Jack99
Adventurer
Soo..
My player-base has recently dimished a bit lately, going from 7 players, to 4-5 players. This has put us in a position where we might be lacking a meatshield.
We talked about it, and came to the conclusion that the best way to fix said problem was not to "force" someone to make a fighter/paladin/swordmage, but instead to create an NPC, which would be run by one or more players.
Now, I am fine with this, and since they are as well, it's all good. The problem is, that we do not want a complete fighter, merely one which can do the essentials. So in that way, the NPC fighter from the DMG fits perfectly. Only one at-will, one encounter, one utility and one daily, on top of a couple of class abilities.
My problem is however, that I do not think such a fighter will be much use, because of the 1 surge per tier rule. It's fine for an NPC that tags along, or that they fight, but for one to be in the party, and actually be useful, he will need more.
Now, I know that he comes with higher AC than a normal fighter, for example, but will the 1-2 higher AC really be enough? My gut says no.
Therefore, I wanted to ask if any of you had any experience or any thoughts regarding making an NPC by the book, and giving him more than 1 surge? Will his bonuses make him too good? Will he still trail behind due to his lack of options?
For the record, this is the NPC fighter I made:
Random Meatshield Level 6 Fighter
Medium Natural Humanoid
Initiative +5 Senses Perception +11;
HP 64; Bloodied 32
AC 25; Fortitude 21 , Reflex 17, Will 19
Speed 5
Surges: ???
Battleaxe (standard; at-will) * Melee
+11 vs AC; 1d10 + 6 damage
Combat Challenge (standard; at-will) * Melee
All attacks mark, hit or miss. If a marked creature makes an attack that does not include you, make a basic melee attack as an immediate interrupt.
Tide of Iron (standard; at-will) * Melee
+11 vs AC; 1d10 + 6 damage; push large or smaller targets 1 sq, and shift into old square as a free action.
Crushing Blow (standard; encounter) * Melee
+11 vs AC; 2d10 + 9 damage
Second Wind (minor; encounter) * Healing
Dizzying Blow (standard; Reliable, Daily) * Melee
+11 vs AC; 3d10 + 6 damage and target is immobilized (save ends)
Defensive Training (minor; Daily) * Stance
Gain +2 fortitude, reflex and will for the rest of the encounter, as long as stance is maintained.
Alignment: Unaligned Languages: Common, Dwarven
Skills: Athletics, Endurance
Str 16 (+6) Dex 12 (+3) Wis 16 (+6)
Con 16 (+6) Int 12 (+4) Cha 10 (+3)
Equipment: Scale mail, Heavy Shield, Battleaxe
My player-base has recently dimished a bit lately, going from 7 players, to 4-5 players. This has put us in a position where we might be lacking a meatshield.
We talked about it, and came to the conclusion that the best way to fix said problem was not to "force" someone to make a fighter/paladin/swordmage, but instead to create an NPC, which would be run by one or more players.
Now, I am fine with this, and since they are as well, it's all good. The problem is, that we do not want a complete fighter, merely one which can do the essentials. So in that way, the NPC fighter from the DMG fits perfectly. Only one at-will, one encounter, one utility and one daily, on top of a couple of class abilities.
My problem is however, that I do not think such a fighter will be much use, because of the 1 surge per tier rule. It's fine for an NPC that tags along, or that they fight, but for one to be in the party, and actually be useful, he will need more.
Now, I know that he comes with higher AC than a normal fighter, for example, but will the 1-2 higher AC really be enough? My gut says no.
Therefore, I wanted to ask if any of you had any experience or any thoughts regarding making an NPC by the book, and giving him more than 1 surge? Will his bonuses make him too good? Will he still trail behind due to his lack of options?
For the record, this is the NPC fighter I made:
Random Meatshield Level 6 Fighter
Medium Natural Humanoid
Initiative +5 Senses Perception +11;
HP 64; Bloodied 32
AC 25; Fortitude 21 , Reflex 17, Will 19
Speed 5
Surges: ???
Battleaxe (standard; at-will) * Melee
+11 vs AC; 1d10 + 6 damage
Combat Challenge (standard; at-will) * Melee
All attacks mark, hit or miss. If a marked creature makes an attack that does not include you, make a basic melee attack as an immediate interrupt.
Tide of Iron (standard; at-will) * Melee
+11 vs AC; 1d10 + 6 damage; push large or smaller targets 1 sq, and shift into old square as a free action.
Crushing Blow (standard; encounter) * Melee
+11 vs AC; 2d10 + 9 damage
Second Wind (minor; encounter) * Healing
Dizzying Blow (standard; Reliable, Daily) * Melee
+11 vs AC; 3d10 + 6 damage and target is immobilized (save ends)
Defensive Training (minor; Daily) * Stance
Gain +2 fortitude, reflex and will for the rest of the encounter, as long as stance is maintained.
Alignment: Unaligned Languages: Common, Dwarven
Skills: Athletics, Endurance
Str 16 (+6) Dex 12 (+3) Wis 16 (+6)
Con 16 (+6) Int 12 (+4) Cha 10 (+3)
Equipment: Scale mail, Heavy Shield, Battleaxe