFeat[27.69%] hitImmPet[10.93%] hitImmPetFeat[13.47%] hitFeatImmPet[12.19%] hitFeatImmPetFeat[14.92%]

Level 12: hit[45.64%] hitFeat[50.59%] hitImm[22.88%] hitImmFeat[25.25%] hitFeatImm[25.14%] hitFeatImmFeat[27.9%] hitImmPet[11.35%] hitImmPetFeat[13.92%] hitFeatImmPet[12.48%] hitFeatImmPetFeat[15.35%]

Level 13: hit[41.14%] hitFeat[45.74%] hitImm[20.88%] hitImmFeat[22.89%] hitFeatImm[23.29%] hitFeatImmFeat[25.61%] hitImmPet[9.95%] hitImmPetFeat[12.17%] hitFeatImmPet[11.13%] hitFeatImmPetFeat[13.61%]

Level 14: hit[44.34%] hitFeat[49.32%] hitImm[22.11%] hitImmFeat[24.52%] hitFeatImm[24.7%] hitFeatImmFeat[27.43%] hitImmPet[10.93%] hitImmPetFeat[13.27%] hitFeatImmPet[12.09%] hitFeatImmPetFeat[14.79%]

Level 15: hit[40.43%] hitFeat[44.91%] hitImm[19.98%] hitImmFeat[22.06%] hitFeatImm[22.29%] hitFeatImmFeat[24.63%] hitImmPet[10.12%] hitImmPetFeat[12.23%] hitFeatImmPet[11.35%] hitFeatImmPetFeat[13.75%]

Level 16: hit[39.9%] hitFeat[45.26%] hitImm[19.58%] hitImmFeat[21.65%] hitFeatImm[22.26%] hitFeatImmFeat[24.63%] hitImmPet[9.96%] hitImmPetFeat[12.07%] hitFeatImmPet[11.28%] hitFeatImmPetFeat[13.75%]

Level 17: hit[35.28%] hitFeat[40.36%] hitImm[17.46%] hitImmFeat[19.44%] hitFeatImm[20.14%] hitFeatImmFeat[22.37%] hitImmPet[8.63%] hitImmPetFeat[10.43%] hitFeatImmPet[9.84%] hitFeatImmPetFeat[11.93%]

Level 18: hit[35.15%] hitFeat[40.32%] hitImm[18.09%] hitImmFeat[19.79%] hitFeatImm[20.71%] hitFeatImmFeat[22.7%] hitImmPet[8.94%] hitImmPetFeat[10.83%] hitFeatImmPet[10.23%] hitFeatImmPetFeat[12.42%]

Level 19: hit[30.53%] hitFeat[35.74%] hitImm[15.39%] hitImmFeat[16.94%] hitFeatImm[17.99%] hitFeatImmFeat[19.85%] hitImmPet[7.53%] hitImmPetFeat[9.45%] hitFeatImmPet[8.84%] hitFeatImmPetFeat[11.02%]

Level 20: hit[29.22%] hitFeat[34.42%] hitImm[14.51%] hitImmFeat[16.0%] hitFeatImm[17.38%] hitFeatImmFeat[19.12%] hitImmPet[7.42%] hitImmPetFeat[8.91%] hitFeatImmPet[8.84%] hitFeatImmPetFeat[10.71%]

Level 21: hit[29.66%] hitFeat[39.64%] hitImm[15.01%] hitImmFeat[18.13%] hitFeatImm[20.39%] hitFeatImmFeat[24.43%] hitImmPet[7.71%] hitImmPetFeat[10.87%] hitFeatImmPet[10.45%] hitFeatImmPetFeat[14.67%]

Level 22: hit[30.71%] hitFeat[40.23%] hitImm[15.45%] hitImmFeat[18.51%] hitFeatImm[20.13%] hitFeatImmFeat[24.31%] hitImmPet[7.77%] hitImmPetFeat[10.98%] hitFeatImmPet[10.13%] hitFeatImmPetFeat[14.47%]

Level 23: hit[25.22%] hitFeat[35.06%] hitImm[12.97%] hitImmFeat[15.6%] hitFeatImm[17.65%] hitFeatImmFeat[21.44%] hitImmPet[6.7%] hitImmPetFeat[9.59%] hitFeatImmPet[9.0%] hitFeatImmPetFeat[13.13%]

Level 24: hit[24.83%] hitFeat[34.76%] hitImm[12.54%] hitImmFeat[15.04%] hitFeatImm[17.25%] hitFeatImmFeat[20.84%] hitImmPet[5.92%] hitImmPetFeat[8.84%] hitFeatImmPet[8.39%] hitFeatImmPetFeat[12.34%]

Level 25: hit[19.85%] hitFeat[30.06%] hitImm[10.68%] hitImmFeat[12.66%] hitFeatImm[15.77%] hitFeatImmFeat[18.82%] hitImmPet[5.34%] hitImmPetFeat[7.53%] hitFeatImmPet[7.7%] hitFeatImmPetFeat[11.13%]

Level 26: hit[19.29%] hitFeat[28.65%] hitImm[9.65%] hitImmFeat[11.59%] hitFeatImm[14.25%] hitFeatImmFeat[17.09%] hitImmPet[4.86%] hitImmPetFeat[7.14%] hitFeatImmPet[7.15%] hitFeatImmPetFeat[10.37%]

Level 27: hit[15.24%] hitFeat[24.6%] hitImm[7.39%] hitImmFeat[8.83%] hitFeatImm[12.04%] hitFeatImmFeat[14.44%] hitImmPet[3.55%] hitImmPetFeat[5.11%] hitFeatImmPet[5.92%] hitFeatImmPetFeat[8.6%]

