KotS - Wyrmpriests, Incite Faith and Minions

Vempyre

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I just realised that :

doesn't the Incite Faith ability (which give 5 temp HP to all kobolds in it's area of effect) technicaly break the minion's rules by putting them at 6hp?

The minions suddenly become much harder to keep track of, as there is now a very distinct possibility they won't die in a single hit anymore especially vs 1st lvl players.

Edit : which defeats the minion concept.
 

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I don't know the official answer, but this is what I would do in a pinch. If an attack deals less than 6 damage, they go back down to 1hp, despite how much HP they "should" have. If an attack deals 6 or more damage, they die.

If an ability gives a minion, say, 10 temporary hit points, I would follow the same template; if an attack deals less than 11 damage, they go down to 1hp, and if it deals more than 11, they die.
 
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Well, I would say that any ability which added to a monster's HP doesn't work on a minion. At higher levels the PCs could be fighting monsters as minions which previously weren't. This stems from the fact that a minion's HP is so non-important/low/weak (compared to the PCs) that it is effectively 1 (even if it was a different value, like 107, before). Adding 5 HP from the bonus may give the 'abstract' HP of the minion a higher value, but it is still too non-important/low/weak to make a difference in the 'actual' HP value.

If that makes any sense.
 


A WotC employee said, last week, that indeed, minions would be at 6 HP.

I can't remember in which thread it was though.
 

In the kobold lair, if enough minions are still alive when the 2nd wave appears it can make the encounter quite tougher (and a lot more of a pain to keep track of the minions)
 


Cirex said:
A WotC employee said, last week, that indeed, minions would be at 6 HP.

I can't remember in which thread it was though.

Yeah, I saw that post as well. It definitely adds HP to the minion.
 

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