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<blockquote data-quote="Neonchameleon" data-source="post: 5558409" data-attributes="member: 87792"><p>If you <em>must</em> run a DMPC, I'd suggest a Dwarf Knight. Easy to run, handy, and very easy for other people to play off the knight's aura. Slots in well to a team.</p><p> </p><p>And Warlock? Ranged basic attack. Blackguard? Decent melee basic attack. Knight? Decent melee basic attack. I'm seeing a warlord here - whether inspiring, tactical, or bravura depends on the player's personality.</p><p> </p><p>Edit: The first rule of DMPCs is not to do them. The second rule is that if you must (and if you're at 5 PCs there's absolutely no reason you must or even should) then you must make them more on the level of a skilled hireling than a full PC. The charge-build minotaur is set up to grab more than his share of the glory. It's putting you on both sides of the table - and deliberately making you cool on the PC side. As DM, you get the world. Overshadowing the PCs at what they get is just <em>annoying</em> and should not be done. A knight on the other hand (if you must) - and preferably one a level down on the PCs and with vanilla equipment - is there to help the PCs but is mostly unlikely to glory-hog. He'll be at his most effective when the PCs are playing off him and his defender aura rather than when trying to be cool (which is when DMPCs move from OK to potentially gamewreckingly annoying; your Charge-o-taur starts in the potentially gamewreckingly annoying camp).</p><p> </p><p>Edit2: Kerranin's right. Starting at low levels will probably work better.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5558409, member: 87792"] If you [I]must[/I] run a DMPC, I'd suggest a Dwarf Knight. Easy to run, handy, and very easy for other people to play off the knight's aura. Slots in well to a team. And Warlock? Ranged basic attack. Blackguard? Decent melee basic attack. Knight? Decent melee basic attack. I'm seeing a warlord here - whether inspiring, tactical, or bravura depends on the player's personality. Edit: The first rule of DMPCs is not to do them. The second rule is that if you must (and if you're at 5 PCs there's absolutely no reason you must or even should) then you must make them more on the level of a skilled hireling than a full PC. The charge-build minotaur is set up to grab more than his share of the glory. It's putting you on both sides of the table - and deliberately making you cool on the PC side. As DM, you get the world. Overshadowing the PCs at what they get is just [I]annoying[/I] and should not be done. A knight on the other hand (if you must) - and preferably one a level down on the PCs and with vanilla equipment - is there to help the PCs but is mostly unlikely to glory-hog. He'll be at his most effective when the PCs are playing off him and his defender aura rather than when trying to be cool (which is when DMPCs move from OK to potentially gamewreckingly annoying; your Charge-o-taur starts in the potentially gamewreckingly annoying camp). Edit2: Kerranin's right. Starting at low levels will probably work better. [/QUOTE]
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