Nekromanti Support-NPC:er [[Jättespoiler: Mina spelare]]

Ymir

Liten kantbaron
Joined
18 May 2000
Messages
11,291
Location
Malmö/Lund Metropolitan Axis
Min kampanj involverar några slp som snart kan komma att ställa upp på rollisarnas sida i olika encounters. Jag är i desperat behov av input på hur de fungerar. Det är basically en sorcerer, en paladin, en invoker och en avenger som jag försökt förenkla så mycket som möjligt så att de ska vara lätta för spelarna att sköta, samtidigt som jag fortfarande vill ta tillvara det som klassen "gör bra", sas. Ett särskilt problem var att paladinen har en massa bös som bygger på healing surges, men som slp har han bara en sådan...så jag gjorde helt sonika great smite och lay on hands till dailys. Jag överväger vidare att stryka Oath of Enmity från Avengern, behöver hon den? (encountersarna kommer vara avpassade för lvl 4-rollisar rent generellt, så hennes to-hit är jämförelsevis bra).

Speciellt sorcerern har sedan en drös saker av rent narrativa skäl, de kan vara lite obalanserade, men de får inte vara för bra - hon är menad att bidra med mindre än de andra tre slp:erna är kapabla till. (Notera tex hur hon bara använder sitt obalanserade lvl 14-implement för sin daily power, och den kan bara triggas när hon blivit bloodied...)

Notera också hur ingen har abjure/turn undead, trots att de är divine - det kommer de ha senare, när det kommer bli encounters där sånt är till nytta. (Jag har mer detaljerade versioner av samtliga de här nissarna, alltså).

Nå, som sagt, alla former av input är välkommna. Observera alltså, idén är att spelarna gestaltar dessa slp:er i stridssituationer där de slåss på samma sida.

