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<blockquote data-quote="Derulbaskul" data-source="post: 5265291" data-attributes="member: 1581"><p>The DMG explains it fairly well.</p><p></p><p>Personally, I treat NPCs the same as a I treat monsters and I use the Monster Builder to put them together.</p><p></p><p>As a start, I've set him up as a level 6 elite soldier but I think he should probably be a skirmisher.</p><p></p><p>Essentially, I reduced his powers to those that I felt best reflected what a two-weapon fighter would be doing (and which makes me think that I really should have made him a skirmisher as he doesn't really do any "soldiering"). Anyway, this is just a WIP:</p><p></p><p><strong>NPC Jared Silverhawk, male human fighter</strong></p><p>Level 6 Elite Soldier</p><p>Medium natural humanoid (human) XP 500</p><p>HP 138; Bloodied 69 <em>(these high hit points are the reason I ditching the utility powers)</em></p><p>AC 22; Fortitude 19; Reflex 18; Will 17 <em>(these numbers are straight out of the monster builder)</em></p><p>Speed 5</p><p>Saving Throws +2; Action Points 1</p><p>Initiative +8 Perception +4</p><p></p><p><strong><u>Standard Actions</u></strong></p><p><strong>m Dual Strike (weapon) • At-Will</strong></p><p>Attack: (two enemies); +13 vs. AC</p><p>Hit: 2d6 + 4 damage.</p><p>Effect: Jared may shift 1 square before either attack or after both attacks.</p><p><em>(Average damage should be 14 but I went with 25% lower because he gets two attacks. As a soldier this attack should also probably mark the target... but I keep thinking that I should change him to skirmisher. YMMV.)</em></p><p><strong>M Tempest Dance (weapon) • Encounter</strong></p><p>Attack: +13 vs. AC</p><p>Hit: 2d6 + 4 damage.</p><p>Effect: Jared shifts 1 square and repeats the attack against a second target. He then shifts 1 square and repeats the attack against a third target.</p><p><em>(This is normally a daily but it felt like a good encounter power for a two-weapon fighter "monster".)</em></p><p><strong><u>Triggered Actions</u></strong></p><p><strong>M Combat Agility (weapon) • At-Will</strong></p><p>Trigger: An enemy adjacent to Jared takes an action that provokes an opportunity attack. After the triggering enemy completes the action, Jared shifts 3 squares and must end the shift closer to the target than when the shift began. He then makes the following attack against the triggering enemy:</p><p>Attack (Opportunity): +13 vs. AC</p><p>Hit: 2d6 + 4 damage, and the target is knocked prone.</p><p><strong>Cape of the Mountebank (teleportation) • Encounter</strong></p><p>Trigger: When hit by an enemy.</p><p>Effect (Immediate Reaction): Jared teleports 5 squares and gains combat advantage against the triggering enemy until the end of his next turn.</p><p><em>(I kept the cape of the mountebank magic item power as it felt like something this NPC should have. If you use this, the cape should form part of the treasure parcel for the encounter.)</em></p><p><strong>Skills</strong> Athletics +14, Endurance +9, Heal +9, Streetwise +8</p><p><em>(I kept the same trained skills that you had for the character.)</em></p><p><strong>Str</strong> 22 (+9) <strong>Dex</strong> 16 (+6) <strong>Wis</strong> 13 (+4)</p><p><strong>Con</strong> 13 (+4) <strong>Int</strong> 13 (+4) <strong>Cha</strong> 10 (+3)</p><p><em>(My philosophy with ability scores for NPCs is that they no longer reflect the true ability scores of the NPC [if that makes sense]. As a result I just go with the monster builder numbers and modify as high or low as a feel is appropriate. To approximate the ability scores of your character, I selected high for Str and Dex and Low for Cha; the other three scores are average as created by the monster builder.)</em></p><p><strong>Alignment</strong> unaligned <strong>Languages</strong> common</p><p><strong>Equipment</strong> chainmail, shortsword x2, cape of the mountebank +1 (magic item)</p><p><em>(As you can see, I reduced the equipment list significantly.)</em></p><p></p><p>HTH.</p></blockquote><p></p>
[QUOTE="Derulbaskul, post: 5265291, member: 1581"] The DMG explains it fairly well. Personally, I treat NPCs the same as a I treat monsters and I use the Monster Builder to put them together. As a start, I've set him up as a level 6 elite soldier but I think he should probably be a skirmisher. Essentially, I reduced his powers to those that I felt best reflected what a two-weapon fighter would be doing (and which makes me think that I really should have made him a skirmisher as he doesn't really do any "soldiering"). Anyway, this is just a WIP: [B]NPC Jared Silverhawk, male human fighter[/B] Level 6 Elite Soldier Medium natural humanoid (human) XP 500 HP 138; Bloodied 69 [I](these high hit points are the reason I ditching the utility powers)[/I] AC 22; Fortitude 19; Reflex 18; Will 17 [I](these numbers are straight out of the monster builder)[/I] Speed 5 Saving Throws +2; Action Points 1 Initiative +8 Perception +4 [B][U]Standard Actions[/U][/B] [B]m Dual Strike (weapon) • At-Will[/B] Attack: (two enemies); +13 vs. AC Hit: 2d6 + 4 damage. Effect: Jared may shift 1 square before either attack or after both attacks. [I](Average damage should be 14 but I went with 25% lower because he gets two attacks. As a soldier this attack should also probably mark the target... but I keep thinking that I should change him to skirmisher. YMMV.)[/I] [B]M Tempest Dance (weapon) • Encounter[/B] Attack: +13 vs. AC Hit: 2d6 + 4 damage. Effect: Jared shifts 1 square and repeats the attack against a second target. He then shifts 1 square and repeats the attack against a third target. [I](This is normally a daily but it felt like a good encounter power for a two-weapon fighter "monster".)[/I] [B][U]Triggered Actions[/U][/B] [B]M Combat Agility (weapon) • At-Will[/B] Trigger: An enemy adjacent to Jared takes an action that provokes an opportunity attack. After the triggering enemy completes the action, Jared shifts 3 squares and must end the shift closer to the target than when the shift began. He then makes the following attack against the triggering enemy: Attack (Opportunity): +13 vs. AC Hit: 2d6 + 4 damage, and the target is knocked prone. [B]Cape of the Mountebank (teleportation) • Encounter[/B] Trigger: When hit by an enemy. Effect (Immediate Reaction): Jared teleports 5 squares and gains combat advantage against the triggering enemy until the end of his next turn. [I](I kept the cape of the mountebank magic item power as it felt like something this NPC should have. If you use this, the cape should form part of the treasure parcel for the encounter.)[/I] [B]Skills[/B] Athletics +14, Endurance +9, Heal +9, Streetwise +8 [I](I kept the same trained skills that you had for the character.)[/I] [B]Str[/B] 22 (+9) [B]Dex[/B] 16 (+6) [B]Wis[/B] 13 (+4) [B]Con[/B] 13 (+4) [B]Int[/B] 13 (+4) [B]Cha[/B] 10 (+3) [I](My philosophy with ability scores for NPCs is that they no longer reflect the true ability scores of the NPC [if that makes sense]. As a result I just go with the monster builder numbers and modify as high or low as a feel is appropriate. To approximate the ability scores of your character, I selected high for Str and Dex and Low for Cha; the other three scores are average as created by the monster builder.)[/I] [B]Alignment[/B] unaligned [B]Languages[/B] common [B]Equipment[/B] chainmail, shortsword x2, cape of the mountebank +1 (magic item) [I](As you can see, I reduced the equipment list significantly.)[/I] HTH. [/QUOTE]
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