NPC encounter powers

aco175

Legend
I'm looking for a list of powers that would be appropiate for player races that I use as NPC's. I see where in the MM where the races have listings for say, human or elf, with several encounter and rechargable powers. What would I give to my 10th level human fire "mage", or 8th level dwarf "fighter" as powers?

Another question this brings is; what level NPC presents a standard challenge for the PC's level. Would a group of 10th level NPC's be a standard challenge for 10th level PC's, or should the NPC's be 7th or 8th level. I guess level is the wrong term to use here and another way to look at it is in terms of how much power should 10th level NPC's have to be considered a 10th level monster/challenge.

This would make a great supplement if someone/we put the effort into it. I was thinking of some sort of rules for giving powers maybe based on level. Say, 1st to 3rd level gets 1 encounter power and 1 recharge'6' power. It seems that there are so many possibilities that would make NPC's fit more roles and positions better.
 

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The dmg has great rules for npc creation by class and level.

As far as the powers that, say, a "dwarven hammerer" gets- a big part of the point of 4e is to increase the amount of 'winging it' in monster creation. So that's kind of what you have to do- pick cool powers and go for it, following the rough guidelines in the DMG.
 

I guess i'm looking for more of that 'winging it' flavor. I want to get away from having a few fighters and a cleric guarding the temple and have specilized temple soldiers with a cool power that the players may not have seen before. I guess they could be powers or even new feats would help give flavor to the world and still make the PC's special.
Another reason for having these powers would allow faster creation of these quasi-NPC's. I do not want to just steal powers from other monsters, some would fit but it would seem like cherry-picking all of the cool stuff, but rather have a list of role/class type powers as well as racial powers.
 

Well, I've been doing tons of monster conversions, and I've just been making them up as I go. There are a few here and there that I've gotten wrong- my xvart slavers' stunning attack should probably either be "stunned until end of turn" or else be changed to a "recharge 6" instead of being "stunned (save ends)" at will- but they're easy enough to fix on the fly or after the fact.

For instance, let's say you want to make a "Master of the Thieves' Guild" type, and you want him to be 10th level, but you didn't want to just make him a 10th level rogue npc per the dmg. Make him a monster instead. So, flip to DMG 184. Figure out his level (10) and role (lurker or skirmisher, most likely). Let's say that he's a skirmisher. Then you fill in the blanks on some of his abilities, hit points and defenses... pick a couple of skills... and think about his powers. Figure out his basic attacks (melee dagger, ranged shuriken). Then take a moment to mull the guy over.

"Hmm," you say to yourself, "this guy rose to power through assassination and deception. He is a wily old human who trusts no one and always has an eye out for trouble. Also, he's a skirmisher- his powers should encourage him to move."

So give him +2d6 damage when he has combat advantage (sounds good for 10th level, no?). Give him a poisoned attack- I'd prolly make it recharge 4 5 6 and have it deal ongoing 5 poison and slowed (save ends). Those two cover his "rose by assassination" schtick pretty well. Tack on a +4 initiative bonus (above his normal bonuses) as Improved Initiatve to represent his "always looking for trouble" attitude. Then give him a movement based ability and something that will help him get combat advantage- something like this:

(Melee) Tumbling Attack (standard; at will) Weapon: The Wily Guildmaster shifts 6 and makes an attack: +15 vs. AC; 2d6+5 damage and gain combat advantage against the target until the end of the its next turn.

Tada! You're done! :)

All custom, but quick and easy. I don't think you will find a list of just powers anywhere, short of in other monsters' statblocks. If you do find one, let me know. :)
 

I like to look at monsters in the MM who are about the same level and role as the monster I'm designing and tweak their powers. The "Monsters by Level" table is your greatest asset in 4e NPC design.
 

I guess it would not be that hard to change some of the monster's abilities for flavor and have roughly the same amount of power. Maybe somebody already compiled all of this? I know that the work several people did with the power cards and magic item cards is helpful and cool, so maybe a few people would have some time to kick this around if enough would think that it is worth it.
Thanks for the tips.
 

Well, my next couple of sessions for my 4e campaign look like they'll largely be city-based, and I already know that I'm going to be making some unique npcs- and therefore powers- for them. So maybe I'll post some notes here after I write 'em up.
 

That would be great. I know I do not have the time to construct many myself and some ideas on the power of each ability would be a good guage to help me and others make more ballanced encounters. I'm not sure what level you are making, but some discussion on the magic item threshold to encounter level would help. Thanks.
 

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