Shahru, Lvl 3 Mysterious Damsel (Sorceress)
Medium natural animate (undead)
Initiative +5 Senses Perception +3
HP 30; Bloodied 15
Regeneration 3
AC 16; Fortitude 13, Reflex 16, Will 18
Resist 6 (necrotic, poison) Vulnerable 6 (radiant)
Speed 6
Dagger (standard, at-will), Weapon
+8 vs. AC; 1d4+1 damage
Chaos Bolt (standard, at-will), Arcane, Psychic
Ranged 10; +6 vs. Will, 1d10+7 psychic damage. On a hit, Shahru can make another attack versus a different target within 5 squares of the first, +4 vs Will, 1d6 psychic damage.
Flame Spiral (standard, encounter), Arcane, Fire
Close burst 2; one, two or three creatures in burst, +6 vs. Reflex, 1d10+7 fire damage. Until the end of Shahru’s next turn, any enemy that enters a square adjacent to Shahru or starts its turn there takes 1d6 fire damage.
Flare of Ajna (standard, when first bloodied; daily), Arcane, Fear, Implement, Psychic
Close blast 5; targets one enemy; +9 vs Will, 3d10+10 psychic damage, and target is dazed (save ends). Miss: 1d10 damage, and target is dazed (save ends).
Second Wind (standard, daily)
Shahru regains 7 hp and gets +2 to all defenses until the start of her next turn.
Immortal
Shahru keeps regenerating even if she is reduced to 0 hit points or below and automatically rolls result “no change” on all death saving throws. She remains unconscious until regeneration gets her hit points up to a positive number.
Alignment Unaligned Languages Karrhyan, Common, Gatheic, Primordial
Skills: Arcana +9, Diplomacy +12, History +7
Str 10 (+1) Dex 16 (+4) Wis 14 (+3)
Con 9 (+0) Int 13 (+2) Cha 17 (+4)
Equipment: forehead Ajna chakra jewel (Lvl 14), small dagger, fine clothing, veil
Athis, Lvl 5 Paladin of Ilrasha
Medium natural humanoid, 26 years, height 6’3 (190 cm), weight 209 lbs (95 kg)
Initiative +2 Senses Perception +5
HP 50; Bloodied 25 Healing Surges/Day 1, Surge Value 12
AC 23; Fortitude 18, Reflex 17, Will 18
Resist 5 (lightning, thunder)
Speed 5
Challenging Strike (standard, at-will), Divine, Weapon
+9 vs AC; 1d8+4 damage, and target is marked. The first time the target makes an attack that doesn’t include Athis as a target before the start of Athis’ next turn, it takes 6 radiant damage.
Guardian Light (standard, encounter), Divine, Radiant, Weapon
+9 vs AC; 1d8+4 radiant damage. Until the end of his next turn, Athis gains a +3 bonus to his Fortitude, Reflex and Will saves.
Great Smite (standard, daily), Divine, Radiant, Weapon
+9 vs AC; 4d8+7 radiant damage.
Martyr’s Blessing (immediate interrupt, daily) Divine
Close burst 1, when an adjacent ally is hit by a melee or ranged attack. Effect: Athis is hit by the attack instead.
Celestial Thunder (immediate reaction, daily), Lightning, Thunder
When Athis is hit by a melee attack, the attacker takes 2d6 lightning and thunder damage.
Chainbreaking (minor, encounter) Divine
Close burst 5; targets each ally in burst. Each target can choose to make an escape attempt against a grab as a free action or to make a save against an immobilizing, restraining or stunning effect that a save can end.
Lay on Hands (minor, daily), Divine, Healing
Melee touch; target regains a number of hit points equal to its healing surge value.
Alignment Lawful Good Languages Common, Atarakha
Skills: Diplomacy +10, Heal +12, Intimidate +10, Religion +7
Str 16 (+5) Dex 8 (+1) Wis 16 (+5)
Con 11 (+2) Int 10 (+2) Cha 17 (+5)
Equipment: plate armor, longsword, holy chain of Ilrasha, and the shield Kalmundu (lvl 8 Storm Shield)
Navashe, devan Avenger of Taiia lvl 7
Medium immortal humanoid, 23 years, height 6’1 (185 cm), weight 169 (77 kg)
Initiative +5 Senses Perception +12
HP 69; Bloodied 34 Healing Surges/Day 1 Surge Value 17
AC 21; Fortitude 18, Reflex 19, Will 21 (+1 to all defenses against bloodied enemies)
Resist Necrotic 8, Radiant 8, Fire 3
Speed 6
Bond of Retribution (standard, at-will), Divine, Radiant, Weapon
+13 vs AC; 1d8+9 radiant damage. The first time an enemy other than the target hits or misses Navashe before the end of her next turn, it takes 2 radiant damage.
Splinter the Formation (standard, encounter), Divine, Radiant, Weapon
+13 vs AC, 1d8+9 radiant damage, and Navashe teleport each enemy within 2 squares of the target 3 squares.
Dawn Fire Chakra (standard, daily), Divine, Radiant, Weapon
+13 vs AC, 2d8+9 radiant damage, miss: half damage. The target doesn’t benefit from cover or concealment versus Navashe’s attacks (save ends), and she gets a +1 to hit the target until end of the encounter.
Sunstrike of Khshaetrani (standard, daily), Radiant, Weapon
Close burst 1, +9 vs Reflex, on a hit, the enemies take 1d8 radiant damage.
Oath of Enmity (minor, encounter)
Close burst 10; when Navashe make melee attack against the target, and target is the only adjacent enemy, she can make two attack rolls and choose the best result. Lasts until target has 0 hit points, or encounter ends.
Oath of the Relentless Hunter (minor, daily)
Touch; one creature. Until Navashe use this power on another target, she can spend a standard action to instinctively determine the distance and direction to the target. If it has fled to another plane of existence, she learns what plane, but nothing else.
Memories of a Thousand Lifetimes (free, encounter, when Navashe maskes attack roll, a saving throw, a skill check, or an ability check and dislike the result)
Navashe add 1d6 to the triggering roll.
Alignment Chaotic Good Languages Common, Gatheic, Karrhyan, Zharal-Ku
Skills Heal +12, Perception +12, Religion +14, Streetwise +10
Str 10 (+3) Dex 14 (+5) Wis 18 (+7)
Con 13 (+4) Int 14 (+5) Cha 14 (+5)
Equipment: The kopesh Khshaetrani, ’Sun Friend’ (Sunblade lvl 9), apprentice justicar’s crown, sunrods, holy symbol, veil (for modesty), devan robes
Nahiryan, devan Invoker of Taiia lvl 4
Medium immortal humanoid, 12 years, height 6’6 (198 cm), weight 185 (84 kg)
Initiative +2 Senses Perception +5
HP 35; Bloodied 17 Healing Surges/Day 1 Surge Value 8
AC 18; Fortitude 15, Reflex 19, Will 17 (+1 to all defenses against bloodied enemies)
Resist Necrotic 7, Radiant 7, Fire 2
Speed 6
Quarterstaff (standard, at-will), Weapon
+8 vs. AC; 1d8+4 damage
Vanguard’s Wave (standard, at-will), Divine, Implement, Random Damage Type
Area burst 1 within 10, each creature in burst, +8 vs Reflex, 1d6+6 random type damage. Whenever the target makes an opportunity attack before Nahiryan’s next turn, it takes 5 damage of the same type.
Sun Hammer (standard, encounter), Divine, Implement, Random Damage Type
Area burst 1 within 10, each enemy in burst, +8 vs Fortitude, 1d10+6 random type damage. If any bloodied allies are in burst, the attacks deals 2 extra damage of the same type.
Purging Inferno (standard, daily), Divine, Implement, Random Damage Type
Ranged 10, one creature, +8 vs Reflex, 1d10+6 random type damage, and ongoing 10 damage of the same type (save ends). Miss: Half damage, ongoing 5 damage of the same type (save ends).
The Broken Staff of Naresh
All divine and arcane powers cast using the staff as an implement has their damage type replaced with totally random damage types at the start of every encounter. Roll a D10: 1- Acid, 2- Cold, 3- Fire, 4- Force, 5- Lightning, 6- Necrotic, 7- Poison, 8- Psychic, 9- Thunder, 10- Radiant. Nahiryan can force a reroll of this at any time as a standard action.
Ritual Caster
Nahiryan can use Hand of Fate once per day without components. He also knows Affect Normal fire, Bloom, Create Campsite, Comprehend Language and Water Walk.
Memories of a Thousand Lifetimes (free, encounter, when Nahiryan maskes attack roll, a saving throw, a skill check, or an ability check and dislike the result)
Nahiryan add 1d6 to the triggering roll.
Alignment Lawful Good Languages Common, Ashurian, Karrhyan, Zharal-Ku, the Dark tongue
Skills Diplomacy +7, History +16, Insight +10, Religion +14
Str 12 (+3) Dex 10 (+2) Wis 17 (+5)
Con 11 (+2) Int 20 (+7) Cha 10 (+2)
Equipment: Nahiryan wields the fabled Broken Staff of Naresh, a mighty artifact. He also has an apprentice justicar’s crown, a holy symbol, and devan robes.
- Ymir, needs input
 

CapnZapp

Myrmidon
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