Critique my NPC stats

S'mon

Legend
Please take a look at these generic NPC stats for a 4e Wilderlands campaign I'm planning. You can ignore the minion hp=CON, which is a house rule. Do they look about right? Is the typical damage output reasonable for their role?
I was a bit unsure about giving the Human Barbarian Reaver Skirmisher-5 'Ambush Trick', but the likely damage looks more or less in line with MM3 standard, I think?

I've statted them at level 5 as I find this makes them useable across a broad range of levels, most of the Heroic Tier. At PC levels 1-2, a level standard 5 foe is a suitable BBEG, at levels 3-4 he's still tough, while at levels 5-7 he can still be part of a standard encounter group. Level 5 Minions are potentially useable across an even wider range, from 1st through to around 9th.

MINIONS

HUMAN BARBARIAN
Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 50
HP 13; Bloodied 6
AC 19, Fortitude 17, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2 damage when attacking with Combat Advantage.
Weapon
Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage)
Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage)
Skills: Athletics +10, Endurance +8
STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins

HUMAN WARRIOR
Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior
Medium natural humanoid, XP 50
HP 14; Bloodied 7
AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19)
Speed 5 Initiative +5 Perception +2
Traits
Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.
Weapon
Long Sword or Battle Axe: Attack +10 Hit: 6 damage
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2)
Alignment: Any Languages: Common, Alryan or Skandik
Equipment: Scale armour, heavy shield, longsword or battleaxe


STANDARD MONSTERS


HUMAN BARBARIAN REAVER
Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 200
HP 62; Bloodied 31
AC 19, Fortitude 18, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2d6 damage when attacking with Combat Advantage.
Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent.
Weapon
Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage)
Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage)
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, sword/axe, 3 javelins


HUMAN ASSASSIN
Level 5 Role: Lurker
Medium natural humanoid, XP 200
HP 48; Bloodied 24
AC 19, Fortitude 16, Reflex 17, Will 14
Speed 6 Initiative +11 Perception +7
Traits
Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible.
First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted.
Sneak Attack: The Assassin does +2d6 damage with Combat Advantage.
Weapon
Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage
& with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage
Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage
Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12
STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4)
Alignment: Evil Languages: Common,
Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools


HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.
 

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MINIONS

HUMAN BARBARIAN
Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 50
HP 13; Bloodied 6
AC 19, Fortitude 17, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2 damage when attacking with Combat Advantage.
Weapon
Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage)
Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage)
Skills: Athletics +10, Endurance +8
STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins

Since minions have little in the way of abilities, there's little to comment on.

He's called a "barbarian" but he's more like a rogue. A barbarian would have some kind of charging bonus (which would still suit the skirmisher role).

However, perhaps you mean "uncivilized" and not "berserker" in which case disregard that comment.

I'm also unsure why his javelin attack has a lower attack bonus, but that's not a big issue.

HUMAN WARRIOR
Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior
Medium natural humanoid, XP 50
HP 14; Bloodied 7
AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19)
Speed 5 Initiative +5 Perception +2
Traits
Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.
Weapon
Long Sword or Battle Axe: Attack +10 Hit: 6 damage
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2)
Alignment: Any Languages: Common, Alryan or Skandik
Equipment: Scale armour, heavy shield, longsword or battleaxe

Simple, generic, useable. Again, little to comment on. While soldiers tend to have marking or "target me!" abilities, these guys work in groups, so it's fine not having one.


STANDARD MONSTERS


HUMAN BARBARIAN REAVER
Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 200
HP 62; Bloodied 31
AC 19, Fortitude 18, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2d6 damage when attacking with Combat Advantage.
Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent.
Weapon
Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage)
Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage)
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, sword/axe, 3 javelins

You were worried that the damage was low. It is. He should be doing 8 + level in damage on average, or 13 damage per swing. His average is 10.5. He has combat advantage most of the time though, and +2d6 might be a little high for a low heroic tier NPC. There's no hard and fast rule for it, but usually I wait another level before giving out +2d6 damage with combat advantage, given how often it can potentially occur. It would take playtesting rather than just me looking at a chart to figure how balanced this NPC is.

I had actually statted out an NPC with Ambush Trick. I haven't used her yet, but IMO Ambush Trick should be a recharge ability (say, recharge 4) rather than at-will. I'll try mine someday. I hope you try yours, and we'll see how Ambush Trick works out. (None of my PCs use Essentials, but I occasionally steal class abilities for NPCs.)

