Gralamin
2009-07-16, 05:15 PM
What Is thread about?
The Primary purpose of this thread is to incorporate NPC companions that the players "Own" into the game. This is a first draft.
Keeping it Balanced
In order to actually balance out having multiple companions, each type of companion has an associated cost. Hirelings may cost money, while Followers may be Heroic level minions.
Hirelings
(Price Concept: Money)
A Staple of D&D is the idea of a Hireling, someone you pay to adventure with you. In game rule terms, a Hireling is a monster or NPC with a given level. Hirelings normally do not improve (Though you can pay to "Level up" them, see below).
Hirelings are assumed here to stay with a group for 1 full month, though the DM may always increase the length. A Hireling may not exceed the average party level.
Hiring a Hireling: Hireling's price per month is equal to a magic item of their level. So a Level 5 Hireling costs 1000 gp a month.
Leveling a Hireling: In addition, you can level up a hireling. When you have at least a day of downtime, you may pay the difference in cost of your hirelings current level with their new level (Still cannot exceed the average party level). For example, you can level a Level 5 Hireling to Level 6 for 800 gp.
Leadership
(Price Concept: Feat, Minions, Daily Power Exchange)
Leadership (Heroic)
Prerequisites: Cha 15, Level 6+.
Benefit: You gain a Cohort (See Cohort, below). In addition, you gain Followers (See Followers, Below) based off your Leadership score (Charisma + 1/2 Level). In Heroic, your Leadership Score may not exceed 11. In Paragon, it may not exceed 18. In Epic, it may not exceed 25.
Followers by Leadership Score
{table=head]Score|Level 1|2|3|4|5|6|7|8|9|10
5|2|1|-|-|-|-|-|-|-|-
6|3|2|1|-|-|-|-|-|-|-
7|4|3|2|1|-|-|-|-|-|-
8|5|4|3|2|1|-|-|-|-|-
9|6|5|4|3|2|1|-|-|-|-
10|7|6|5|4|3|2|1|-|-|-
11|8|7|6|5|4|3|2|1|-|-
12|10|9|8|7|6|5|4|2|1|-
13|12|11|10|9|8|7|6|4|2|1
14|14|13|12|11|10|9|8|6|3|2
15|16|15|14|13|12|11|10|8|4|3
16|18|17|16|15|14|13|12|10|5|4
17|20|19|18|17|16|15|14|12|6|5
18|22|21|20|19|18|17|16|14|7|6
19|25|24|23|22|21|20|19|17|9|8
20|28|27|26|25|24|23|22|20|11|10
21|31|30|29|28|27|26|25|23|13|12
22|34|33|32|31|30|29|28|26|15|14
23|37|36|35|34|33|32|31|29|17|16
24|40|39|38|37|36|35|34|32|19|18
25|43|42|41|40|39|38|37|35|21|20[/table]
Cohorts
Cohorts are NPCs of your level -2. They are created through standard NPC rules with an exception. Cohorts can not usually use their daily attack powers, instead requiring the Cohort's Leader to expend a daily attack power to allow the Cohort to use it's own. The Cohort Levels at the same time as its leader. When a Cohort dies, you will receive another one if you choose not to Raise Dead the current one. A new Cohort usually presents itself within 24 hours.
Edit: A Cohort may only use any given Class feature 1/encounter, or however often they can usually use it, whichever causes it to be used less often.
Followers
Followers are mechanically Heroic minions. The player may designate any number of their followers to be any specific role of minion (EG: Minion Artillery, Minion Brute), But its usually best to have Followers stay out of combat, and act as either a background force, or be working on another task. When followers die, it may take a long time to attract more. When followers commonly die, the DM may decide to subtract 2 from your leadership score.
Planar Binding
(Price Concept: Specific Task)
Planar Binding
You bind a creature of another plane in a summoning circle, and task it to your bidding.
Level: 10
Category: Binding
Time: 10 Hours.
Duration: Until Task ends (See text).
