My dark sun group has always been a bit low on damage, this was made a lot worse when one of the strikers had to bow out due to personal issues. In order to balance that out a bit, I figured I'd give the PCs a companion PC. (We're running the campaign over maptools, so complexity isn't too much of an issue, so it's a slimmed down full PC.), run by the players, since DM PCs are just a pain for everyone when they stick around that long.
My only real concern is if it'll overshadow the PCs. He does hit like a truck. (With a maul and inherant bonuses, that's a total of +9 to hit and 3d6+5 damage on his basic.) Being a barbarian in leather armor, he also has no defense to speak of. (And yes, I know it's a crap name. Naming is not my strength.)
Thog Mul Barbarian 2
HP 35 / 35 (Surges: 12 / 12)
Initiative +3
AC 16, Fort 17, Ref 14, Will 13
Perception +0
Speed 6
Insight +0
Equipment: Maul,Leather Armor
STR 20 (+5) DEX 10 (+0) WIS 8 (-1)
CON 16 (+3) INT 10 (+0) CHA 11 (+0)
Standard Actions
Howling Strike ♦ At-will
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 1[w]+1d6+Str untyped damage Special: This power counts as a melee basic attack.
Recuperating Strike ♦ At-will
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 1[w]+Str untyped damage; and you gain temporary hit points equal to your Con modifier (+3). If you are raging, add 5 Temp HP.
Avalanche Strike ♦ Encounter
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 3[w]+Str+3 untyped damage Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
Wasteland Fury ♦ Encounter
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 1[w]+Str untyped damage; If you have combat advantage, you do 5 extra damage. Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Second Wind ♦ Encounter
Range: personal Target: personal Effect: Spend a healing surge and regain [SurgeValue] hit points. Gain a +2 bonus to all defenses until the beginning of your next turn.
Skull-Takers Rage ♦ Daily
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 3[w]+Str untyped damage Miss: Half damage. Effect: You enter the rage of the skull-taker. Until the rage ends, you take 3 damage at the start of each of your turns. This damage cannot be resisted or negated. Until this rage ends, you also have a +1 bonus to hit and damage.
Triggered Actions
Incredible Toughness ♦ Encounter
Trigger: You start your turn. Range: Target: personal Effect: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
Swift Charge ♦ Encounter
Trigger: Your attack reduces an enemy to 0 hit points. Range: melee weapon Target: one creature Effect: You charge an enemy.
Inspiring Fortitude ♦ Daily
Trigger: You use your second wind. Attack: Str vs. AC (Close burst 5) Target: allies
Effect: Each ally within 5 squares of you gains 13 temporary hit points.
My only real concern is if it'll overshadow the PCs. He does hit like a truck. (With a maul and inherant bonuses, that's a total of +9 to hit and 3d6+5 damage on his basic.) Being a barbarian in leather armor, he also has no defense to speak of. (And yes, I know it's a crap name. Naming is not my strength.)
Thog Mul Barbarian 2
HP 35 / 35 (Surges: 12 / 12)
Initiative +3
AC 16, Fort 17, Ref 14, Will 13
Perception +0
Speed 6
Insight +0
Equipment: Maul,Leather Armor
STR 20 (+5) DEX 10 (+0) WIS 8 (-1)
CON 16 (+3) INT 10 (+0) CHA 11 (+0)
Standard Actions
Howling Strike ♦ At-will
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 1[w]+1d6+Str untyped damage Special: This power counts as a melee basic attack.
Recuperating Strike ♦ At-will
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 1[w]+Str untyped damage; and you gain temporary hit points equal to your Con modifier (+3). If you are raging, add 5 Temp HP.
Avalanche Strike ♦ Encounter
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 3[w]+Str+3 untyped damage Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
Wasteland Fury ♦ Encounter
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 1[w]+Str untyped damage; If you have combat advantage, you do 5 extra damage. Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Second Wind ♦ Encounter
Range: personal Target: personal Effect: Spend a healing surge and regain [SurgeValue] hit points. Gain a +2 bonus to all defenses until the beginning of your next turn.
Skull-Takers Rage ♦ Daily
Attack: Str vs. AC (melee weapon) Target: one creature Hit: 3[w]+Str untyped damage Miss: Half damage. Effect: You enter the rage of the skull-taker. Until the rage ends, you take 3 damage at the start of each of your turns. This damage cannot be resisted or negated. Until this rage ends, you also have a +1 bonus to hit and damage.
Triggered Actions
Incredible Toughness ♦ Encounter
Trigger: You start your turn. Range: Target: personal Effect: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
Swift Charge ♦ Encounter
Trigger: Your attack reduces an enemy to 0 hit points. Range: melee weapon Target: one creature Effect: You charge an enemy.
Inspiring Fortitude ♦ Daily
Trigger: You use your second wind. Attack: Str vs. AC (Close burst 5) Target: allies
Effect: Each ally within 5 squares of you gains 13 temporary hit points.