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Help me design a lurker NPC
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5846755" data-attributes="member: 1165"><p>In my Dark Sun campaign, the party picked a fight with a tribe of elves. To be fair, it was more like they were betraying each other.</p><p></p><p>They've fought the tribe a few times, taking hard hits twice and easily stomping them twice. His profit-motivated tribe has little reason to seek revenge, as they're not likely to get any money out of it, especially if they fail. (Of course, Falmon signed off on previous attacks due to being mentally unstable.)</p><p></p><p>So instead they PCs have infiltrated the PCs' village, which has over 130 people by this point. Despite their poor disguises ("why does that elf always wear a mask?") the PCs focused on other things. So now, the PCs are in trouble. They've stolen an avangion (basically, a "god") from a sorcerer-king, and are on the run from a powerful high templar (whose motivations include not being executed for messing up and letting the PCs escape). The elves know about this and are going to sell the information on them to the sorcerer-king.</p><p></p><p>The PCs are currently 7th-level, and have two leaders in the group, lots of strikers but no controllers.</p><p></p><p>Here's Falmon Nightrunner, one of the nastiest elf assassins after them. He's a "soulknife", built on the 3.0 model (basically a Psylocke-clone), but embed power turned out to be "too much"; I didn't think I could give him that many abilities at heroic level.</p><p></p><p><strong>Falmon Nightrunner</strong>; Medium natural humanoid, elf</p><p>Level 8 Elite Lurker; XP 700</p><p>Initiative +13</p><p>Perception +13; low-light vision</p><p>HP 130; bloodied 65</p><p>AC 22; Fort 18, Ref 22, Will 20</p><p>Speed 7</p><p>Saving Throws: +2</p><p>AP: 1</p><p></p><p><strong>Traits</strong></p><p>Combat Advantage: Falmon deals an extra 2d6 damage on attacks against any creature he has combat advantage against.</p><p>First Strike: At the start of the encounter, Falmon has combat advantage against any creatures that have not yet acted in that encounter.</p><p>Wild Step: Falmon ignores difficult terrain when he shifts.</p><p></p><p><strong>Standard Actions</strong></p><p>(mb) Mind-Blade (psionic) * At-Will. Attack: Melee 1 or Ranged 5; +13 vs AC. Hit: 2d6+5 damage.</p><p>Dual Mind-Blades (psionic) * At-Will. Effect: Falmon makes two mind-blade attacks.</p><p>Shadow Body (polymorph, psionic) * At-Will. Effect: Falmon is invisible, insubstantial and phasing until the end of his next turn or until he makes an attack.</p><p>Knife to the Soul (necrotic, psionic) * <strong>Recharge</strong> when first bloodied. Attack: Melee 1 (one or two creatures); +11 vs Fort. Hit: 4d6+5 necrotic damage, and the target cannot regain hit points until the end of the encounter. A character can use a standard action to attempt a DC 17 Heal check to end this effect on himself or herself or an adjacent ally.</p><p></p><p><strong>Triggered Actions</strong></p><p>Elven Accuracy * <strong>Encounter</strong>. Trigger: Falmon makes an attack roll. Effect (Free Action): Falmon rerolls the attack roll with a +2 racial bonus. He must use the second roll, even if it's lower.</p><p></p><p>Languages: Common, Elven. Alignment: Evil.</p><p></p><p>Skills: Bluff +10, Psionics +10, Stealth +14, Streetwise +10</p><p>Str 10/Con 11 Dex 20/Int 13 Wis 18/Cha 12</p><p></p><p>Equipment: Leather armor.</p><p></p><p>Issues that need discussion: Falmon's basic damage is 3/4 the expected value, due to his high combat advantage value; is that too low?</p><p></p><p>Falmon's combat advantage is +2d6 damage, which is quite high for a heroic-level NPC, but he gives up actions to use Shadow Body.</p><p></p><p>Should combat advantage be switched for a more limited attack? Falmon won't be alone and with allies and flanking could potentially deal extra damage every round. However, his attacks do low damage without CA.