Component Cost: 50 gp/level for Heroic creatures, 500 gp/level for Paragon creatures, 5000 gp/level for Epic Creatures.
Market Price: 1,000 gp
Key Skill: Arcana (Fey, and Elemental Creatures), Religion (Immortal Creatures)
You prepare a circle of binding, in which you summon a creature. When preforming this ritual, you may choose what level of creature your summoning, and what type (To the extent of choosing to summon a Devil, but not a specific one, for instance) of creature your summoning. If you know a creatures truename, you may make an Arcana or Religion check (Based on Creature type, as above, DC 10+Creature's level) to summon that specific creature. A creature in the binding circle cannot be injured, and cannot attack.
Once the creature is summoned, you can either Negotiate with it (Diplomacy Check, use Page 42 for DCs), or you could try to forcefully bind it (Arcana or Religion check, use page 42 for DCs). This counts as a skill challenge, of five successes before two failures. You can, at any time, choose to stop the skill challenge and take the effect listed in the chart below. Your Score on the Skill Challenge is (Success-Failures)
{table=head]Score|Effect
5|The Creature will follow the task.
4|The Creature will follow the task, but you must follow an easy demand it makes (You have to let it get beauty sleep, You must not attack it.)
3|The Creature will follow the task, but you must follow a moderate demand it makes (You have to be polite to it, Giving a small amount of treasure)
2|The Creature will follow the task, but you must follow a difficult demand it makes (Giving a moderate amount of treasure, Giving up Healing Surges)
1|The Creature will follow the task, but you must follow a great demand it makes (giving it large amounts of treasure, giving it a soul of an innoncent, etc.)
0 or less|The creature escapes the Binding, the ritual fails.[/table]
For the purposes of this ritual a task can be anything from "Defend this location for 500 years" to "Give us information on the Ashen Crown.". If you ask for information, and the summoned creature cannot provide it, it simply states it does not know and dissapears, causing the ritual to be wasted. Once the task is choosen the circle of binding dissapears, and the creature stays on this plane until the task is complete.
If the Bound creature is ever reduced to 0 hp or fewer, they immediately return to their home plane, bloodied. You may not use this ritual to bind something and make it agree to being imprisoned or killed.
Animated Minions
(Price Concept: Money, Maximum, Ritual, Stupid)
A Staple of D&D is that of a Necromancer, who has a posse of skeletons and zombies. In order to replicate this, Characters may learn the following Ritual
Animate Corpse
You summon back the anima of the corpse in front of you, allowing you to command the walking Corpse.
Level: 5
Category: Binding
Time: 10 Minutes
Duration: Permanent
Component Cost: Special (See text)
Market Price: 300 gp
Key Skill: Religion
You target a corpse within in 5 squares. This corpse may not be from a creature whose level exceeds your own +2. You animate it into an undead, applying one of the four templates below. You can control a number of levels of undead equal to four times your level. For the purposes of controlling undead, Solo Creatures count as 2 level higher then they are, and elite count as a single level higher. Minons Count as 1/5th their level, minimum one. So a level 30 minion counts as 6 Levels. The component cost of this ritual depends on the template chosen, as detailed below:
{table=head]Template|Component Cost|End Role Modifer
Skeleton|Black Onyx worth as much as an item of the Skeleton's Level|Same
Zombie|Black Onyx worth as much as an item of the Zombies's Level|Same
Decrepit Skeleton|Black Onyx worth as much as 1/5th the cost of an item of the Skeleton's Level|Minion
Zombie Rotter|Black Onyx worth as much as 1/5th the cost of an item of the Zombies's Level|Minion[/table]
You can not use this ritual on an Immortal, Elemental, or Undead creature.
Templates
The Templates Below are different then standard templates. They do not make a creature Elite, and they do not give Hit points, though they may cause a creature to change their hit points.
Decrepit Skeleton............Minion Solider
(Undead)............................XP Minion
Senses Darkvision
Defenses Level+16 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points 1; a Missed attack never damages a minion
Immune Disease, Poison; Resist 5 Necrotic/Tier; Vulnerable 5 Radiant
Speeds Lose Fly Speeds, leave others the same.