HUMAN ASSASSIN
Level 5 Role: Lurker
Medium natural humanoid, XP 200
HP 48; Bloodied 24
AC 19, Fortitude 16, Reflex 17, Will 14
Speed 6 Initiative +11 Perception +7
Traits
Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible.
First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted.
Sneak Attack: The Assassin does +2d6 damage with Combat Advantage.
Weapon
Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage
& with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage
Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage
Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12
STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4)
Alignment: Evil Languages: Common,
Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools

I don't know much about these guys; why do they use necrotic daggers rather than skill? But that's a flavor issue, and you know your world better than mine.

You can give NPCs magic items, but they only enjoy a +1 numerical bonus from it (other than bonus damage on a crit). So this guy should be doing +1 to hit and damage with the dagger plus 1d6 necrotic damage on a crit (in return for giving up more valuable loot).

What sort of action is Veil of Shadows? It should probably be an action rather than a trait, even if you make it a minor action (which would be great for ambushes, since they could be invisible out of combat basically all the time). It should also state when the condition is canceled, otherwise they're getting total concealment at all times.

Given the powerful combat advantage, a once-per-encounter backstab is fine. However, if you gave them combat advantage as a trait, it could apply to backstab too.

HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.

I'm assuming this guy is a "cleric" rather than a wizard, hence the stats. They look pretty good for a death cleric.

This guy does a little too much damage with his grave bolt attack; it needs to be about 2 points less. Usually controllers have a minor control effect on their at-wills (eg slide 1 square) but not always. I would suggest slowing the victim until the end of the necromancer's next turn; I think that works well and gives him space to run away/take cover behind a zombie, etc, and it's not too horrible to be dishing out round after round.

I don't understand the flavor behind deathwave. Tactically it's sound, but I don't understand why it pushes opponents. If anything, you'd think necromantic magic would freeze them in place.

So I guess my real issue is, other than a few "off" numbers, he doesn't seem very "necromanty".

Edit: Controllers usually have an extra encounter or recharge ability, so this guy is kind of lacking.

I wonder... since this guy is a cleric, you could give him a leader ability, or even an aura, which gives undead resistance to radiant damage. It's kind of like bolster undead, but works against pretty much any radiant effect, so even if there's no use of turn undead it's still useful. It would mean a PC cleric has to work a little harder rather than rocking undead when they're backed up by a necromancer.

One of my favorite NPCs (which I also haven't gotten to use, but should be able to this Saturday) summons minions during combat from the dead. Very flavorful. Potentially horribly broken. I figured it was okay based on the black pudding, but I might find it to be horribly wrong.
 
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Thanks Psi - lots to chew on there! "Barbarian" here means "Nomad Tribesman" not "Berserker", yup. They and the Barbarian Reaver are intended to feel a bit like the OD&D White Dwarf Barbarian class.

The Reaver is intended to be nasty with CA, much weaker w/out it, thus encouraging the PCs to use good tactics once they work out what's going on. I could up the base damage and reduce the CA bonus but that might work against what I'm going for; which is to encourage the players to develop countering tactics against the barbarian attack, or else get all Teutoburger Walded. >:)

Veil of Shadows is a standard action, as stated. Both to create and sustain, so they can't attack while Veiled.

The Necromancer is based off the WotC published Necromancer Tal Lorvas in Dungeon Delve (Delve #5). The Death Wave is a straight lift. I like the idea of it Immobilising instead of pushing - would Immobilise EoNT be right?

Re aura - Resist Radiant 5 in burst-2?
 

Here's the revised Necromancer. I don't want an at-will ranged attack vs Ref that Slows, since that nerfs melee PCs too much. But I've added Slow to his Staff melee attack; in extremis he can use it to try to flee; replaced grave bolt 2d6 with 1d10, and replaced the Dungeon Delve Death Wave push+prone with Immobilise. And I've added an aura-3.

HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Aura 3 – Grants Undead under his command within 3 squares Resist Energy (Radiant) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage & Slow until end of his next turn
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 1d10+9 Necrotic damage (crit 1d10+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 1d8+18), and the target is Immobilised until the end of his next turn.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.
 

Here's the revised Necromancer. I don't want an at-will ranged attack vs Ref that Slows, since that nerfs melee PCs too much. But I've added Slow to his Staff melee attack; in extremis he can use it to try to flee; replaced grave bolt 2d6 with 1d10, and replaced the Dungeon Delve Death Wave push+prone with Immobilise. And I've added an aura-3.

HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Aura 3 – Grants Undead under his command within 3 squares Resist Energy (Radiant) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage & Slow until end of his next turn
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 1d10+9 Necrotic damage (crit 1d10+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 1d8+18), and the target is Immobilised until the end of his next turn.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.

I think this works better. Now all you need is to give him the leader subtype (due to his aura) but that's picayune :)
 

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