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Talls S&F - Known Ratcatchers
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<blockquote data-quote="TallIan" data-source="post: 7541265" data-attributes="member: 6853819"><p><strong>Retainer Rules: </strong></p><p><strong></strong></p><p>Retainers are controlled by the player and act on the PC's initiative.</p><p></p><p><strong>Trusted Advisers and Lieutenants:</strong> Your retainers will obey your orders to the best of their ability. They are not suicidal though and repeatedly putting them in obvious mortal danger (more than normal adventuring does) they can leave you. "Go ahead, I'm right behind you." if fine. "Charge that ancient red dragon while we run away." is not. I will be using the DMG(p93) Loyalty rule, except the loyalty won't cap at your CHA score - they are loyal because of your reputation, not because of your ability to attract and lead men.</p><p><strong>Health Levels:</strong> Rather than tracking Hit Points retainers use Health Levels. HL equals their level. When they take damage, they make a CON save with a DC equal to the average damage of the attack. If they fail they lose 1 HL per dice of the attack. They regain 1 HL after a short rest and regain 1 HL per die of healing. They regain all HL after a long rest.</p><p><strong>Gear:</strong> Retainers have gear appropriate to their class unless their leader has given them something else.</p><p><strong>XP:</strong> Retainers gain one level for every two their leader does.</p><p><strong>Limited Stat Block:</strong></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">PRIMARY ABILITY: This ability gets +4 on ability checks, other ability checks are made at +2.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">SAVES: These saves are made at +6, other saves are made at +3.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">SKILLS: These skills are made at +5, other skills are made at +2.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">SIGNATURE ATTACK: This is their default attack action. Retainers get a move, action, bonus action and reaction as normal.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'">SPECIAL ACTIONS: Limited use actions that the retainer can use. These recharge after a long rest.</span></span></p></blockquote><p></p>
[QUOTE="TallIan, post: 7541265, member: 6853819"] [B]Retainer Rules: [/B] Retainers are controlled by the player and act on the PC's initiative. [B]Trusted Advisers and Lieutenants:[/B] Your retainers will obey your orders to the best of their ability. They are not suicidal though and repeatedly putting them in obvious mortal danger (more than normal adventuring does) they can leave you. "Go ahead, I'm right behind you." if fine. "Charge that ancient red dragon while we run away." is not. I will be using the DMG(p93) Loyalty rule, except the loyalty won't cap at your CHA score - they are loyal because of your reputation, not because of your ability to attract and lead men. [B]Health Levels:[/B] Rather than tracking Hit Points retainers use Health Levels. HL equals their level. When they take damage, they make a CON save with a DC equal to the average damage of the attack. If they fail they lose 1 HL per dice of the attack. They regain 1 HL after a short rest and regain 1 HL per die of healing. They regain all HL after a long rest. [B]Gear:[/B] Retainers have gear appropriate to their class unless their leader has given them something else. [B]XP:[/B] Retainers gain one level for every two their leader does. [B]Limited Stat Block:[/B] [COLOR=#333333][FONT=Verdana]PRIMARY ABILITY: This ability gets +4 on ability checks, other ability checks are made at +2.[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]SAVES: These saves are made at +6, other saves are made at +3.[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]SKILLS: These skills are made at +5, other skills are made at +2.[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]SIGNATURE ATTACK: This is their default attack action. Retainers get a move, action, bonus action and reaction as normal.[/FONT][/COLOR] [COLOR=#333333][FONT=Verdana]SPECIAL ACTIONS: Limited use actions that the retainer can use. These recharge after a long rest.[/FONT][/COLOR] [/QUOTE]
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