Powers
Lose all non-basic attacks. The basic attacks now mark the target until the end of your next turn. The Basic Attacks always deal average damage. The Attack Bonuses of all powers remaining is Level +7 if against AC, Level +5 if against other defenses.
Gain the following power:
Skeletal Swarm
When attacking a marked target, a Decrepit Skeleton gains a +1 bonus to hit for each ally adjacent to the target.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Skeleton............Solider
(Undead)............XP Normal
Senses Darkvision
Defenses Level+16 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points (Level+1)*8+Constitution Score. Elites and Solos get bonus HP as normal.
Immune Disease, Poison; Resist 10 Necrotic/Tier; Vulnerable 5 Radiant
Speeds Lose Fly Speeds, leave others the same.
Powers
Lose all non-basic attacks. If Elite, choose any one other power to keep. If Solo, choose two other powers to keep. The creatures basic attacks now mark the target until the end of their next turn. The Attack Bonuses of all powers remaining is Level +7 if against AC, Level +5 if against other defenses.
Gain the following power:
Speed of the Dead
When making an Opportunity attack, the Skeleton gains +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Zombie............Brute
(Undead)............XP Normal
Senses Darkvision
Aura Rotting Stench aura 1: Living enemies in the aura take a -2 penalty to attack rolls. Multiple Rotting Stench auras do not stack.
Defenses Level+12 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points (Level+1)*10+Constitution Score. Elites and Solos get bonus HP as normal
Immune Disease, Poison; Resist 10 Necrotic/Tier; Vulnerable 5 Radiant
Powers
Lose all non-basic attacks. If Elite, choose any one other power to keep. If Solo, choose two other powers to keep. Increase the damage of all powers by 1 die. The Attack Bonuses of all powers remaining is Level +3 if against AC, Level +1 if against other defenses.
Gain the following power:
Zombie Weakness
Any Critical hit to the zombie reduces it to 0 hit points instantly.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Zombie Rotter............Minion Brute
(Undead)............XP Minion
Senses Darkvision
Aura Rotting Stench aura 1: Living enemies in the aura take a -2 penalty to attack rolls. Multiple Rotting Stench auras do not stack.
Defenses Level+12 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points 1; a missed attack never damages a minion.
Immune Disease, Poison; Resist 10 Necrotic/Tier; Vulnerable 5 Radiant
Powers
Lose all non-basic attacks. Increase the damage of all powers by 1 die, and then take the average damage. This is the damage the power deals. The Attack Bonuses of all powers remaining is Level +3 if against AC, Level +1 if against other defenses.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Thrallherd
(Price Concept: Paragon Path)
<Insert Sucky Flavor Quote Here
Prerequiste: Psion class, Telepath build, must not of taken Leadership.
Your mind starts drawing others towards it, sending out psionic calls that kindred spirits hear and feel a need to come and assist you. You may be oblivious of this subconcisious connection, or you may know of it and have to choose whether to embrace it, or feel guilty of your power.
Thrallherd Path Features
Thrall and Believers (11th level): This feature acts as the leadership feat, except your cohort (Called a thrall) has a maximum level of your level -1, and your followers are called Believers. In addition, your score cannot decrease for Believer death, and you add your full level to your score.
Herding Action (11th level): When you spend an action point, in addition to its normal effects, your Thrall may take an extra action, and any Believers in the battle may shift 1.
Twofold Master (16th level): You gain a second a Thrall, who has a maximum level of your level -2. Both Thralls gain the bonus from Herding Action, and when you expend a daily so a Thrall can use their own, both Thralls may use their dailies.
Thrallherd Disciples
Catapsi........Thrallherd Attack 11
You send a blast of psionic noise into your foes, allowing your allies to strike.
Encounter <> Psionic, Implement, Psychic
Standard Action.........Area burst 2 in 10
Target: Each enemy in burst.
