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Minion NPCs for Paragon Tier Campaign
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<blockquote data-quote="S'mon" data-source="post: 6066570" data-attributes="member: 463"><p>As my Forgotten Realms campaign approaches its third calendar year and nears the Paragon Tier, I've been working on good, easy to use NPC </p><p>stats. So far I like what I've come up with and I wanted to share some ideas.</p><p></p><p>A) For damage, I'm replacing "miss never does damage" </p><p>with a Damage Threshold: Kill= Level+4 Bloody= ½ Level+2</p><p>So a 10th level minion is bloodied with 7 damage, killed with 14. This is much more intuitive for players and means that "half damage on a miss" type effects remain useful. eg A Fireball with a good damage roll can clear out a pack of </p><p>minions without needing any to-hit rolls, greatly speeding up </p><p>play.</p><p></p><p>B) Taking a hint from MT:TTNV I am giving minions extra </p><p>damage on a critical hit. What would be Encounter or Recharge powers on a standard monster can also trigger on a crit, adding some excitement</p><p> and keeping minions fresh, while not requiring any tracking.</p><p></p><p>Here are some standard Heroic Tier humans converted to </p><p>Paragon minions - take a look and let me know what you </p><p>think. </p><p></p><p>MINION NPCs. </p><p></p><p>Human Bandit Minion Level 10 Minion Skirmisher</p><p>Medium natural humanoid (human) XP 125</p><p>HP 1; DT 14/7 AC 24; </p><p>Fortitude 20; Reflex 22; Will 20</p><p>Speed 6 Initiative +12</p><p>Perception +7</p><p>Traits</p><p>Combat Advantage</p><p>The human bandit deals an extra 4 damage on melee and ranged attacks against any target it has combat advantage against.</p><p>Standard Actions</p><p>m Strike (weapon) • At-Will</p><p>Attack: +15 vs. AC</p><p>Hit: 9 damage, and the human bandit shifts 1 square. Critical hit: 12 damage, and the target is dazed (save ends)</p><p>r Dagger (weapon) • At-Will</p><p>Attack: Ranged 5/10; +14 vs. AC</p><p>Hit: 7 damage.</p><p>Skills Stealth +15, Streetwise +13, Thievery +15</p><p>Str 16 (+8) Dex 21 (+10) Wis 15 (+7)</p><p>Con 17 (+8) Int 14 (+7) Cha 16 (+8)</p><p>Alignment any Languages Common</p><p>Equipment leather armor, melee weapon, dagger x4</p><p></p><p>Human Guard Minion Level 11 Minion Soldier</p><p>Medium natural humanoid (human) XP 150</p><p>HP 1; DT 15/7 AC 26; </p><p>Fortitude 24; Reflex 23; Will 22</p><p>Speed 5 Initiative +11</p><p>Perception +12</p><p>Standard Actions</p><p>m Halberd (weapon) • At-Will</p><p>Attack: Reach 2; +16 vs. AC</p><p>Hit: 10 damage. Critical hit: 15 damage, and the target is knocked prone.</p><p>R Crossbow (weapon) • At-Will</p><p>Attack: Ranged 15/30; +15 vs. AC</p><p>Hit: 7 damage.</p><p>Skills Streetwise +13</p><p>Str 20 (+10) Dex 18 (+9) Wis 15 (+7)</p><p>Con 19 (+9) Int 14 (+7) Cha 16 (+8)</p><p>Alignment any Languages Common</p><p>Equipment chainmail, halberd, crossbow, crossbow bolts (20)</p><p></p><p>Human Guard Swordsman Minion Level 11 Minion Soldier XP 150</p><p>Replaces Halberd & X-bow with 1-handed weapon, Heavy Shield, & 2 javelins:</p><p>HP 1; DT 15/7 AC 28 Fortitude 24 Reflex 25 Will 22 Speed 5</p><p>Melee Attack Reach 1, +16 vs AC. Hit: 9 damage. Critical Hit: 12 damage. </p><p>Ranged Attack Range 10/20, +14 vs AC Hit: 6 damage. </p><p></p><p>Human Mercenary minion Level 13 Minion Soldier</p><p>Medium natural humanoid (human) XP 200</p><p>HP 1; DT 17/8 AC 29; </p><p>Fortitude 26; Reflex 25; Will 24</p><p>Speed 5 Initiative +12</p><p>Perception +14</p><p>Standard Actions</p><p>m Longsword (weapon) • At-Will</p><p>Attack: +18 vs. AC</p><p>Hit: 11 damage. Critical hit: 14 damage and the target is pushed 1 square & dazed (save ends).