Worldly Wanderers: Companion NPCs I
Posted: December 10, 2009 Filed under: D&D 4e, Fluff/Inspiration, Homebrew, NPCs, RPG 5 Comments »I always love the idea of having NPCs that hang around with the PCs. The PCs will always have a dynamic among each other, but throwing an NPC in there can really change the situation. What’s more, if you’re low on PCs (as I often am) using an NPC companion can help you to rectify the numbers. With that in my mind, I decided to start writing a bunch of NPC companions. I also decided I might as well share them, so I’ll strip them of most of the in-depth fluff I made, give a simple, generic description and the stats. I’ll probably do these two or three at a time; average one humanoid, one monster.
Skarp, Goblin Redeemer
Injured in a failed raid, Skarp ended up collapsed in a small, isolated village. The villagers helped him back to health, much to his own surprise. Skarp realized that working with the humans had benefits that working against them would never confer. He saw the folly of his previous actions and thought that he could convince them to join the civilized races. He has since traveled far and wide trying to change the ways of his maligned race, and people’s views of them.
Agenda: Needs PC’s help on a quest.
Behavioral Traits: Optimistic, wants to change others’ point of view about goblins.
Secret: Once belonged to an evil band of goblins.
Skarp, Goblin Redeemer Level 4 Striker
Small Natural Humanoid XP -
Initiative +4; Perception +3; Low Light Vision
HP 41; Bloodied 20; Healing Surges 8
AC 19; Fortitude 17, Reflex 18, Will 17
Speed 6
[MB] Dagger (Standard; AW) @Weapon
+11 vs AC; 1d4+2 damage
[R] Thrown Dagger (Standard; AW) @Weapon
Ranged 5; +11 vs AC; 1d4+6 damage
[M] Skarp Special (Standard; AW) @Weapon
+11 vs AC; 1d4+6 damage and Skarp can shift 1 square.
[M] Low Blow (Standard; Encounter) @Weapon
+11 vs AC; 2d4+6 damage and the target is knocked prone.
[C] Peek-A-Boo (Standard; Daily) @Weapon
Close Blast 3; Each enemy Skarp can see; +11 vs AC; 2d4+6 damage and the target is blinded until the end of Skarp’s next turn.
Miss: Half damage
[S] Backflip (Move Action; Encounter)
Skarp shifts 3 squares.
[S] Goblin Tactics (Immediate Reaction; AW)
Trigger: Skarp is missed by a melee attack.
Skarp can shift 1 square.
[S] Combat Advantage
Once per round, Skarp deals 1d6 extra damage when he hits an enemy he has combat advantage against.
Alignment: Good; Languages: Common, Goblin
Skills: Stealth +13, Thievery +13, Acrobatics +11, Diplomacy +9
Str 10 (+2) Dex 18 (+6) Wis 13 (+3)
Con 14 (+4) Int 11 (+2) Cha 14 (+4)
Equipment daggers (10), adventuring kit
Doryfex, Lost Wyrmling
Born to a powerful Red Dragon, Doryfex’s nascent thoughts were already set on grandeur. Her hopes were quickly dashed – her mother was a brutal rector, exhausting her in the learning of the draconic ways from the very first moment she was born. She would learn to be the most powerful red dragon the world had ever seen – or she would die as many brothers and sisters before her had already done.
Suffering from fiery strikes, tail beatings and the supernatural fear of her mother’s presence during each and every misstep she took, Doryfex seized an opportunity during a raid on her mother’s cave and escaped into the wilderness. Badly injured in subsequent scuffles with the wildlife, Doryfex lost the ability to fly except for short bursts. But even in her weakened state, she was elated. She was free, finally free! Skirting the edges of civilization, she hunted small animals and spent her days in isolation, nursing her weakened state but savoring her freedom.
But her freedom wouldn’t last forever. By fate, she overheard passing news that her mother had survived. Men rushed into a nearby town with the charred remains of the last hunting party sent after her mother. Tearful and angry that her happy days might end, she decides to meet up with the next hunting party and hopefully aid them in the killing of her parent, so she can be free forever. She approaches them, presenting herself as a would-be rival of the local dragon (however ridiculous this might sound), to keep her true identity secret.
Agenda: Revenge.