Attack: Intelligence vs Will
Hit: 2d8+Intelligence modifier psychic damage.
Effect: All allies in the burst gain a bonus to hit equal to your charisma modifier.
Thieving Mindlink........Thrallherd Utility 12.
You reach into your Thrall's mind and take their power
Encounter <> Psionic
Minor Action......Close Burst 5
Target: Thrall in burst
Effect: Choose a power that your Thrall knows but has not expended yet. They expend that power, and for the rest of the encounter you may use that power (Encounters and dailies do not become at wills, you may only use them once in the encounter). You use your or your thralls attack bonus, whatever is better. Use your Thralls damage bonus and effect numbers. In addition, if your Thrall has Power Points, you may steal 2 pp.
Supreme Domination........Thrallherd Attack 20
You focus your power on the unconciousous signals that call others to you, causing it to echo in the minds of everyone near you.
Daily <> Psionic, Implement
Standard Action.........Close Burst 3
Target: Each enemy in burst
Attack: Intelligence vs Will
Hit: The Target is Dominated (Save ends)
Miss: The Target is Dominated until the end of your next turn.
Constructs
(Price Concept: Ritually Created, Money, Maintenance)
Create Construct
Your residium forms into the iron form of a Iron Golem
Level: 7
Category: Creation
Time: 10 Hours
Duration: Permanent
Component Cost: Special
Market Price: 500 gp
Key Skill: Arcana (No Check)
You use residium to create a construct. The Component cost of this ritual is based on an item of the constructs level. You cannot create a construct with a level higher then yours (For the purposes of this effect, count an Elite construct as being three levels higher then it is, and a solo five levels higher then it is).
Repairing Constructs
Constructs do not repair naturally. Repairing a construct requires an Arcana check, which allows it to spend a HS.
If a construct is reduced to 0 HP, you may spend an hour making an Arcana check, and spending materials equal to 1/5th its cost to bring it back to bloodied hit points.
The Primary purpose of this thread is to incorporate NPC companions that the players "Own" into the game. This is a first draft.
Keeping it Balanced
In order to actually balance out having multiple companions, each type of companion has an associated cost. Hirelings may cost money, while Followers may be Heroic level minions.
Hirelings
(Price Concept: Money)
A Staple of D&D is the idea of a Hireling, someone you pay to adventure with you. In game rule terms, a Hireling is a monster or NPC with a given level. Hirelings normally do not improve (Though you can pay to "Level up" them, see below).
Hirelings are assumed here to stay with a group for 1 full month, though the DM may always increase the length. A Hireling may not exceed the average party level.
Hiring a Hireling: Hireling's price per month is equal to a magic item of their level. So a Level 5 Hireling costs 1000 gp a month.
Leveling a Hireling: In addition, you can level up a hireling. When you have at least a day of downtime, you may pay the difference in cost of your hirelings current level with their new level (Still cannot exceed the average party level). For example, you can level a Level 5 Hireling to Level 6 for 800 gp.
Leadership
(Price Concept: Feat, Minions, Daily Power Exchange)
Leadership (Heroic)
Prerequisites: Cha 15, Level 6+.
Benefit: You gain a Cohort (See Cohort, below). In addition, you gain Followers (See Followers, Below) based off your Leadership score (Charisma + 1/2 Level). In Heroic, your Leadership Score may not exceed 11. In Paragon, it may not exceed 18. In Epic, it may not exceed 25.