</p><p>R Crossbow (weapon) • At-Will</p><p>Attack: Ranged 15/30; +17 vs. AC</p><p>Hit: 8 damage. </p><p>Effect: The mercenary’s AC drops to 27 and his Reflex drops to 23 until the start of his next turn as he limbers his shield.</p><p>Skills Streetwise +14</p><p>Str 21 (+11) Dex 19 (+10) Wis 16 (+9)</p><p>Con 20 (+11) Int 15 (+8) Cha 17 (+9)</p><p>Alignment unaligned Languages Common</p><p>Equipment chainmail, longsword, crossbow, crossbow bolts (20), heavy shield</p><p></p><p>Human Knight Minion Level 15 Minion Soldier </p><p>Medium natural humanoid (human) XP 300</p><p>HP 1; DT 19/9 AC 31; </p><p>Fortitude 28; Reflex 26; Will 27</p><p>Speed 5 Speed 10 when mounted on a warhorse Initiative +14</p><p>Perception +15</p><p>Standard Actions</p><p>m Broadsword (weapon) • At-Will</p><p>Attack: +20 vs. AC</p><p>Hit: 12 damage. Critical hit: 15 damage</p><p>M Lancer (weapon) • At-Will</p><p>Requirements: The Knight must be mounted.</p><p>Attack: Reach 2; +21 vs. AC</p><p>Hit: 12 damage, and a small or medium target is knocked prone. May be used as part of a charge attack while mounted. Critical hit: 18 damage, and up to large target knocked prone.</p><p>Triggered Actions</p><p>Hasty Parry • At-Will</p><p>Trigger: When an enemy attacks an adjacent ally with a ranged or melee attack.</p><p>Effect (Immediate Interrupt): The triggering enemy’s attack targets the knight instead of the ally, and the knight gains a +3 bonus to AC against that attack (AC 34)</p><p>Skills Athletics +18, Diplomacy +17</p><p>Str 23 (+13) Dex 17 (+10) Wis 16 (+10)</p><p>Con 18 (+11) Int 14 (+9) Cha 20 (+12)</p><p>Alignment unaligned Languages Common</p><p>Equipment heavy shield, plate armor, broadsword, longspear</p></blockquote><p></p>
[QUOTE="S'mon, post: 6066570, member: 463"] As my Forgotten Realms campaign approaches its third calendar year and nears the Paragon Tier, I've been working on good, easy to use NPC stats. So far I like what I've come up with and I wanted to share some ideas. A) For damage, I'm replacing "miss never does damage" with a Damage Threshold: Kill= Level+4 Bloody= ½ Level+2 So a 10th level minion is bloodied with 7 damage, killed with 14. This is much more intuitive for players and means that "half damage on a miss" type effects remain useful. eg A Fireball with a good damage roll can clear out a pack of minions without needing any to-hit rolls, greatly speeding up play. B) Taking a hint from MT:TTNV I am giving minions extra damage on a critical hit. What would be Encounter or Recharge powers on a standard monster can also trigger on a crit, adding some excitement and keeping minions fresh, while not requiring any tracking. Here are some standard Heroic Tier humans converted to Paragon minions - take a look and let me know what you think. MINION NPCs. Human Bandit Minion Level 10 Minion Skirmisher Medium natural humanoid (human) XP 125 HP 1; DT 14/7 AC 24; Fortitude 20; Reflex 22; Will 20 Speed 6 Initiative +12 Perception +7 Traits Combat Advantage The human