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
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