Followers by Leadership Score
{table=head]Score|Level 1|2|3|4|5|6|7|8|9|10
5|2|1|-|-|-|-|-|-|-|-
6|3|2|1|-|-|-|-|-|-|-
7|4|3|2|1|-|-|-|-|-|-
8|5|4|3|2|1|-|-|-|-|-
9|6|5|4|3|2|1|-|-|-|-
10|7|6|5|4|3|2|1|-|-|-
11|8|7|6|5|4|3|2|1|-|-
12|10|9|8|7|6|5|4|2|1|-
13|12|11|10|9|8|7|6|4|2|1
14|14|13|12|11|10|9|8|6|3|2
15|16|15|14|13|12|11|10|8|4|3
16|18|17|16|15|14|13|12|10|5|4
17|20|19|18|17|16|15|14|12|6|5
18|22|21|20|19|18|17|16|14|7|6
19|25|24|23|22|21|20|19|17|9|8
20|28|27|26|25|24|23|22|20|11|10
21|31|30|29|28|27|26|25|23|13|12
22|34|33|32|31|30|29|28|26|15|14
23|37|36|35|34|33|32|31|29|17|16
24|40|39|38|37|36|35|34|32|19|18
25|43|42|41|40|39|38|37|35|21|20[/table]
Cohorts
Cohorts are NPCs of your level -2. They are created through standard NPC rules with an exception. Cohorts can not usually use their daily attack powers, instead requiring the Cohort's Leader to expend a daily attack power to allow the Cohort to use it's own. The Cohort Levels at the same time as its leader. When a Cohort dies, you will receive another one if you choose not to Raise Dead the current one. A new Cohort usually presents itself within 24 hours.
Edit: A Cohort may only use any given Class feature 1/encounter, or however often they can usually use it, whichever causes it to be used less often.
Followers
Followers are mechanically Heroic minions. The player may designate any number of their followers to be any specific role of minion (EG: Minion Artillery, Minion Brute), But its usually best to have Followers stay out of combat, and act as either a background force, or be working on another task. When followers die, it may take a long time to attract more. When followers commonly die, the DM may decide to subtract 2 from your leadership score.
Planar Binding
(Price Concept: Specific Task)
Planar Binding
You bind a creature of another plane in a summoning circle, and task it to your bidding.
Level: 10
Category: Binding
Time: 10 Hours.
Duration: Until Task ends (See text).
Component Cost: 50 gp/level for Heroic creatures, 500 gp/level for Paragon creatures, 5000 gp/level for Epic Creatures.
Market Price: 1,000 gp
Key Skill: Arcana (Fey, and Elemental Creatures), Religion (Immortal Creatures)
You prepare a circle of binding, in which you summon a creature. When preforming this ritual, you may choose what level of creature your summoning, and what type (To the extent of choosing to summon a Devil, but not a specific one, for instance) of creature your summoning. If you know a creatures truename, you may make an Arcana or Religion check (Based on Creature type, as above, DC 10+Creature's level) to summon that specific creature. A creature in the binding circle cannot be injured, and cannot attack.
Once the creature is summoned, you can either Negotiate with it (Diplomacy Check, use Page 42 for DCs), or you could try to forcefully bind it (Arcana or Religion check, use page 42 for DCs). This counts as a skill challenge, of five successes before two failures. You can, at any time, choose to stop the skill challenge and take the effect listed in the chart below. Your Score on the Skill Challenge is (Success-Failures)
{table=head]Score|Effect
5|The Creature will follow the task.
4|The Creature will follow the task, but you must follow an easy demand it makes (You have to let it get beauty sleep, You must not attack it.)
3|The Creature will follow the task, but you must follow a moderate demand it makes (You have to be polite to it, Giving a small amount of treasure)
2|The Creature will follow the task, but you must follow a difficult demand it makes (Giving a moderate amount of treasure, Giving up Healing Surges)
1|The Creature will follow the task, but you must follow a great demand it makes (giving it large amounts of treasure, giving it a soul of an innoncent, etc.)
0 or less|The creature escapes the Binding, the ritual fails.[/table]
For the purposes of this ritual a task can be anything from "Defend this location for 500 years" to "Give us information on the Ashen Crown.". If you ask for information, and the summoned creature cannot provide it, it simply states it does not know and dissapears, causing the ritual to be wasted. Once the task is choosen the circle of binding dissapears, and the creature stays on this plane until the task is complete.
If the Bound creature is ever reduced to 0 hp or fewer, they immediately return to their home plane, bloodied. You may not use this ritual to bind something and make it agree to being imprisoned or killed.
