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General Tabletop Discussion
*Pathfinder & Starfinder
Minion + Swarm = Henchmen
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<blockquote data-quote="Mesh Hong" data-source="post: 4771945" data-attributes="member: 73463"><p><span style="color: white">I have just whipped up a very basic level 10 human henchman to get a better feel of your original idea.</span></p><p> </p><p> </p><p><span style="color: white"><strong><span style="font-size: 12px">Human Henchman</span></strong> Level 10 henchman (Minion) </span></p><p><span style="color: white">Medium Natural Humanoid XP 250 </span></p><p> </p><p><span style="color: white"><strong>Initiative</strong> +9 <strong>Senses</strong> Perception +8 </span></p><p><span style="color: white"><strong>Henchman Aura</strong> aura 1; Enemies starting their turn inside aura take 10 damage </span></p><p><span style="color: white"><strong>HP</strong> 1; a missed attack never damages a minion. </span></p><p><span style="color: white"><strong>AC</strong> 25; <strong>Fortitude</strong> 24, <strong>Reflex</strong> 23, <strong>Will</strong> 22 </span></p><p><span style="color: white"><strong>Resist</strong> all damage 10; half damage from close or area attacks </span></p><p><span style="color: white"><strong>Speed</strong> 5 </span></p><p> </p><p><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Longsword Strike</strong> (Standard; at-will) ♦ <strong>weapon</strong> </span></p><p><span style="color: white">Attack +16 vs. AC; 7 damage </span></p><p> </p><p><span style="color: white"><strong>Henchman Tactics</strong> (Immediate Reaction; at-will) ♦ <strong>missed by melee attack </strong></span></p><p><span style="color: white">If Henchman is missed by a melee attack it may immediately shift 1 square </span></p><p><span style="color: white">and make a Longsword Strike attack as an immediate reaction </span></p><p> </p><p><span style="color: white"><strong>Alignment</strong> Unaligned <strong>Languages</strong> common </span></p><p><span style="color: white"><strong>Skills</strong> Athletics +15, Endurance +14, Intimidate +12, Streetwise +12 </span></p><p><span style="color: white"><strong>Str</strong> 21 (+10) <strong>Dex</strong> 18 (+9) <strong>Wis</strong> 16 (+8) </span></p><p><span style="color: white"><strong>Con</strong> 18 (+9) <strong>Int</strong> 16 (+8) <strong>Cha</strong> 14 (+7) </span></p><p><span style="color: white"><strong>Equipment</strong> chainmail, shield, longsword</span></p><p> </p><p> </p><p>Now that I've done this it doesn't seem <em>that</em> bad. </p><p> </p><p>The only thing that really stands out as being wrong is the damage aura. If you were to keep this it would have to do at most the same damage as the creatures standard melee attack, but I would probably want it to be less because it is auto hitting and affecting multiple targets.</p><p> </p><p>The changes to defences and attack would slip by unnoticed by your players and wouldn't actually cause an in game issue.</p><p> </p><p>I still don't like the half damage from close and area attacks because it is purely a mathmatical solution without any logical (or even illogical) reasoning. </p><p> </p><p></p><p> </p><p>Its an idea, but what is the henchman going to actually achieve with an action point? In this case another 7 damage, you would be better off giving them a recharge or encounter power that gave them access to better attack, in this case a 2d6+5 damage attack. </p><p> </p><p>But all this is veering away from the basic reasoning behind minions. They should be easy to run and require no book keeping. If you have got to track which minions have used action points, or encounter powers or roll for recharge every turn then <em>in essence</em> they are not doing their job and might as well be normal creatures.</p><p> </p><p><strong>Note: </strong>I am not sure if I am even convincing myself with that last point, it would depend on how many henchmen you intend to use in a single encounter. If you were only going to use a couple mixed in with normal minions it might not be that bad, if you were going to use 20 it would be a lot more work to keep track of.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4771945, member: 73463"] [COLOR=white]I have just whipped up a very basic level 10 human henchman to get a better feel of your original idea.[/COLOR] [COLOR=white][B][SIZE=3]Human Henchman[/SIZE][/B] Level 10 henchman (Minion) [/COLOR] [COLOR=white]Medium Natural Humanoid XP 250 [/COLOR] [COLOR=white][B]Initiative[/B] +9 [B]Senses[/B] Perception +8 [/COLOR] [COLOR=white][B]Henchman Aura[/B] aura 1; Enemies starting their turn inside aura take 10 damage [/COLOR] [COLOR=white][B]HP[/B] 1; a missed attack never damages a minion. [/COLOR] [COLOR=white][B]AC[/B] 25; [B]Fortitude[/B] 24, [B]Reflex[/B] 23, [B]Will[/B] 22 [/COLOR] [COLOR=white][B]Resist[/B] all damage 10; half damage from close or area attacks [/COLOR] [COLOR=white][B]Speed[/B] 5 [/COLOR] [COLOR=white]:bmelee: [B]Longsword Strike[/B] (Standard; at-will) ♦ [B]weapon[/B] [/COLOR] [COLOR=white]Attack +16 vs. AC; 7 damage [/COLOR] [COLOR=white][B]Henchman Tactics[/B] (Immediate Reaction; at-will) ♦ [B]missed by melee attack [/B][/COLOR] [COLOR=white]If Henchman is missed by a melee attack it may immediately shift 1 square [/COLOR] [COLOR=white]and make a Longsword Strike attack as an immediate reaction [/COLOR] [COLOR=white][B]Alignment[/B] Unaligned [B]Languages[/B] common [/COLOR] [COLOR=white][B]Skills[/B] Athletics +15, Endurance +14, Intimidate +12, Streetwise +12 [/COLOR] [COLOR=white][B]Str[/B] 21 (+10) [B]Dex[/B] 18 (+9) [B]Wis[/B] 16 (+8) [/COLOR] [COLOR=white][B]Con[/B] 18 (+9) [B]Int[/B] 16 (+8) [B]Cha[/B] 14 (+7) [/COLOR] [COLOR=white][B]Equipment[/B] chainmail, shield, longsword[/COLOR] Now that I've done this it doesn't seem [I]that[/I] bad. The only thing that really stands out as being wrong is the damage aura. If you were to keep this it would have to do at most the same damage as the creatures standard melee attack, but I would probably want it to be less because it is auto hitting and affecting multiple targets. The changes to defences and attack would slip by unnoticed by your players and wouldn't actually cause an in game issue. I still don't like the half damage from close and area attacks because it is purely a mathmatical solution without any logical (or even illogical) reasoning. Its an idea, but what is the henchman going to actually achieve with an action point? In this case another 7 damage, you would be better off giving them a recharge or encounter power that gave them access to better attack, in this case a 2d6+5 damage attack. But all this is veering away from the basic reasoning behind minions. They should be easy to run and require no book keeping. If you have got to track which minions have used action points, or encounter powers or roll for recharge every turn then [I]in essence[/I] they are not doing their job and might as well be normal creatures. [B]Note: [/B]I am not sure if I am even convincing myself with that last point, it would depend on how many henchmen you intend to use in a single encounter. If you were only going to use a couple mixed in with normal minions it might not be that bad, if you were going to use 20 it would be a lot more work to keep track of. [/QUOTE]
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