Dark Sun Companions

Post/Author/DateTimePost
#1

tavitin

Jan 19, 2011 13:00:43
In a near future a pair of players will quit, leaving my Dark Sun game with only three characters. I had the idea of adding companions (one for each, upgrading the party composition to six).

The characters were taken as slaves. Until they escape they'll have plenty of options to choose as their companions from the slave compound (because they'll assist the party to escape slavery).

I've made some companions from scratch and i've taken monsters from the MMs and Creature Catalog to serve as such.

I wanna know if any of my choices, or hand-made companions, are too strong or too weak, they are all LEVEL 5:

Listed Monsters

Rage Drake - MM1
Dragonborn Soldier - MM1
Eladrin Veiled Warrior - DCC
Dwarf Sunpriest - DCC
Human Noble - MM2

Companions made from scracth

Ugly (half-orc as half-tarek, race called Krusk)
Hit Points: 46
Healing Surges: 9
Armor Class: 21; Fortitude: 20; Reflexes: 18; Will: 16
Feature: +3 on all damage rolls (calculated already on profile)

Basic Attacks
MELEE: +11 vs AC - 1d8+10
MELEE: +12 vs AC - 1d6+10

At-will
MELEE: make a basic attack with +1 on the attack roll or +2 on the damage roll (Choose before rolls)

Encounter
Power Strike (Free, Trigger): See Essential Fighter.
Furious Assault (Free, Trigger): See Half-Orc racial power.

Daily
Lone Resolve (Free, Trigger): See Wasteland Nomad Theme.

Notes: Based on a build i've created using ESSENTIAL SLAYER, dual wielding a Singing Stick and a Mace with Wasteland Nomad theme. Trained in Atheltics and StreetWise


Dirty (Shadar-Kai)
Hit Points: 42
Healing Surges: 6
Armor Class: 20; Fortitude: 18; Reflexes: 18; Will: 18
Feature: +1d6 damage on one attack per round. If that attack leaves the target with 10 or less hit points, Dirty may choose to slay it.

Basic Attacks
MELEE: +12 vs AC - 1d4+7
RANGED: +12 vs AC - 1d7+7

At-will
Garrote Strangler: See Essential Executioner
Silent Stalker: See Essential Executioner

Encounter
Assassin's Strike (Free, Trigger): See Essential Executioner. (note: +2d10 version)
Shadow Jaunt (Move Action): See Shadar-Kai racial power.

Notes: Based on a build i've created using ESSENTIAL EXECUTIONER, Dagges and Garrote with Escaped Slave theme. Trained in Stealth, Acrobatics, Thievery and Bluff.


What do you think?
#2

awaken_D_M_golem

Jan 22, 2011 15:06:25
Companion Characters ... is what I assume you're talking about.
And you have DMG2 available, yes ?


I'm'n'a go from exact rules, to a personal houserule.
But this "should" work regardless, and the game math should be obvious.

Players Strategy Guide showed how the game math is supposed to work.
PCs hit 60% of the time. Monsters hit 50% of the time.
That's it.
CCs are monsters and pc races as monster.
They're supposed to hit 60%, but instead they hit 50%.
So they suck ; but they're supposed to.
One of the tinsy tricky lines, in the CC entry,
is that CC's can be +/- 1 level from the regular PCs.
OK, so if +1 there gonna be in a weird 55% hit with a good +1 on defenses.
That's almost PC-ish, and that's not bad. That's useful even!
And the other end, if the CCs are -1 level, they hit 45% and have a -1 on defense.
That sucks, like bad.

If you take any Standard monster,
have no gear beyond base stuff,
no magic items,
ALL of the nerfs,
and are -1 level too,
they Can't break the game.
But that's just by the math.

My houserule is: pick 'em.
Pick any of them.
That's almost exactly the rules anyways, and it's easy.



EDIT - and since your party is level 5, make the CCs level 4.
The party wil outshine the CCs easily.
The CCs are quick and dirty additions.