As my Forgotten Realms campaign approaches its third calendar year and nears the Paragon Tier, I've been working on good, easy to use NPC
stats. So far I like what I've come up with and I wanted to share some ideas.
A) For damage, I'm replacing "miss never does damage"
with a Damage Threshold: Kill= Level+4 Bloody= ½ Level+2
So a 10th level minion is bloodied with 7 damage, killed with 14. This is much more intuitive for players and means that "half damage on a miss" type effects remain useful. eg A Fireball with a good damage roll can clear out a pack of
minions without needing any to-hit rolls, greatly speeding up
play.
B) Taking a hint from MT:TTNV I am giving minions extra
damage on a critical hit. What would be Encounter or Recharge powers on a standard monster can also trigger on a crit, adding some excitement
and keeping minions fresh, while not requiring any tracking.
Here are some standard Heroic Tier humans converted to
Paragon minions - take a look and let me know what you
think.
MINION NPCs.
Human Bandit Minion Level 10 Minion Skirmisher
Medium natural humanoid (human) XP 125
HP 1; DT 14/7 AC 24;
Fortitude 20; Reflex 22; Will 20
Speed 6 Initiative +12
Perception +7
Traits
Combat Advantage
The human bandit deals an extra 4 damage on melee and ranged attacks against any target it has combat advantage against.
Standard Actions
m Strike (weapon) • At-Will
Attack: +15 vs. AC
Hit: 9 damage, and the human bandit shifts 1 square. Critical hit: 12 damage, and the target is dazed (save ends)
r Dagger (weapon) • At-Will
Attack: Ranged 5/10; +14 vs. AC
Hit: 7 damage.
Skills Stealth +15, Streetwise +13, Thievery +15
Str 16 (+8) Dex 21 (+10) Wis 15 (+7)
Con 17 (+8) Int 14 (+7) Cha 16 (+8)
Alignment any Languages Common
Equipment leather armor, melee weapon, dagger x4
Human Guard Minion Level 11 Minion Soldier
Medium natural humanoid (human) XP 150
HP 1; DT 15/7 AC 26;
Fortitude 24; Reflex 23; Will 22
Speed 5 Initiative +11
Perception +12
Standard Actions
m Halberd (weapon) • At-Will
Attack: Reach 2; +16 vs. AC
Hit: 10 damage. Critical hit: 15 damage, and the target is knocked prone.
R Crossbow (weapon) • At-Will
Attack: Ranged 15/30; +15 vs. AC
Hit: 7 damage.
Skills Streetwise +13
Str 20 (+10) Dex 18 (+9) Wis 15 (+7)
Con 19 (+9) Int 14 (+7) Cha 16 (+8)
Alignment any Languages Common
Equipment chainmail, halberd, crossbow, crossbow bolts (20)
Human Guard Swordsman Minion Level 11 Minion Soldier XP 150
Replaces Halberd & X-bow with 1-handed weapon, Heavy Shield, & 2 javelins:
HP 1; DT 15/7 AC 28 Fortitude 24 Reflex 25 Will 22 Speed 5
Melee Attack Reach 1, +16 vs AC. Hit: 9 damage. Critical Hit: 12 damage.
Ranged Attack Range 10/20, +14 vs AC Hit: 6 damage.
Human Mercenary minion Level 13 Minion Soldier
Medium natural humanoid (human) XP 200
HP 1; DT 17/8 AC 29;
Fortitude 26; Reflex 25; Will 24
Speed 5 Initiative +12
Perception +14
Standard Actions
m Longsword (weapon) • At-Will
Attack: +18 vs. AC
Hit: 11 damage. Critical hit: 14 damage and the target is pushed 1 square & dazed (save ends).
R Crossbow (weapon) • At-Will
Attack: Ranged 15/30; +17 vs. AC
Hit: 8 damage.
Effect: The mercenary’s AC drops to 27 and his Reflex drops to 23 until the start of his next turn as he limbers his shield.
Skills Streetwise +14
Str 21 (+11) Dex 19 (+10) Wis 16 (+9)
Con 20 (+11) Int 15 (+8) Cha 17 (+9)
Alignment unaligned Languages Common
Equipment chainmail, longsword, crossbow, crossbow bolts (20), heavy shield
Human Knight Minion Level 15 Minion Soldier
Medium natural humanoid (human) XP 300
HP 1; DT 19/9 AC 31;
Fortitude 28; Reflex 26; Will 27
Speed 5 Speed 10 when mounted on a warhorse Initiative +14
Perception +15
Standard Actions
m Broadsword (weapon) • At-Will
Attack: +20 vs. AC
Hit: 12 damage. Critical hit: 15 damage
M Lancer (weapon) • At-Will
Requirements: The Knight must be mounted.
Attack: Reach 2; +21 vs. AC
Hit: 12 damage, and a small or medium target is knocked prone. May be used as part of a charge attack while mounted. Critical hit: 18 damage, and up to large target knocked prone.
Triggered Actions
Hasty Parry • At-Will
Trigger: When an enemy attacks an adjacent ally with a ranged or melee attack.
Effect (Immediate Interrupt): The triggering enemy’s attack targets the knight instead of the ally, and the knight gains a +3 bonus to AC against that attack (AC 34)
Skills Athletics +18, Diplomacy +17
Str 23 (+13) Dex 17 (+10) Wis 16 (+10)
Con 18 (+11) Int 14 (+9) Cha 20 (+12)
Alignment unaligned Languages Common
Equipment heavy shield, plate armor, broadsword, longspear
stats. So far I like what I've come up with and I wanted to share some ideas.
