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<blockquote data-quote="Davinshe" data-source="post: 4342600" data-attributes="member: 27059"><p>I posted this back on the wizard's boards, but they seem to be largely dead. This is what I am using for minions in my 3.5 game.</p><p></p><p>Hit Points: Minions have a number of hitpoints equal to their HD+con modifier. So a 4HD ogre minion with a 15 con would have 6 hit points. Minions automatically die when reduced to 0 hit points. </p><p></p><p>Armor Class: Minions gains a +4 competence bonus to armor class.</p><p></p><p>Attacks: Minions gain a +8 competence bonus to attack and weapon damage rolls.</p><p></p><p>Saves: Minions gain a +4 competence bonus to saving throws.</p><p></p><p>Spell Resistance: A Minion with spell resistance increases it by 4. A minion without spell resistance gains no benefit.</p><p></p><p>Evasion (ex): as the rogue ability</p><p>Mettle (ex): as the hexblade ability (basically, evasion for fortitude and willpower saves).</p><p>Fast Healing: Minions gain fast healing equal to HD+con modifier.</p><p></p><p>Ultimately, this makes low CR monsters fighting higher level players more worth the XP the players gain for defeating them, as they usually can do a little bit of damage before being removed from the game. The template works best with fairly straight-forward monsters of CR2 or higher like minotaurs or hill giants. It produces poor results from monsters who depend on special attacks or spell-like abilities. Minions are generally designed to be about as effective at attacking as a monster of +4 CR, and are designed to be paired up with monsters of about that level.</p></blockquote><p></p>
[QUOTE="Davinshe, post: 4342600, member: 27059"] I posted this back on the wizard's boards, but they seem to be largely dead. This is what I am using for minions in my 3.5 game. Hit Points: Minions have a number of hitpoints equal to their HD+con modifier. So a 4HD ogre minion with a 15 con would have 6 hit points. Minions automatically die when reduced to 0 hit points. Armor Class: Minions gains a +4 competence bonus to armor class. Attacks: Minions gain a +8 competence bonus to attack and weapon damage rolls. Saves: Minions gain a +4 competence bonus to saving throws. Spell Resistance: A Minion with spell resistance increases it by 4. A minion without spell resistance gains no benefit. Evasion (ex): as the rogue ability Mettle (ex): as the hexblade ability (basically, evasion for fortitude and willpower saves). Fast Healing: Minions gain fast healing equal to HD+con modifier. Ultimately, this makes low CR monsters fighting higher level players more worth the XP the players gain for defeating them, as they usually can do a little bit of damage before being removed from the game. The template works best with fairly straight-forward monsters of CR2 or higher like minotaurs or hill giants. It produces poor results from monsters who depend on special attacks or spell-like abilities. Minions are generally designed to be about as effective at attacking as a monster of +4 CR, and are designed to be paired up with monsters of about that level. [/QUOTE]
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