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How does this look for a companion character for a low-damage party?
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<blockquote data-quote="Kannon" data-source="post: 5636331" data-attributes="member: 95097"><p>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.</p><p></p><p>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.)</p><p></p><p></p><p>Thog Mul Barbarian 2</p><p></p><p>HP 35 / 35 (Surges: 12 / 12)</p><p>Initiative +3</p><p>AC 16, Fort 17, Ref 14, Will 13</p><p>Perception +0</p><p>Speed 6</p><p>Insight +0</p><p>Equipment: Maul,Leather Armor</p><p>STR 20 (+5) DEX 10 (+0) WIS 8 (-1)</p><p>CON 16 (+3) INT 10 (+0) CHA 11 (+0)</p><p></p><p>Standard Actions</p><p></p><p>Howling Strike ♦ At-will</p><p></p><p>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.</p><p> </p><p>Recuperating Strike ♦ At-will</p><p></p><p>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. </p><p> </p><p>Avalanche Strike ♦ Encounter</p><p></p><p>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. </p><p> </p><p>Wasteland Fury ♦ Encounter</p><p></p><p>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. </p><p> </p><p>Second Wind ♦ Encounter</p><p></p><p>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. </p><p> </p><p>Skull-Takers Rage ♦ Daily</p><p></p><p>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. </p><p></p><p></p><p>Triggered Actions</p><p> </p><p>Incredible Toughness ♦ Encounter</p><p></p><p>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. </p><p> </p><p>Swift Charge ♦ Encounter</p><p></p><p>Trigger: Your attack reduces an enemy to 0 hit points. Range: melee weapon Target: one creature Effect: You charge an enemy. </p><p> </p><p>Inspiring Fortitude ♦ Daily</p><p>Trigger: You use your second wind. Attack: Str vs. AC (Close burst 5) Target: allies</p><p>Effect: Each ally within 5 squares of you gains 13 temporary hit points.</p></blockquote><p></p>
[QUOTE="Kannon, post: 5636331, member: 95097"] 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. [/QUOTE]
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How does this look for a companion character for a low-damage party?
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