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Skills-based minions
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5453992" data-attributes="member: 1165"><p>I was disappointed when the human lackey (a 7th-level minion) turned out to be a combatant (in terms of flavor; eg higher physical than mental stats, etc). I was expecting a highly competent butler instead. Of course, this one is only 1st-level, but as always, feel free to level up.</p><p></p><p>With a minor increase to Intelligence, this minion could make a good personal assistant. (You don't think the mob boss writes his own reports, do you?)</p><p></p><p><strong>Servant</strong>; level 1 Controller (Leader) Minion; XP 25</p><p>HP 1</p><p>AC 15; For t13, Ref 13, Will 15</p><p>Initiative +1; Perception +3</p><p><strong>Traits</strong></p><p>Superior Assistance: A servant gains a +3 bonus instead of +2 while flanking, and it grants a +3 bonus instead of +2 while aiding another.</p><p><strong>Standard Actions</strong></p><p>Knife or other implement* (weapon) * At-Will. Atk: +6 vs AC. Hit: 4 damage.</p><p>Skills: Diplomacy +7, Insight +8</p><p>Str 10 Dex 12 Wis 16</p><p>Con 12 Int 10 Cha 14</p><p></p><p>*I'm picturing the servant from Warhammer 1e or 2, who is carrying a platter of food, including a big knife sticking out of the chicken.</p><p></p><p>A charismatic leader has a commanding presence. He could be a businessman or political appointee, using his leadership qualities to prod his employees into working harder, either through empathy or shouting and bullying. On the other hand, a villainous charismatic leader could be a demagogue, rousing the populace or a series of goons. (The attack bonuses he hands out makes those minions more dangerous, especially since they're also gaining their <em>mob rule</em> benefit.) Even a thieves' guild could use such a character, who could help pick out the best spots for hiding and giving bonuses to Stealth checks (simply add Stealth to his list of skills).</p><p></p><p><strong>Charismatic Leader</strong>; Level 1 Controller (Leader) Minion; XP 25</p><p>HP 1</p><p>AC 15; Fort 13, Ref 13, Will 15</p><p>Initiative +1, Perception +1</p><p><strong>Standard Actions</strong></p><p>Improvised implement (weapon) *At-Will. Atk: +6 vs AC. Hit: 4 damage.</p><p>Coordinate Attacks * At-Will. Range: Close burst 5 (allies in burst). Effect: All targets gain a +1 power bonus to attack rolls until the end of the leader's next turn.</p><p>Coordinate Efforts * Encounter. Range: Close blast 2 (allies in blast). Effects: All targets gain a +2 power bonus to skill checks the charismatic leader possesses and a +1 power bonus to all other skill checks until the end of the encounter.</p><p>Skills: Bluff +8, Diplomacy +8, Insight +6.</p><p>Str 12 Dex 10 Wis 13</p><p>Con 12 Int 13 Cha 16</p><p>EQ: Tends to have higher-quality equipment than the typical commoner.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5453992, member: 1165"] I was disappointed when the human lackey (a 7th-level minion) turned out to be a combatant (in terms of flavor; eg higher physical than mental stats, etc). I was expecting a highly competent butler instead. Of course, this one is only 1st-level, but as always, feel free to level up. With a minor increase to Intelligence, this minion could make a good personal assistant. (You don't think the mob boss writes his own reports, do you?) [b]Servant[/b]; level 1 Controller (Leader) Minion; XP 25 HP 1 AC 15; For t13, Ref 13, Will 15 Initiative +1; Perception +3 [b]Traits[/b] Superior Assistance: A servant gains a +3 bonus instead of +2 while flanking, and it grants a +3 bonus instead of +2 while aiding another. [b]Standard Actions[/b] Knife or other implement* (weapon) * At-Will. Atk: +6 vs AC. Hit: 4 damage. Skills: Diplomacy +7, Insight +8 Str 10 Dex 12 Wis 16 Con 12 Int 10 Cha 14 *I'm picturing the servant from Warhammer 1e or 2, who is carrying a platter of food, including a big knife sticking out of the chicken. A charismatic leader has a commanding presence. He could be a businessman or political appointee, using his leadership qualities to prod his employees into working harder, either through empathy or shouting and bullying. On the other hand, a villainous charismatic leader could be a demagogue, rousing the populace or a series of goons. (The attack bonuses he hands out makes those minions more dangerous, especially since they're also gaining their [i]mob rule[/i] benefit.) Even a thieves' guild could use such a character, who could help pick out the best spots for hiding and giving bonuses to Stealth checks (simply add Stealth to his list of skills). [b]Charismatic Leader[/b]; Level 1 Controller (Leader) Minion; XP 25 HP 1 AC 15; Fort 13, Ref 13, Will 15 Initiative +1, Perception +1 [b]Standard Actions[/b] Improvised implement (weapon) *At-Will. Atk: +6 vs AC. Hit: 4 damage. Coordinate Attacks * At-Will. Range: Close burst 5 (allies in burst). Effect: All targets gain a +1 power bonus to attack rolls until the end of the leader's next turn. Coordinate Efforts * Encounter. Range: Close blast 2 (allies in blast). Effects: All targets gain a +2 power bonus to skill checks the charismatic leader possesses and a +1 power bonus to all other skill checks until the end of the encounter. Skills: Bluff +8, Diplomacy +8, Insight +6. Str 12 Dex 10 Wis 13 Con 12 Int 13 Cha 16 EQ: Tends to have higher-quality equipment than the typical commoner. [/QUOTE]
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