Animated Minions
(Price Concept: Money, Maximum, Ritual, Stupid)
A Staple of D&D is that of a Necromancer, who has a posse of skeletons and zombies. In order to replicate this, Characters may learn the following Ritual
Animate Corpse
You summon back the anima of the corpse in front of you, allowing you to command the walking Corpse.
Level: 5
Category: Binding
Time: 10 Minutes
Duration: Permanent
Component Cost: Special (See text)
Market Price: 300 gp
Key Skill: Religion
You target a corpse within in 5 squares. This corpse may not be from a creature whose level exceeds your own +2. You animate it into an undead, applying one of the four templates below. You can control a number of levels of undead equal to four times your level. For the purposes of controlling undead, Solo Creatures count as 2 level higher then they are, and elite count as a single level higher. Minons Count as 1/5th their level, minimum one. So a level 30 minion counts as 6 Levels. The component cost of this ritual depends on the template chosen, as detailed below:
{table=head]Template|Component Cost|End Role Modifer
Skeleton|Black Onyx worth as much as an item of the Skeleton's Level|Same
Zombie|Black Onyx worth as much as an item of the Zombies's Level|Same
Decrepit Skeleton|Black Onyx worth as much as 1/5th the cost of an item of the Skeleton's Level|Minion
Zombie Rotter|Black Onyx worth as much as 1/5th the cost of an item of the Zombies's Level|Minion[/table]
You can not use this ritual on an Immortal, Elemental, or Undead creature.
Templates
The Templates Below are different then standard templates. They do not make a creature Elite, and they do not give Hit points, though they may cause a creature to change their hit points.
Decrepit Skeleton............Minion Solider
(Undead)............................XP Minion
Senses Darkvision
Defenses Level+16 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points 1; a Missed attack never damages a minion
Immune Disease, Poison; Resist 5 Necrotic/Tier; Vulnerable 5 Radiant
Speeds Lose Fly Speeds, leave others the same.
Powers
Lose all non-basic attacks. The basic attacks now mark the target until the end of your next turn. The Basic Attacks always deal average damage. The Attack Bonuses of all powers remaining is Level +7 if against AC, Level +5 if against other defenses.
Gain the following power:
Skeletal Swarm
When attacking a marked target, a Decrepit Skeleton gains a +1 bonus to hit for each ally adjacent to the target.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Skeleton............Solider
(Undead)............XP Normal
Senses Darkvision
Defenses Level+16 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points (Level+1)*8+Constitution Score. Elites and Solos get bonus HP as normal.
Immune Disease, Poison; Resist 10 Necrotic/Tier; Vulnerable 5 Radiant
Speeds Lose Fly Speeds, leave others the same.
Powers
Lose all non-basic attacks. If Elite, choose any one other power to keep. If Solo, choose two other powers to keep. The creatures basic attacks now mark the target until the end of their next turn. The Attack Bonuses of all powers remaining is Level +7 if against AC, Level +5 if against other defenses.
Gain the following power:
Speed of the Dead
When making an Opportunity attack, the Skeleton gains +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Zombie............Brute
(Undead)............XP Normal
Senses Darkvision
Aura Rotting Stench aura 1: Living enemies in the aura take a -2 penalty to attack rolls. Multiple Rotting Stench auras do not stack.
Defenses Level+12 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points (Level+1)*10+Constitution Score. Elites and Solos get bonus HP as normal
Immune Disease, Poison; Resist 10 Necrotic/Tier; Vulnerable 5 Radiant
Powers
Lose all non-basic attacks. If Elite, choose any one other power to keep. If Solo, choose two other powers to keep. Increase the damage of all powers by 1 die. The Attack Bonuses of all powers remaining is Level +3 if against AC, Level +1 if against other defenses.
Gain the following power:
Zombie Weakness
Any Critical hit to the zombie reduces it to 0 hit points instantly.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Zombie Rotter............Minion Brute
(Undead)............XP Minion
Senses Darkvision
Aura Rotting Stench aura 1: Living enemies in the aura take a -2 penalty to attack rolls. Multiple Rotting Stench auras do not stack.
