Orc4ever
2006-10-11, 06:31 PM
Nodwick-inspired goodies.
Henchman
HD: d10
Alignment: Any
The henchman is a hireling who is paid to lug an adventurer's treasure around. They are often used as distractions and shields, and on occasion, bait. Their life is hard, but they quickly become resistant to the constant abuse, healing faster and shrugging off the damage that comes their way. Eventually, the icy grip of death loosens on them, and they become capable of hanging on when anyone else would die.
The henchman's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Good Saves: All
BAB: As Wizard
The Henchman
Level Special
1st Harmless, Strong Back (+2)
2nd
3rd Quick Recovery (+50%), Trap Sense +1
4th Strong back (+4)
5th
6th Tenacious I, Trap Sense +2
7th
8th Strong Back (+6)
9th Trap Sense +3
10th Tenacious II
11th
12th Strong Back (+8 ), Trap Sense +4
13th Stoic Resolve
14th
15th Quick Recovery (+100%), Trap Sense +5
16th Strong Back (+10)
17th
18th Tenacious III, Trap Sense +6
19th
20th Strong Back (+12)
Class Features
All of the following are class features of the henchman.
Weapon and Armor Proficiency: A henchman is proficient with all simple weapons, light and medium armor, and shields (except tower shields).
Harmless: The henchman is usually passed over by enemies as long as his employers are around. He is permenantly under the effects of a Sanctuary spell (DC = 10 + henchman levels), provided his allies are within sight of the enemy. If the effect is ended by the henchman attacking, the effect only ceases for the remainder of that encounter.
Trap Sense: The henchman often gets sent ahead to disarm traps. Admittedly, he disarms them in much the same way that a stick disarms a bear trap. He gains a bonus to saves vs traps that increases with his level.
Strong Back: The henchman's primary job to to stoop and carry. His carrying capacity is treated as though his strength were increased. At level one, this bonus is a simulated +2 Str, which increased by two every fourth level, to a +12 at level 20.
Quick Recovery: At this point in his career, the henchman has probably been abused horribly by his employers, and has adapted to heal at an accellerated rate. Any healing he recieves, whether magical or natural, is increased by 50%. so, if a cleric was to cast a cure spell and heal 8 hit points, he would actually recieve 12 back. This increases to +100% at level 15.
Tenacious I: The henchman is remarkably durable, even to the point of death. He no longer dies permenantly at -10. He appears dead, but magical healing such as simple cure spells will still affect him until he reaches -15. At -15, he dies for good (or at least until his employers raise him). Affects that destroy the body, such as Disintegrate, still kill him outright.
Stoic Resolve: By now, the henchman has seen (and probably been eaten by) horrors capable of blasting away the sanity of any normal person. The henchman becomes fearless, and adds a permanent +2 to his Will Save.
Tenacious II: The henchman's ability to hold off death has progressed to the point where he can resist the effects of dying and being Raised. He may make a Fortitude save to prevent level loss, the DC being equal to the negative HP he was dropped to plus the number of days since he died. If he died by Con loss, the DC = 20 plus the days since he died.
Tenacious III: The henchman has practically conquered death. This ability increases the threshold for actual death to -(10 + Con Score). Before he reaches this point, normal healing magic affects him normally. In addition, as long as anything remains of his body (including ashes), Cure spells may still be cast on him.
Henchman
HD: d10
Alignment: Any
The henchman is a hireling who is paid to lug an adventurer's treasure around. They are often used as distractions and shields, and on occasion, bait. Their life is hard, but they quickly become resistant to the constant abuse, healing faster and shrugging off the damage that comes their way. Eventually, the icy grip of death loosens on them, and they become capable of hanging on when anyone else would die.
The henchman's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Good Saves: All
BAB: As Wizard
The Henchman
Level Special
1st Harmless, Strong Back (+2)
2nd
3rd Quick Recovery (+50%), Trap Sense +1
4th Strong back (+4)
5th
6th Tenacious I, Trap Sense +2
7th
8th Strong Back (+6)
9th Trap Sense +3
10th Tenacious II
11th
12th Strong Back (+8 ), Trap Sense +4
13th Stoic Resolve
14th
15th Quick Recovery (+100%), Trap Sense +5
16th Strong Back (+10)
17th
18th Tenacious III, Trap Sense +6
19th
20th Strong Back (+12)
Class Features
All of the following are class features of the henchman.
Weapon and Armor Proficiency: A henchman is proficient with all simple weapons, light and medium armor, and shields (except tower shields).
Harmless: The henchman is usually passed over by enemies as long as his employers are around. He is permenantly under the effects of a Sanctuary spell (DC = 10 + henchman levels), provided his allies are within sight of the enemy. If the effect is ended by the henchman attacking, the effect only ceases for the remainder of that encounter.
Trap Sense: The henchman often gets sent ahead to disarm traps. Admittedly, he disarms them in much the same way that a stick disarms a bear trap. He gains a bonus to saves vs traps that increases with his level.
Strong Back: The henchman's primary job to to stoop and carry. His carrying capacity is treated as though his strength were increased. At level one, this bonus is a simulated +2 Str, which increased by two every fourth level, to a +12 at level 20.
Quick Recovery: At this point in his career, the henchman has probably been abused horribly by his employers, and has adapted to heal at an accellerated rate. Any healing he recieves, whether magical or natural, is increased by 50%. so, if a cleric was to cast a cure spell and heal 8 hit points, he would actually recieve 12 back. This increases to +100% at level 15.
Tenacious I: The henchman is remarkably durable, even to the point of death. He no longer dies permenantly at -10. He appears dead, but magical healing such as simple cure spells will still affect him until he reaches -15. At -15, he dies for good (or at least until his employers raise him). Affects that destroy the body, such as Disintegrate, still kill him outright.
Stoic Resolve: By now, the henchman has seen (and probably been eaten by) horrors capable of blasting away the sanity of any normal person. The henchman becomes fearless, and adds a permanent +2 to his Will Save.
Tenacious II: The henchman's ability to hold off death has progressed to the point where he can resist the effects of dying and being Raised. He may make a Fortitude save to prevent level loss, the DC being equal to the negative HP he was dropped to plus the number of days since he died. If he died by Con loss, the DC = 20 plus the days since he died.
Tenacious III: The henchman has practically conquered death. This ability increases the threshold for actual death to -(10 + Con Score). Before he reaches this point, normal healing magic affects him normally. In addition, as long as anything remains of his body (including ashes), Cure spells may still be cast on him.