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Henchman Core Class ROCKS!

Dr Tenebrous

First Post
The latest Nodwick (Issue #16) has the d20 rules for the Henchman Core Class, and they are a RIOT! Here's a short version, with the descriptions of the abilities paraphrased (don't have the comic handy, just my notes). I've got a group right now that I ran through "The Sunken Citadel" originally, before doing original adventures, and they just LOVED Meepo, and were so sad when he stayed behind. (I did a high squeeky voice, gave him dialog somewhere between Mongo and a Terry Pratchett Troll. "How many goblins, Meepo?" "Many goblins!" "What is the number of goblins, Meepo?" "One, two, three... Many!") Now, they can have Meepo, Henchman Extraordinaire!

Basics:

HD:d12
Proficiencies: All simple weapons
Skill Points / Level: 4 + int mod
Class Skills: Appraise, Balance, Bluff, Climb, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Listen, Search, Spot, Swim, Use Rope

Attack Bonus: As mage
Fortitude: High
Reflex: Low
Will: Low

Special:

1 Become Irrelevant, Damage Soak, Helmet, Lug, Monster Bait, Union Man
2 State the Obvious
3 Hench Form
4
5 Sweet Death Denied (con)
6
7 Hench Spirit
8
9
10 Sweet Death Denied (lvl loss)

Become Irrelevant - Since nobody pays henchmen any mind, if he makes a Hide roll against everybody's spot checks, he can act as if invisible for 1d4 rounds.

Damage Soak - If the henchman is within 10' of a character thats taking damage from a weapon/spell, they can use the henchman to soak up hench lvl x 3 of the damage. So, if they're about to take 23 points of damage, and have a 4th level henchman handy, they can switch 12 (4x3) points of the damage to him, and only take 11 points themselves.

Helmet - When wearing a helm, if the henchman takes a critical hit, they get to roll d20. If they roll a 20, it hit their helmet, and is no longer a crit.

Lug - A henchman's main ability is to carry the vast quantity of loot the party accumulates. For purposes of carrying things only, a henchman adds his level x 5 to his strengh score.

Monster Bait - For strange, unknown reasons, monsters just like the taste of henchmen better. All other things being equal, a monster will attack the henchman first, giving the others time to prepare for melee or retreat.

Union Man - Because of their union, henchmen can never multiclass. Period. Born a henchman, die a thousand time, buried as a henchman

State the Obvious - Whenever the DM thinks the players are on the completely wrong track, and ignoring what's right in front of them, they can have the henchman speak up (or give the henchman's player a note) putting them on the right track

Hench Form - Although a henchman starts as any race, by third level, the requirements of the job have forced them all into a common appearance, 3 foot + 1d12 inches, and a big nose.

Sweet Death Denied - At fifth level, no penalty to constitution from being raised from dead, etc. At tenth level, no level loss. (Personally, I'd change this to a first level ability, where there's never any con loss, and he can make a con save against level loss, with a +1 for each hench level, vs a DC of 10).

Hench Spirit - At seventh level, when killed, his spirit hangs around for 1d4 days, observing things for the players. If it takes any damage, it dissolves instantly. This has no effect on his being raised, resurrected, etc.)

There were also two feats for the characters to use on the henchman

Hench Hurling
Prereq: Str 13+, Point Blank Shot
You are proficient at throwing a henchman, 10' range increment, damage 1d8 with helmet, 1d6 without. If henchman is unwilling, must suceed with a grapple check first. Special. With a rope tied around his waist, he can serve as a grappling hook. To hang on, he must succeed with a climb/str check, against a DC of 15

Motivator
Prereq: Chr 13+, Bluff 5+ ranks
By appealing to his sense of duty, or the letter of the contract, you can get your henchman to obey your orders to the letter, no matter how suicidal. He does get a Will save, with DC of 18 + your charisma bonus
 

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Jeph said:
Hilarious! Beautiful! Exactly the thing for a comically inclined party!

Comically nothing!

This is the red shirt du jour. I think every baddie i make will have a horde of henchmen. Just like the boss on every episode of Batman. (whoops back to that comedy thing again).


g!
 

I love it :), it being a core class, does it go all the way up to level 20? Or are henchmen just stuck at level 10 once they reach there (since they multiclass)...hrmmm...epic henchmen! :D
 


The class does go up to twenty (like other core classes), however, as written there's no new abilities beyond 10, just more hit dice, better saves, etc. So I didn't bother putting 11-20 in the write up :)
 


A few more abilities.

1 Become Irrelevant, Damage Soak, Helmet, Lug, Monster Bait, Union Man
2 State the Obvious
3 Hench Form
4 Open Juggular[\b]
5 Sweet Death Denied (con)
6 Empty Mind[\b]
7 Hench Spirit
8
9
10 Sweet Death Denied (lvl loss)
11
12 Sweet Death Denined (regeneration)[\b]

Open Juggular - Any damage recieved that reduces the Hechman's hp to -10 or less does so in the most dramatic way possible, with the henchman convulsing to the very end. The result is that all persons, undead, constructs, magical beasts, and extra-planar beings in visual range must make a will save, DC 40+henchman's con modifier or be unable to act for one round. Everyone that fails the save must re-roll initiative.

Empty Mind - Upon attaining 6th level the henchman is able to empty his mind of all useful information. Any interrogation requires opposed will checks. The henchman gets to add his class level to his roll. Any time an interrogator wins an interrogation check the henchman loses 2d6 hit points of interrogation damage. The henchman will only answer a single question on the round he loses consciousness from interrogation damage.

Sweet Death Denined (regeneration) The henchman's form has so evolved that it is impossible for him to die alone. Any action that results in the death of the henchman must occur in the presence of another person and the body must be checked for signs of life, other wise he will return to life. With this ability instant death is not. Falling from a cliff, being pushed into lava, drowning in acid, falling under a stone slab, organ removal, massive blood loss, and any other instant death effect merely reduce the henchmans hit point total to -10 and keep it there. The henchman never loses consciousness from this effect while alone. Also, while alone the henchman is only capable of partial actions until the death effect is removed (lifting himself off the stalagmite, being pushed to the side of the lava flow, reattaching his head, etc.). After the instant death effect is removed the henchman regains hit points lost at the rate of one per class level per hour. The regeneration only works while the henchman is alone.


g!
 


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