bandit deals an extra 4 damage on melee and ranged attacks against any target it has combat advantage against. Standard Actions m Strike (weapon) • At-Will Attack: +15 vs. AC Hit: 9 damage, and the human bandit shifts 1 square. Critical hit: 12 damage, and the target is dazed (save ends) r Dagger (weapon) • At-Will Attack: Ranged 5/10; +14 vs. AC Hit: 7 damage. Skills Stealth +15, Streetwise +13, Thievery +15 Str 16 (+8) Dex 21 (+10) Wis 15 (+7) Con 17 (+8) Int 14 (+7) Cha 16 (+8) Alignment any Languages Common Equipment leather armor, melee weapon, dagger x4 Human Guard Minion Level 11 Minion Soldier Medium natural humanoid (human) XP 150 HP 1; DT 15/7 AC 26; Fortitude 24; Reflex 23; Will 22 Speed 5 Initiative +11 Perception +12 Standard Actions m Halberd (weapon) • At-Will Attack: Reach 2; +16 vs. AC Hit: 10 damage. Critical hit: 15 damage, and the target is knocked prone. R Crossbow (weapon) • At-Will Attack: Ranged 15/30; +15 vs. AC Hit: 7 damage. Skills Streetwise +13 Str 20 (+10) Dex 18 (+9) Wis 15 (+7) Con 19 (+9) Int 14 (+7) Cha 16 (+8) Alignment any Languages Common Equipment chainmail, halberd, crossbow, crossbow bolts (20) Human Guard Swordsman Minion Level 11 Minion Soldier XP 150 Replaces Halberd & X-bow with 1-handed weapon, Heavy Shield, & 2 javelins: HP 1; DT 15/7 AC 28 Fortitude 24 Reflex 25 Will 22 Speed 5 Melee Attack Reach 1, +16 vs AC. Hit: 9 damage. Critical Hit: 12 damage. Ranged Attack Range 10/20, +14 vs AC Hit: 6 damage. Human Mercenary minion Level 13 Minion Soldier Medium natural humanoid (human) XP 200 HP 1; DT 17/8 AC 29; Fortitude 26; Reflex 25; Will 24 Speed 5 Initiative +12 Perception +14 Standard Actions m Longsword (weapon) • At-Will Attack: +18 vs. AC Hit: 11 damage. Critical hit: 14 damage and the target is pushed 1 square & dazed (save ends). R Crossbow (weapon) • At-Will Attack: Ranged 15/30; +17 vs. AC Hit: 8 damage. Effect: The mercenary’s AC drops to 27 and his Reflex drops to 23 until the start of his next turn as he limbers his shield. Skills Streetwise +14 Str 21 (+11) Dex 19 (+10) Wis 16 (+9) Con 20 (+11) Int 15 (+8) Cha 17 (+9) Alignment unaligned Languages Common Equipment chainmail, longsword, crossbow, crossbow bolts (20), heavy shield Human Knight Minion Level 15 Minion Soldier Medium natural humanoid (human) XP 300 HP 1; DT 19/9 AC 31; Fortitude 28; Reflex 26; Will 27 Speed 5 Speed 10 when mounted on a warhorse Initiative +14 Perception +15 Standard Actions m Broadsword (weapon) • At-Will Attack: +20 vs. AC Hit: 12 damage. Critical hit: 15 damage M Lancer (weapon) • At-Will Requirements: The Knight must be mounted. Attack: Reach 2; +21 vs. AC Hit: 12 damage, and a small or medium target is knocked prone. May be used as part of a charge attack while mounted. Critical hit: 18 damage, and up to large target knocked prone. Triggered Actions Hasty Parry • At-Will Trigger: When an enemy attacks an adjacent ally with a ranged or melee attack. Effect (Immediate Interrupt): The triggering enemy’s attack targets the knight instead of the ally, and the knight gains a +3 bonus to AC against that attack (AC 34) Skills Athletics +18, Diplomacy +17 Str 23 (+13) Dex 17 (+10) Wis 16 (+10) Con 18 (+11) Int 14 (+9) Cha 20 (+12) Alignment unaligned Languages Common Equipment heavy shield, plate armor, broadsword, longspear [/QUOTE]
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