Defenses Level+12 AC. Level +12 Fort, Level +12 Ref, Level +12 Will (Adjust for Ability scores as standard).
Hit Points 1; a missed attack never damages a minion.
Immune Disease, Poison; Resist 10 Necrotic/Tier; Vulnerable 5 Radiant
Powers
Lose all non-basic attacks. Increase the damage of all powers by 1 die, and then take the average damage. This is the damage the power deals. The Attack Bonuses of all powers remaining is Level +3 if against AC, Level +1 if against other defenses.
Alignment becomes Unaligned.
Languages Lose all, though it still understands its masters commands.
Ability Scores Intelligence and Charisma are reduced to 3.
Thrallherd
(Price Concept: Paragon Path)
<Insert Sucky Flavor Quote Here
Prerequiste: Psion class, Telepath build, must not of taken Leadership.
Your mind starts drawing others towards it, sending out psionic calls that kindred spirits hear and feel a need to come and assist you. You may be oblivious of this subconcisious connection, or you may know of it and have to choose whether to embrace it, or feel guilty of your power.
Thrallherd Path Features
Thrall and Believers (11th level): This feature acts as the leadership feat, except your cohort (Called a thrall) has a maximum level of your level -1, and your followers are called Believers. In addition, your score cannot decrease for Believer death, and you add your full level to your score.
Herding Action (11th level): When you spend an action point, in addition to its normal effects, your Thrall may take an extra action, and any Believers in the battle may shift 1.
Twofold Master (16th level): You gain a second a Thrall, who has a maximum level of your level -2. Both Thralls gain the bonus from Herding Action, and when you expend a daily so a Thrall can use their own, both Thralls may use their dailies.
Thrallherd Disciples
Catapsi........Thrallherd Attack 11
You send a blast of psionic noise into your foes, allowing your allies to strike.
Encounter <> Psionic, Implement, Psychic
Standard Action.........Area burst 2 in 10
Target: Each enemy in burst.
Attack: Intelligence vs Will
Hit: 2d8+Intelligence modifier psychic damage.
Effect: All allies in the burst gain a bonus to hit equal to your charisma modifier.
Thieving Mindlink........Thrallherd Utility 12.
You reach into your Thrall's mind and take their power
Encounter <> Psionic
Minor Action......Close Burst 5
Target: Thrall in burst
Effect: Choose a power that your Thrall knows but has not expended yet. They expend that power, and for the rest of the encounter you may use that power (Encounters and dailies do not become at wills, you may only use them once in the encounter). You use your or your thralls attack bonus, whatever is better. Use your Thralls damage bonus and effect numbers. In addition, if your Thrall has Power Points, you may steal 2 pp.
Supreme Domination........Thrallherd Attack 20
You focus your power on the unconciousous signals that call others to you, causing it to echo in the minds of everyone near you.
Daily <> Psionic, Implement
Standard Action.........Close Burst 3
Target: Each enemy in burst
Attack: Intelligence vs Will
Hit: The Target is Dominated (Save ends)
Miss: The Target is Dominated until the end of your next turn.
Constructs
(Price Concept: Ritually Created, Money, Maintenance)
Create Construct
Your residium forms into the iron form of a Iron Golem
Level: 7
Category: Creation
Time: 10 Hours
Duration: Permanent
Component Cost: Special
Market Price: 500 gp
Key Skill: Arcana (No Check)
You use residium to create a construct. The Component cost of this ritual is based on an item of the constructs level. You cannot create a construct with a level higher then yours (For the purposes of this effect, count an Elite construct as being three levels higher then it is, and a solo five levels higher then it is).
Repairing Constructs
Constructs do not repair naturally. Repairing a construct requires an Arcana check, which allows it to spend a HS.
If a construct is reduced to 0 HP, you may spend an hour making an Arcana check, and spending materials equal to 1/5th its cost to bring it back to bloodied hit points.