</p><p></p><p>Should Knife to the Soul only target one opponent? (If so, I'll make "off-hand mind-blade" a minor action.) Is the effect too nasty?</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5846755, member: 1165"] In my Dark Sun campaign, the party picked a fight with a tribe of elves. To be fair, it was more like they were betraying each other. They've fought the tribe a few times, taking hard hits twice and easily stomping them twice. His profit-motivated tribe has little reason to seek revenge, as they're not likely to get any money out of it, especially if they fail. (Of course, Falmon signed off on previous attacks due to being mentally unstable.) So instead they PCs have infiltrated the PCs' village, which has over 130 people by this point. Despite their poor disguises ("why does that elf always wear a mask?") the PCs focused on other things. So now, the PCs are in trouble. They've stolen an avangion (basically, a "god") from a sorcerer-king, and are on the run from a powerful high templar (whose motivations include not being executed for messing up and letting the PCs escape). The elves know about this and are going to sell the information on them to the sorcerer-king. The PCs are currently 7th-level, and have two leaders in the group, lots of strikers but no controllers. Here's Falmon Nightrunner, one of the nastiest elf assassins after them. He's a "soulknife", built on the 3.0 model (basically a Psylocke-clone), but embed power turned out to be "too much"; I didn't think I could give him that many abilities at heroic level. [b]Falmon Nightrunner[/b]; Medium natural humanoid, elf Level 8 Elite Lurker; XP 700 Initiative +13 Perception +13; low-light vision HP 130; bloodied 65 AC 22; Fort 18, Ref 22, Will 20 Speed 7 Saving Throws: +2 AP: 1 [b]Traits[/b] Combat Advantage: Falmon deals an extra 2d6 damage on attacks against any creature he has combat advantage against. First Strike: At the start of the encounter, Falmon has combat advantage against any creatures that have not yet acted in that encounter. Wild Step: Falmon ignores difficult terrain when he shifts. [b]Standard Actions[/b] (mb) Mind-Blade (psionic) * At-Will. Attack: Melee 1 or Ranged 5; +13 vs AC. Hit: 2d6+5 damage. Dual Mind-Blades (psionic) * At-Will. Effect: Falmon makes two mind-blade attacks. Shadow Body (polymorph, psionic) * At-Will. Effect: Falmon is invisible, insubstantial and phasing until the end of his next turn or until he makes an attack. Knife to the Soul (necrotic, psionic) * [b]Recharge[/b] when first bloodied. Attack: Melee 1 (one or two creatures); +11 vs Fort. Hit: 4d6+5 necrotic damage, and the target cannot regain hit points until the end of the encounter. A character can use a standard action to attempt a DC 17 Heal check to end this effect on himself or herself or an adjacent ally. [b]Triggered Actions[/b] Elven Accuracy * [b]Encounter[/b]. Trigger: Falmon makes an attack roll. Effect (Free Action): Falmon rerolls the attack roll with a +2 racial bonus. He must use the second roll, even if it's lower. Languages: Common, Elven. Alignment: Evil. Skills: Bluff +10, Psionics +10, Stealth +14, Streetwise +10 Str 10/Con 11 Dex 20/Int 13 Wis 18/Cha 12 Equipment: Leather armor. Issues that need discussion: Falmon's basic damage is 3/4 the expected value, due to his high combat advantage value; is that too low? Falmon's combat advantage is +2d6 damage, which is quite high for a heroic-level NPC, but he gives up actions to use Shadow Body. Should combat advantage be switched for a more limited attack? Falmon won't be alone and with allies and flanking could potentially deal extra damage every round. However, his attacks do low damage without CA. Should Knife to the Soul only target one opponent? (If so, I'll make "off-hand mind-blade" a minor action.) Is the effect too nasty? [/QUOTE]
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