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How do you design NPCs?
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<blockquote data-quote="S'mon" data-source="post: 6098905" data-attributes="member: 463"><p>For a companion NPC that is as powerful as a PC of that level, I make them as an Elite, so they have an Action Point and Elite Monster level of damage output, but use the Companion NPC hit point rules, which give roughly PC-equivalent hp. It would be silly and pointless to spend an hour worrying about Feats and umpteen Powers, so don't. They have maybe Three Powers, four tops. They get an appropriate number of Trained Skills, typically four. I might give them a magic item or two for flavour, but it's completely unnecessary and it won't affect their stats, which are determined by level & role.</p><p></p><p>Here is a very detailed 'Elite NPC' IMC, built per Companion rules. It's an Inherent Bonuses campaign, so no magic items. In a high-magic campaign I'd assume he had baseline magic '+' items appropriate for his level:</p><p></p><p>Sir Jorah Blackthorn, Ranger of Tavysburg Level 11 Elite Skirmisher, Companion NPC </p><p>Medium natural humanoid (human) XP 1,200</p><p>HP 78 Bloodied 39 Healing Surges 8 Surge Value 19</p><p>AC 25; Fortitude 21; Reflex 24; Will 24</p><p>Speed 6</p><p>Action Points 1 Initiative +9</p><p>Perception +16</p><p></p><p>Standard Actions</p><p>m Sword (weapon) • At-Will</p><p>Attack: +16 vs. AC</p><p>Hit: 2d8 + 6 damage.</p><p>r Longbow (weapon) • At-Will</p><p>Attack: Ranged 20/40; +16 vs. AC</p><p>Hit: 1d10 + 10 damage.</p><p>R Nimble Strike (weapon) • At-Will</p><p>Attack: Ranged 20/40; +16 vs. AC</p><p>Hit: 1d10 + 10 damage; May shift 1 before or after the attack.</p><p>R Splintering Shot (weapon) • Daily</p><p>Attack: Ranged 20/40; +16 vs. AC</p><p>Hit: 3d10 + 10 damage, and the target takes a -2 penalty to attack rolls until the end of the encounter.</p><p>Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter.</p><p>Minor Actions</p><p>Hunter's Quarry • At-Will</p><p>Effect: May designate the enemy nearest to him as his quarry. Once per round, he deals +1d6 damage to his quarry. This effect remains active until the end of the encounter, until the quarry is defeated, or until he designates a different target as his quarry.</p><p>Triggered Actions</p><p>R Disruptive Strike (weapon) • Encounter</p><p>Attack (Immediate Interrupt): When an ally is attacked. Ranged 20/40; +16 vs. AC</p><p>Hit: 1d10 + 10 The target takes a -6 penalty to its attack roll.</p><p>Weave Through the Fray • Encounter</p><p>Effect (Immediate Interrupt): When an enemy moves adjacent. May shift 3 squares.</p><p>Other Powers</p><p>Defensive Mobility • Encounter, Minor action</p><p>Effect: Gains a +4 bonus to AC against opportunity attacks until end of his turn</p><p>Skills Nature +14, Endurance +13</p><p>Str 15 (+7) Dex 18 (+9) Wis 18 (+9)</p><p>Con 16 (+8) Int 13 (+6) Cha 12 (+6)</p><p>Alignment lawful good Languages Common, Elven</p><p>Equipment, longsword, longbow, 20 arrows, hide armour</p><p>Sir Jorah is 35 years old, red beard, lean, weathered complexion, well muscled and in his prime. Second born of three brother Rangers from the Blackthorn family of minor gentry, traditionally the Stewards of Tavysburg for the Travys family. Sir Jorah was once an adventurer, then Master of Arms to the Lady Eclara Travys, cousin to Lady Moonfire, but became bored with his post and took to heavy drinking. On the night the raiders sacked Tavys Manor (M6 1479 DR) he was carousing with his brothers Sir Michael and Sir Arren at the White Wolf Tavern in Tavysburg. He returned next morning to find Travys Manor a smoking ruin, the inhabitants dead or taken. Disgraced, Jorah foreswore alcohol and has flung himself into hunting bandits, raiders and worse across the southern High Forest and beyond.