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Henchman Core Class ROCKS!
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<blockquote data-quote="apsuman" data-source="post: 339759" data-attributes="member: 1769"><p>A few more abilities.</p><p></p><p>1 Become Irrelevant, Damage Soak, Helmet, Lug, Monster Bait, Union Man</p><p>2 State the Obvious</p><p>3 Hench Form</p><p>4 <strong>Open Juggular[\b]</strong></p><p><strong>5 Sweet Death Denied (con)</strong></p><p><strong>6 <strong>Empty Mind[\b]</strong></strong></p><p><strong><strong>7 Hench Spirit</strong></strong></p><p><strong><strong>8</strong></strong></p><p><strong><strong>9</strong></strong></p><p><strong><strong>10 Sweet Death Denied (lvl loss)</strong></strong></p><p><strong><strong>11</strong></strong></p><p><strong><strong>12 <strong>Sweet Death Denined (regeneration)[\b]</strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong>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.</strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong>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.</strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong>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.</strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong>g!</strong></strong></strong></p></blockquote><p></p>
[QUOTE="apsuman, post: 339759, member: 1769"] A few more abilities. 1 Become Irrelevant, Damage Soak, Helmet, Lug, Monster Bait, Union Man 2 State the Obvious 3 Hench Form 4 [b]Open Juggular[\b] 5 Sweet Death Denied (con) 6 [b]Empty Mind[\b] 7 Hench Spirit 8 9 10 Sweet Death Denied (lvl loss) 11 12 [b]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![/b][/b][/b] [/QUOTE]
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