Designing an NPC to help the PCs [Archive] - Wizards Community

Post/Author/DateTimePost
EscherEnigma

06-03-05, 06:44 AM
Situation:
For a campaign I hope to get started soon I only have 2 players, whose characters are:

a dragonmarked (mark of storm) half-elf hexblade (from complete warrior)
+not part of House Lyrander, from Orthoss (Lhazaar Principalities)
+being a half-elf native to the Lhazaar Principalities thats developed the Mark of Storm, has connections to pirates. While he probably won't have been much of a pirate (if at all) to start off with, might become one again.

and a dragonmarked (mark of shadow) elf rogue
+member of House Phiarlan
+player says she wants to be an assassin (not meaning the PrC)

Those classes might change a little, but I think the general themes will stay the same.

Also, I plan on starting with the Forgotten Forge, and moving through the published adventures.

(for those that don't know, a hexblade is a warrior type character that supplements their might with a bit of magic, mostly curses and the like. not much in the way of utility spells or big damage ones.)

Problem:
This is a rather small party, and that strikes me as fatality prone, something I'd rather avoid. Also, they lack magical support, and aren't very well rounded as it stands.

Solution:
'Give' them an NPC of similar level and power to round out the ground a little.

Why I'm here:
To bounce ideas for this NPC around, I wouldn't reject a little mechanical stuff as to how to design this NPC, but what I'm more concerned with is WHY this NPC is following around the PCs as a member of their adventuring troupe.

Things to keep in mind: since this NPC is an NPC and not a PC, they shouldn't be the star of the show, a glory hound, or volunteer much. They'll have no problem using their skills for the group, but lacks iniative to do it without prompting for the most part. These are the traits I would like to see reflected in the NPCs personality.

I have a few ideas so far of what kind of NPC could fit these needs, but while I'm working on fleshing those ideas out, I'd be interesting in hearing what you people have to say, whether suggestions of an NPC to use, insults against my heritage, or random comments on what you think would work best in general.

Thanks for any help.
Euangelion

06-03-05, 08:34 AM
Off the tope of my head I'm thinking "dwarf fighter/cleric." That party needs a tankish melee type, and needs more magic. A dwarf with 1-2 levels of fighter (especially consider using the racial substitution levels) and the rest in cleric will be a help. Make him a follower of the SH and consider taking the fire (for many spells not on the standard cleric list) and magic (to use almost any scroll or wand that comes their way) domains.
A fighter/artificer might work as well.
Ohtar Turinson

06-03-05, 08:38 AM
They're starting in Sharn, right? Perhaps a low-ranking member of the Morgrave U faculty is looking for some underworld contacts so that he has an idea of what exactly is going on in the black market (The PCs seem criminal enough for this). The PCs are the ones he's arranged to meet with in a small tavern. It's late at night, afterwards, that all three stumble across the corpse…

As for class, I'd go with a multiclass Wizard/Cleric of Aureon. And I'd also advocate starting at level 2 (at the least) for the whole party- These adventures are tough.
Setherial

06-03-05, 09:40 AM
With only two players I think you have the opportunity to create an adventure specially created towards what the player wants, involving their background and goals. With 4 or more players this becomes difficult since everyone will want their background and their goals taken into account.
In this case you could make a tailored adventure involving House Phiarlan aimed at stealth and assassination. Make the other player a contact the assassin is supposed to meet, him being a Lhazaar pirate he will be great to use as shady individual involved in the assassination business.
In this kind of scenario the player will do what he is good at and the party doesn't have to be so allround to finish the job.

Anyway in case you want to go trough the published adventures I suggest you use the Gestalt rules from Unearthed Arcana. They are ideal for smaller parties. Then toss in whatever is missing (probably a cleric for healing, in case of Gestalt maybe a Paladin/Cleric)
Cloud Divider

06-03-05, 03:26 PM
Things to keep in mind: since this NPC is an NPC and not a PC, they shouldn't be the star of the show, a glory hound, or volunteer much. They'll have no problem using their skills for the group, but lacks iniative to do it without prompting for the most part. These are the traits I would like to see reflected in the NPCs personality.

Myself, I'm thinking a Warforged might be a fairly good fit. Especially one of the more stoic "The War's over and I've still not quite figured out what to do with myself" mindset. Definitely of the "grunt soldier" rather than the "officer" type - much, MUCH happier to take orders.