Behavioral traits: Twitchy, fearful, nervous; childish, easily pleased.
Secret: Sought after by a powerful dragon.
Doryfex, Red Dragon Wyrmling Level 4 Controller
Medium Natural Magical Beast (dragon) XP -
Initiative +2; Perception +3; Darkvision
HP 43; Bloodied 21; Healing Surges 8
AC 17; Fortitude 18, Reflex 16, Will 19
Resist 5 Fire
Speed 6; See “Dory’s Flight” below
[MB] Bite (Standard; AW) @Fire
+8 vs AC; 1d8+5 fire damage and Doryfex pushes the target 1 square.
[R] Smoke Breath (Standard; AW) @Fire
Ranged 5; +8 vs Reflex; 1d6+5 fire damage and the target takes a -2 penalty to attack rolls until the end of Doryfex’s next turn.
[C] Dragon Breath (Standard Action; Recharges when first bloodied; Encounter) @Fire
Close Blast 5; +8 vs Reflex; 1d10+5 fire damage
Miss: Half damage
[A] Greater Dragonbreath (Standard Action; Daily) @Fire
Area Burst 1 Within 10 Squares; +8 vs Reflex; 2d6+5 fire damage and the target is dazed until the end of Doryfex’s next turn.
Miss: Half damage
[S] Dory’s Flight (Move Action; Encounter)
Doryfex flies 6 squares. She must end her movement on a stable surface or she falls.
[S] Controller Extension (Free Action; Encounter)
Doryfex can extend an effect on an enemy to end at the end of her next turn, rather than her current turn.
Unaligned; Language: Draconic
Skills: Bluff +11, Insight +10, Intimidate +9
Str 14 (+4) Dex 10 (+2) Wis 12 (+3)
Con 16 (+5) Int 11 (+2) Cha 15 (+4)
These companions are with the DMG2 guidelines in mind, not intended as “DMG1 NPCs” (there are differences). Though neither is setting specific, in the future I’ll be doing mixes – one companion setting specific, one not, in each post, as inspiration allows. That way both fans of my usual work on The Spirits of Eden setting and Nevermet Press’ villains, and people who want something more plug-and-play, can get what they want.
These first ones are just a test, I’m hoping the readers can get engaged in the direction of this column so it’ll be more useful. Tell me if what sort of style you liked – the first, generic companion NPC strictly following the companion rules and with very little fluff, or the second, more freewheeling take on it that has more fluff. What level ranges would you like to see? What creatures would you like me to do next? Just drop some comments. All suggestions will be taken into account.







Dawww at Doryfex.
^_^
Controller Extension sounds pretty nifty. At first I was like “Aha, it’s the half of Orb of Imposition that I never think about”, except it applies to any effect, not just Wizard at-wills…does it apply to effects caused by Dory’s allies? If so, I see that ability having a lot of potential for clever teammate synergy.
What do the letters in brackets mean? I get that [MB] is Melee Basic, [M] is Melee, [R] is Ranged, [C] is Close, [A] is Area, but what’s [S]?
[S] means “Special” and is basically “anything that doesn’t have an identifier.” I put it there because I’m OCD and think everything should have identifiers.
Controller Extension is what the DMG2 gives to Controllers, except phrased as a power rather than a feature (so it’s easier to keep track of and apply). The DMG2 wording makes it read very ambiguously so I don’t know whether it only works on Dory’s things or on anyone’s things.
I really enjoyed your ideas of NPC companions. Especially the dragon. Any thoughts on scaling it? I am trying to dream up a companion for a 2 person party. I think they need a bit of a defender/striker. An animal type is a great idea because I won’t have to always worry about roleplay. Happen to have any ideas for a level 2 striker companion?
I think the quintessential striker-ish animal companion would probably be a Wolf. The wolf is a pretty classic, easy-to-use animal. While writing these I followed the NPC rules in the DMG II pretty much, but I tried to have ways the character could enable the party. I think the Wolf should be a fast-mover that helps characters gain flanking. I’d give it the ability to Flank from any square adjacent to the enemy as long as a PC is also adjacent, and maybe have its basic attack increase the flanking bonus for an ally to +3 for 1 turn. The rest can be the normal striker companion stuff: +1d6 damage, and a few powers I’d probably draw from the Rogue.