A) For damage, I'm replacing "miss never does damage"
with a Damage Threshold: Kill= Level+4 Bloody= ½ Level+2
So a 10th level minion is bloodied with 7 damage, killed with 14. This is much more intuitive for players and means that "half damage on a miss" type effects remain useful. eg A Fireball with a good damage roll can clear out a pack of
minions without needing any to-hit rolls, greatly speeding up
play.
B) Taking a hint from MT:TTNV I am giving minions extra
damage on a critical hit. What would be Encounter or Recharge powers on a standard monster can also trigger on a crit, adding some excitement
and keeping minions fresh, while not requiring any tracking.
Here are some standard Heroic Tier humans converted to
Paragon minions - take a look and let me know what you
think.
MINION NPCs.
Human Bandit Minion Level 10 Minion Skirmisher
Medium natural humanoid (human) XP 125
HP 1; DT 14/7 AC 24;
Fortitude 20; Reflex 22; Will 20
Speed 6 Initiative +12
Perception +7
Traits
Combat Advantage
The human bandit deals an extra 4 damage on melee and ranged attacks against any target it has combat advantage against.
Standard Actions
m Strike (weapon) • At-Will
Attack: +15 vs. AC
Hit: 9 damage, and the human bandit shifts 1 square. Critical hit: 12 damage, and the target is dazed (save ends)
r Dagger (weapon) • At-Will
Attack: Ranged 5/10; +14 vs. AC
Hit: 7 damage.
Skills Stealth +15, Streetwise +13, Thievery +15
Str 16 (+8) Dex 21 (+10) Wis 15 (+7)
Con 17 (+8) Int 14 (+7) Cha 16 (+8)
Alignment any Languages Common
Equipment leather armor, melee weapon, dagger x4
Human Guard Minion Level 11 Minion Soldier
Medium natural humanoid (human) XP 150
HP 1; DT 15/7 AC 26;
Fortitude 24; Reflex 23; Will 22
Speed 5 Initiative +11
Perception +12
Standard Actions
m Halberd (weapon) • At-Will
Attack: Reach 2; +16 vs. AC
Hit: 10 damage. Critical hit: 15 damage, and the target is knocked prone.
R Crossbow (weapon) • At-Will
Attack: Ranged 15/30; +15 vs. AC
Hit: 7 damage.
Skills Streetwise +13
Str 20 (+10) Dex 18 (+9) Wis 15 (+7)
Con 19 (+9) Int 14 (+7) Cha 16 (+8)
Alignment any Languages Common
Equipment chainmail, halberd, crossbow, crossbow bolts (20)
Human Guard Swordsman Minion Level 11 Minion Soldier XP 150
Replaces Halberd & X-bow with 1-handed weapon, Heavy Shield, & 2 javelins:
HP 1; DT 15/7 AC 28 Fortitude 24 Reflex 25 Will 22 Speed 5
Melee Attack Reach 1, +16 vs AC. Hit: 9 damage. Critical Hit: 12 damage.
Ranged Attack Range 10/20, +14 vs AC Hit: 6 damage.
Human Mercenary minion Level 13 Minion Soldier
Medium natural humanoid (human) XP 200
HP 1; DT 17/8 AC 29;
Fortitude 26; Reflex 25; Will 24
Speed 5 Initiative +12
Perception +14
Standard Actions
m Longsword (weapon) • At-Will
Attack: +18 vs. AC
Hit: 11 damage. Critical hit: 14 damage and the target is pushed 1 square & dazed (save ends).
R Crossbow (weapon) • At-Will
Attack: Ranged 15/30; +17 vs. AC
Hit: 8 damage.
Effect: The mercenary’s AC drops to 27 and his Reflex drops to 23 until the start of his next turn as he limbers his shield.
Skills Streetwise +14
Str 21 (+11) Dex 19 (+10) Wis 16 (+9)
Con 20 (+11) Int 15 (+8) Cha 17 (+9)
Alignment unaligned Languages Common
Equipment chainmail, longsword, crossbow, crossbow bolts (20), heavy shield
Human Knight Minion Level 15 Minion Soldier
Medium natural humanoid (human) XP 300
HP 1; DT 19/9 AC 31;
Fortitude 28; Reflex 26; Will 27
Speed 5 Speed 10 when mounted on a warhorse Initiative +14
Perception +15
Standard Actions
m Broadsword (weapon) • At-Will
Attack: +20 vs. AC
Hit: 12 damage. Critical hit: 15 damage
M Lancer (weapon) • At-Will
Requirements: The Knight must be mounted.
Attack: Reach 2; +21 vs. AC
Hit: 12 damage, and a small or medium target is knocked prone. May be used as part of a charge attack while mounted. Critical hit: 18 damage, and up to large target knocked prone.
Triggered Actions
Hasty Parry • At-Will
Trigger: When an enemy attacks an adjacent ally with a ranged or melee attack.
Effect (Immediate Interrupt): The triggering enemy’s attack targets the knight instead of the ally, and the knight gains a +3 bonus to AC against that attack (AC 34)
Skills Athletics +18, Diplomacy +17
Str 23 (+13) Dex 17 (+10) Wis 16 (+10)
Con 18 (+11) Int 14 (+9) Cha 20 (+12)
Alignment unaligned Languages Common
Equipment heavy shield, plate armor, broadsword, longspear
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