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Community
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*Pathfinder & Starfinder
Creating NPC's and using them
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<blockquote data-quote="Jack99" data-source="post: 4515143" data-attributes="member: 53135"><p>Soo..</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>For the record, this is the NPC fighter I made:</p><p></p><p><strong>Random Meatshield Level 6 Fighter</strong></p><p><em>Medium Natural Humanoid </em> </p><p>Initiative +5 Senses Perception +11; </p><p>HP 64; Bloodied 32</p><p>AC 25; Fortitude 21 , Reflex 17, Will 19</p><p>Speed 5</p><p>Surges: ???</p><p></p><p> <strong>Battleaxe</strong> (standard; at-will) * Melee</p><p>+11 vs AC; 1d10 + 6 damage</p><p></p><p><strong>Combat Challenge </strong>(standard; at-will) * Melee</p><p>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.</p><p></p><p><strong>Tide of Iron </strong>(standard; at-will) * Melee</p><p>+11 vs AC; 1d10 + 6 damage; push large or smaller targets 1 sq, and shift into old square as a free action.</p><p></p><p><strong>Crushing Blow</strong> (standard; encounter) * Melee</p><p>+11 vs AC; 2d10 + 9 damage</p><p></p><p><strong>Second Wind</strong> (minor; encounter) * Healing</p><p></p><p><strong>Dizzying Blow</strong> (standard; Reliable, Daily) * Melee</p><p>+11 vs AC; 3d10 + 6 damage and target is immobilized (save ends)</p><p><strong></strong></p><p><strong>Defensive Training</strong> (minor; Daily) * Stance</p><p>Gain +2 fortitude, reflex and will for the rest of the encounter, as long as stance is maintained.</p><p></p><p> Alignment: Unaligned Languages: Common, Dwarven</p><p>Skills: Athletics, Endurance</p><p>Str 16 (+6) Dex 12 (+3) Wis 16 (+6)</p><p>Con 16 (+6) Int 12 (+4) Cha 10 (+3)</p><p></p><p>Equipment: Scale mail, Heavy Shield, Battleaxe</p></blockquote><p></p>
[QUOTE="Jack99, post: 4515143, member: 53135"] 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: [B]Random Meatshield Level 6 Fighter[/B] [I]Medium Natural Humanoid [/I] Initiative +5 Senses Perception +11; HP 64; Bloodied 32 AC 25; Fortitude 21 , Reflex 17, Will 19 Speed 5 Surges: ??? [B]Battleaxe[/B] (standard; at-will) * Melee +11 vs AC; 1d10 + 6 damage [B]Combat Challenge [/B](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. [B]Tide of Iron [/B](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. [B]Crushing Blow[/B] (standard; encounter) * Melee +11 vs AC; 2d10 + 9 damage [B]Second Wind[/B] (minor; encounter) * Healing [B]Dizzying Blow[/B] (standard; Reliable, Daily) * Melee +11 vs AC; 3d10 + 6 damage and target is immobilized (save ends) [B] Defensive Training[/B] (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 [/QUOTE]
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