Level 28: hit[20.25%] hitFeat[29.59%] hitImm[10.2%] hitImmFeat[12.35%] hitFeatImm[15.01%] hitFeatImmFeat[18.08%] hitImmPet[5.24%] hitImmPetFeat[7.55%] hitFeatImmPet[7.71%] hitFeatImmPetFeat[11.01%]

Level 29: hit[14.47%] hitFeat[24.23%] hitImm[7.3%] hitImmFeat[8.94%] hitFeatImm[12.24%] hitFeatImmFeat[14.91%] hitImmPet[3.68%] hitImmPetFeat[5.35%] hitFeatImmPet[6.15%] hitFeatImmPetFeat[8.98%]

Level 30: hit[15.45%] hitFeat[25.08%] hitImm[8.02%] hitImmFeat[9.54%] hitFeatImm[12.9%] hitFeatImmFeat[15.37%] hitImmPet[4.0%] hitImmPetFeat[5.77%] hitFeatImmPet[6.48%] hitFeatImmPetFeat[9.39%]

[/sblock]
 
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Java code used to generate data set:

[sblock]
PHP:
import java.util.Random;

public class Main
{
    public static void main(String[] args)
    {
        Random rand1 = new Random();
        Random rand2 = new Random();
        Random rand3 = new Random();
        int level = 0;
        int halfLevel = 0;
        int iAttack = 0;
        int nad = 0;
        int bab = 0;
        int featBab = 0;
        int abilityScore = 16;
        int abilityMod = 0;
        int maxSaveFail = 10;
        int savePenalty = 0;
        int roll1;
        int roll2;
        int roll3;
        int attack = 0;
        int attackFeat = 0;
        int hitSlow = 0;
        int hitFeatSlow = 0;
        int hitImm = 0;
        int hitImmFeat = 0;
        int hitImmPet = 0;
        int hitImmPetFeat = 0;
        int hitFeatImm = 0;
        int hitFeatImmFeat = 0;
        int hitFeatImmPet = 0;
        int hitFeatImmPetFeat = 0;

        for(level = 1; level <= 30; level++)
        {
            hitSlow = 0;
            hitFeatSlow = 0;
            hitImm = 0;
            hitImmFeat = 0;
            hitImmPet = 0;
            hitImmPetFeat = 0;
            hitFeatImm = 0;
            hitFeatImmFeat = 0;
            hitFeatImmPet = 0;
            hitFeatImmPetFeat = 0;

            nad = level + 12;

            switch(level)
            {
                case 11:
                case 21:
                {
                    abilityScore++;
                    featBab++;
                    savePenalty++;
                } break;
                case 4:
                case 8:
                case 14:
                case 18:
                case 24:
                case 28:
                    {
                        abilityScore++;
                    } break;
            }
            halfLevel = (int) Math.floor(level / 2);
            abilityMod = (int) Math.floor((abilityScore - 10) / 2);
            bab = halfLevel + abilityMod + 2;

            for(iAttack = 0; iAttack < 10000; iAttack++)
            {
                //3 seperate randomizers
                roll1 = rand1.nextInt(20) + 1;
                roll2 = rand2.nextInt(20) + 1;
                roll3 = rand3.nextInt(20) + 1;
                
                attack = roll1 + bab;
                attackFeat = roll1 + bab + featBab;

                if(attack >= nad)
                {//a hit
                    hitSlow++;

                    if(roll2 <= maxSaveFail)
                    {//Immobilize Chance
                        hitImm++;
                        if(roll3 <= maxSaveFail)
                        {//Petrification Chance
                            hitImmPet++;
                        }
                    }
                    if(roll2 <= maxSaveFail + savePenalty)
                    {//Immobilize Chance with save penalty feat
                        hitImmFeat++;
                        if(roll3 <= maxSaveFail + savePenalty)
                        {//Petrification Chance with save penalty feat
                            hitImmPetFeat++;
                        }
                    }
                }

                if(attackFeat >= nad)
                {//a hit with attack increase feat
                    hitFeatSlow++;

                    if(roll2 <= maxSaveFail)
                    {//Immobilize Chance
                        hitFeatImm++;
                        if(roll3 <= maxSaveFail)
                        {//Petrification Chance
                            hitFeatImmPet++;
                        }
                    }
                    if(roll2 <= maxSaveFail + savePenalty)
                    {//Immobilize Chance with save penalty feat
                        hitFeatImmFeat++;
                        if(roll3 <= maxSaveFail + savePenalty)
                        {//Petrification Chance with save penalty feat
                            hitFeatImmPetFeat++;
                        }
                    }
                }
            }

            System.out.print("Level " + level + ": ");
            System.out.print("hit[" + hitSlow / 100.0 + "%]");
            System.out.print(" hitFeat[" + hitFeatSlow / 100.0 + "%]");
            System.out.print(" hitImm[" + hitImm / 100.0 + "%]");
            System.out.print(" hitImmFeat[" + hitImmFeat / 100.0 + "%]");
            System.out.print(" hitFeatImm[" + hitFeatImm / 100.0 + "%]");
            System.out.print(" hitFeatImmFeat[" + hitFeatImmFeat / 100.0 + "%]");
            System.out.print(" hitImmPet[" + hitImmPet / 100.0 + "%]");
            System.out.print(" hitImmPetFeat[" + hitImmPetFeat / 100.0 + "%]");
            System.out.print(" hitFeatImmPet[" + hitFeatImmPet / 100.0 + "%]");
            System.out.print(" hitFeatImmPetFeat[" + hitFeatImmPetFeat / 100.0 + "%]");
            System.out.print("nn");
        }
    }
}
[/sblock]
 

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