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General Tabletop Discussion
*Pathfinder & Starfinder
What quintessential 4e abilities would you convert to PF1 for this encounter?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 7786230" data-attributes="member: 1165"><p>I used to do "NPC parties" a lot in 4e. But I don't think you can give each NPC <em>one</em> ability.</p><p></p><p>Defender: I'd go with a knight, just because it's a bit easier to do as an NPC compared to the classic 4e fighter. I would give them Threatening Glower, an encounter ability that affects opponents within 10 feet. They're all at -5 to hit anyone except the knight. (The "marking aura" is still active, so they can be at -7 to hit anyone other than the fighter if right next to the fighter.) Toss in the Weapon Specialization ability for the hammer (Immobilized for 1 round, can be triggered on an opportunity attack) plus the marking aura's punishment ability (yes, you can punish a 5 foot step) and you have someone who can really protect the squishies.</p><p></p><p>Controller: Wizard, of course, the first and best controller. Unlike in 3e/PF, wizard spells generally have some damage and strong control simultaneously. A low-level spell that does this is Icy Rays: zap two opponents, deal decent cold damage to them, and they're both immobilized for a round. Icy Terrain is basically damaging Grease (the zone only lasts one round though), and Cone of Cold immobilizes as well as damages targets. Even many at-will spells (such as Stone Blood) have these features; small AoE, targets are slowed for one round.</p><p></p><p>Striker: I'd go with a rogue, because the ranger's abilities are much cooler when used by a PC than an NPC. To the PCs, the NPC ranger is just dealing lots of damage. Give the rogue "Tactical Trick", which forces an opponent to grant combat advantage to the rogue (lose Dex bonus to AC against the rogue) if the rogue and one ally are next to them. There's no need to flank into a good position and sneak attack every round. It's basically Tumble without skill checks.</p><p></p><p>Leader: I really like the devoted cleric (Lance of Faith is pretty much my favorite cleric spell ever, because it has a micro-buff and damage, which I expect from pretty much every cleric spell) but the warlord is also cool, and is a more popular class. I would avoid the lazy warlord though. I'd go with a dragonborn warlod, with a special ability (feat) where it breathes on an opponent (as a swift action!) and then everyone gets damage bonuses against the targets for a round. Even if the damage is coming from the wizard's Stone Blood spell. And then of course, there's moves that let allies shift if the warlord hits, or they get bonuses to hit or do damage, etc.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 7786230, member: 1165"] I used to do "NPC parties" a lot in 4e. But I don't think you can give each NPC [i]one[/i] ability. Defender: I'd go with a knight, just because it's a bit easier to do as an NPC compared to the classic 4e fighter. I would give them Threatening Glower, an encounter ability that affects opponents within 10 feet. They're all at -5 to hit anyone except the knight. (The "marking aura" is still active, so they can be at -7 to hit anyone other than the fighter if right next to the fighter.) Toss in the Weapon Specialization ability for the hammer (Immobilized for 1 round, can be triggered on an opportunity attack) plus the marking aura's punishment ability (yes, you can punish a 5 foot step) and you have someone who can really protect the squishies. Controller: Wizard, of course, the first and best controller. Unlike in 3e/PF, wizard spells generally have some damage and strong control simultaneously. A low-level spell that does this is Icy Rays: zap two opponents, deal decent cold damage to them, and they're both immobilized for a round. Icy Terrain is basically damaging Grease (the zone only lasts one round though), and Cone of Cold immobilizes as well as damages targets. Even many at-will spells (such as Stone Blood) have these features; small AoE, targets are slowed for one round. Striker: I'd go with a rogue, because the ranger's abilities are much cooler when used by a PC than an NPC. To the PCs, the NPC ranger is just dealing lots of damage. Give the rogue "Tactical Trick", which forces an opponent to grant combat advantage to the rogue (lose Dex bonus to AC against the rogue) if the rogue and one ally are next to them. There's no need to flank into a good position and sneak attack every round. It's basically Tumble without skill checks. Leader: I really like the devoted cleric (Lance of Faith is pretty much my favorite cleric spell ever, because it has a micro-buff and damage, which I expect from pretty much every cleric spell) but the warlord is also cool, and is a more popular class. I would avoid the lazy warlord though. I'd go with a dragonborn warlod, with a special ability (feat) where it breathes on an opponent (as a swift action!) and then everyone gets damage bonuses against the targets for a round. Even if the damage is coming from the wizard's Stone Blood spell. And then of course, there's moves that let allies shift if the warlord hits, or they get bonuses to hit or do damage, etc. [/QUOTE]
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What quintessential 4e abilities would you convert to PF1 for this encounter?
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