Setting him up as a Artificer, and possibly the Warforged Artificer racial substitution to get a former WF "Field Medic/Heavy Weapons Expert" might work pretty well - Artificers work quite well in support, as he'd likely be able to take up a fair chunk of the magical slack. Give him a Wand of CLW, and he's a Cleric. Give him a Wand of Fireball, and he's your blasto-Wizard. If you need a little more frontliner capability, give him a level of Fighter or Barbarian.

And if anybody wonders whe he doesn't say much, just remind them that he's always been pretty quiet - he took that "Don't speak unless spoken to" order pretty seriously.

Not quite sure how to bring him into your party just yet. I'll have to think on it...
Edymnion

06-03-05, 04:02 PM
Something else you might want to consider is waiving the prereqs for Leadership, and letting them take the feat from the beginning for a Cohort. Warforged Artificer is a great one to take. Give him an Eternal Wand of Cure Light Wounds so he can have the ability to cast some healing magic when they need it.

Actually, that writes it's own bit of backstory for him, and gives him a bit of personality. Ignore normal rules, and give him a Wand Sheath in one arm, and have that Eternal Wand jammed in there so that it can't be removed.

Have him think he's damaged goods because of how he's "wasted" the sheath by having a wand stuck in there that is almost worthless to him and other Warforged, but which will be of great use to your group.
EscherEnigma

06-03-05, 11:45 PM
hm... sounds like the main ideas is either a cleric of some sort or an artificer of some sort.

Sadly, I still don't have my books back yet, so I can't check, but if I recall correctly the Traveller isn't too evil, just a bit much chaotic, followed by changelings and the like if I remember. A changeling cleric that follows the party because they go to such interesting places, meet such interesting people, then get to gorily eviscerate them?

As for an artificer... I have a few ideas of this on my own... A cannith heir who left his family and gave up his name because he decided that they were responsible for the mourning, if for no other reason then that by providing soldiers and weapons to everyone with the gold they extended the war well past what it would have been otherwise. 'Course, by the time he meets the PCs he's realized that a houseless, guildless artificer has a hard time finding work, and is willing to compromise his principles for some much needed cash.

I also like the warforged artificer idea... not sure if I'd give 'em an eternal wand of cure light wounds though. For one thing, if I remember correctly aren't those limited to arcane spells? (I seem to remember that the wands allow anyone that can cast arcane spells to wield them, which is why magewrights could use them even though the destructive spells don't appear on their class spell list.) I do think I'd give 'em a wand of cure light wounds though. a bit pricey for starting at second level (by DMGuide, only 900 gold pieces) but it should be enough for a while. I hope.

Reason for following: one of the players saved 'em from getting torn apart by a mob. Since his prior 'master' was one of the members of the mob, the 'forged saw no reason to stay there, and followed his savior instead. Its nice having someone look out for you.

Source of his class: was produced in the last years of the war, a smaller slighter model with training as an artificer so that he could augment warforged on the field and replace cannith artificers as repair men. was given the wand by whichever country I decide bought him so that he could also help out with healing fleshy troops.

Anyway, thanks for the ideas so far.
Euangelion

06-04-05, 10:33 PM
Just for the record, you are correct about eternal wands being arcane spells only. But also for the record, cure light wounds is an arcane spell, since it appears on the bard 1st level spell list. But, since it's only a bard arcane spell, an eternal wand of cure light wounds should cost more than a 1st level eternal wand of a spell on the wizard/sorcerer or magewright spell list (don't ask me how much, I'm not up to speed on those details).
Edymnion

06-05-05, 12:22 AM
Hey, thats not an oversight, thats an... um... plot hook!
You see, its actually a prototype wand, and House Cannith wants it back, yeah, thats it... its a plot hook to have House Cannith chasing you around trying to steal your Warforged! :P
talion09

06-05-05, 01:10 AM
Hey, thats not an oversight, thats an... um... plot hook!
You see, its actually a prototype wand, and House Cannith wants it back, yeah, thats it... its a plot hook to have House Cannith chasing you around trying to steal your Warforged! :P

How about a prototype that Elaydren/Merrix are using the party to field test? Afterall, it isn't like they have the Last War still raging and creating situations for field tests anymore, right? Now they have to use adventurers to do the dirty work. And if that means scheming and plotting to have adventurers do it unadvertently for free while working on House Cannith business to recover the schema...