</p><p>Jorah is unmarried. His father Jorah the Elder died five years ago (1475), his mother Lady Aryn Blackthorn heads the Blackthorn family, administers their estate and acts as Steward, aided by her eldest son Sir Michael. With the apparent demise of the Travys family, the Blackthorn are now directly lieged to Lady Moonfire, the High Lord of Loudwater, but she is known to think little of them.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6098905, member: 463"] For a companion NPC that is as powerful as a PC of that level, I make them as an Elite, so they have an Action Point and Elite Monster level of damage output, but use the Companion NPC hit point rules, which give roughly PC-equivalent hp. It would be silly and pointless to spend an hour worrying about Feats and umpteen Powers, so don't. They have maybe Three Powers, four tops. They get an appropriate number of Trained Skills, typically four. I might give them a magic item or two for flavour, but it's completely unnecessary and it won't affect their stats, which are determined by level & role. Here is a very detailed 'Elite NPC' IMC, built per Companion rules. It's an Inherent Bonuses campaign, so no magic items. In a high-magic campaign I'd assume he had baseline magic '+' items appropriate for his level: Sir Jorah Blackthorn, Ranger of Tavysburg Level 11 Elite Skirmisher, Companion NPC Medium natural humanoid (human) XP 1,200 HP 78 Bloodied 39 Healing Surges 8 Surge Value 19 AC 25; Fortitude 21; Reflex 24; Will 24 Speed 6 Action Points 1 Initiative +9 Perception +16 Standard Actions m Sword (weapon) • At-Will Attack: +16 vs. AC Hit: 2d8 + 6 damage. r Longbow (weapon) • At-Will Attack: Ranged 20/40; +16 vs. AC Hit: 1d10 + 10 damage. R Nimble Strike (weapon) • At-Will Attack: Ranged 20/40; +16 vs. AC Hit: 1d10 + 10 damage; May shift 1 before or after the attack. R Splintering Shot (weapon) • Daily Attack: Ranged 20/40; +16 vs. AC Hit: 3d10 + 10 damage, and the target takes a -2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter. Minor Actions Hunter's Quarry • At-Will Effect: May designate the enemy nearest to him as his quarry. Once per round, he deals +1d6 damage to his quarry. This effect remains active until the end of the encounter, until the quarry is defeated, or until he designates a different target as his quarry. Triggered Actions R Disruptive Strike (weapon) • Encounter Attack (Immediate Interrupt): When an ally is attacked. Ranged 20/40; +16 vs. AC Hit: 1d10 + 10 The target takes a -6 penalty to its attack roll. Weave Through the Fray • Encounter Effect (Immediate Interrupt): When an enemy moves adjacent. May shift 3 squares. Other Powers Defensive Mobility • Encounter, Minor action Effect: Gains a +4 bonus to AC against opportunity attacks until end of his turn Skills Nature +14, Endurance +13 Str 15 (+7) Dex 18 (+9) Wis 18 (+9) Con 16 (+8) Int 13 (+6) Cha 12 (+6) Alignment lawful good Languages Common, Elven Equipment, longsword, longbow, 20 arrows, hide armour Sir Jorah is 35 years old, red beard, lean, weathered complexion, well muscled and in his prime. Second born of three brother Rangers from the Blackthorn family of minor gentry, traditionally the Stewards of Tavysburg for the Travys family. Sir Jorah was once an adventurer, then Master of Arms to the Lady Eclara Travys, cousin to Lady Moonfire, but became bored with his post and took to heavy drinking. On the night the raiders sacked Tavys Manor (M6 1479 DR) he was carousing with his brothers Sir Michael and Sir Arren at the White Wolf Tavern in Tavysburg. He returned next morning to find Travys Manor a smoking ruin, the inhabitants dead or taken. Disgraced, Jorah foreswore alcohol and has flung himself into hunting bandits, raiders and worse across the southern High Forest and beyond. Jorah is unmarried. His father Jorah the Elder died five years ago (1475), his mother Lady Aryn Blackthorn heads the Blackthorn family, administers their estate and acts as Steward, aided by her eldest son Sir Michael. With the apparent demise of the Travys family, the Blackthorn are now directly lieged to Lady Moonfire, the High Lord of Loudwater, but she is known to think little of them. [/QUOTE]
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