Welknair
2011-03-28, 09:09 PM
I quite enjoyed making my PC-Proof class, so I decided to keep the somewhat useful, somewhat 4th Wall-breaking NPC PrCs coming. So I present to you: THE HENCHMAN. The perfect minion for PCs and Mad Scientists alike.
The Henchman
http://nodwick.humor.gamespy.com/NodwickStats/Nodwick.jpg
"Yeah. I'm a Henchman. I carry stuff, mostly. The heroes mostly forget about me or lead me into traps. I'm okay with it though. Gets me paid at least. Sometimes.
What's-his-face, Henchman
Henchmen are a needed aspect of society. They do the grunt-work for the big guys (Heroes and Villains). They specialize in being handy for whatever menial chore is required of them and carrying whatever their patron requires. Most characters expect their minions to have these abilities without realizing that they are actually special features of this Prestige Class.
Becoming a Henchman
Henchmen choose to follow a great person in order to get fed and possibly help their cause along. Henchmen need do no more than choose to start carrying stuff and shoveling up the mounts' feces to become a true Henchman.
Entry Requirements
Skills: Profession (Henchman) 6
Special: Must have a patron whom they serve loyally (if somewhat sarcastically).
Skill points at each level: 2+Intelligence Modifier
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Hit Dice: d4
Level
BAB
Fort
Ref
Will
Special
1st
+0
+0
+0
+0
Improved Carrying Capacity, Fear Immunity
2nd
+1
+0
+0
+0
Trudging
3rd
+1
+1
+1
+1
Durable
4th
+2
+1
+1
+1
Prepared
5th
+2
+1
+1
+1
Never Far Behind
Improved Carrying Capacity: One of the primary jobs of the Henchman is to carry stuff around for their patrons. Starting at first level, Henchmen increase their maximum carrying capacity. They are treated as if their Strength score was (Henchmen Level X 2) higher than it is for terms of calculating their loads.
Fear Immunity: Henchmen follow people around who tend to do really, really stupid things. They follow anyways, because it's their job. It's not that the Henchmen are brave, so much as apathetic to the danger.
Trudging: Henchmen walk a lot. Through all sorts of horrid conditions. And they're expected to keep walking, despite their massive amount of carried items. They are immune to nonlethal damage from Forced Marches and their speed is not hindered at Medium Load.
Durable: Henchmen aren't much use if they're dead. At 3rd level they gain the ability to survive a deal more, even if they still end up unconscious. They now die at -10 X Class Level instead of at -10. This allows Henchmen to survive most of the horrors bestowed upon them by their patrons. A bit of healing and they're good to go.
Prepared: Main characters always need stuff. Often really random stuff. Luckily, you carry random stuff. Mostly this is junk you've been handed but your patron has forgotten about. You have 50gp of unassigned, nonmagical gear at your disposal. This is reset whenever you and your patron are having some downtime at an area where you have access to various items and your patron expends 50gp which seem to vanish into thin air.
Never Far Behind: No matter what happens, a Henchman is never far behind them. It's often not hard to find them, given the glaring path of destruction that they leave. As a result, if they are ever separated, barring extenuating circumstances, Henchmen always catch up with their owners within 24 hours. Always.
Design Note: I decided to lower the skill requirement down to 6, thus allowing entry at level 4. This makes it much more accessible to random commoners. It also means that it's plausible to have Henchmen followers, rather than only as Cohorts...
So... Thoughts?
The Henchman
http://nodwick.humor.gamespy.com/NodwickStats/Nodwick.jpg
"Yeah. I'm a Henchman. I carry stuff, mostly. The heroes mostly forget about me or lead me into traps. I'm okay with it though. Gets me paid at least. Sometimes.
What's-his-face, Henchman
Henchmen are a needed aspect of society. They do the grunt-work for the big guys (Heroes and Villains). They specialize in being handy for whatever menial chore is required of them and carrying whatever their patron requires. Most characters expect their minions to have these abilities without realizing that they are actually special features of this Prestige Class.
Becoming a Henchman
Henchmen choose to follow a great person in order to get fed and possibly help their cause along. Henchmen need do no more than choose to start carrying stuff and shoveling up the mounts' feces to become a true Henchman.
Entry Requirements
Skills: Profession (Henchman) 6
Special: Must have a patron whom they serve loyally (if somewhat sarcastically).
Skill points at each level: 2+Intelligence Modifier
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Hit Dice: d4
Level
BAB
Fort
Ref
Will
Special
1st
+0
+0
+0
+0
Improved Carrying Capacity, Fear Immunity
2nd
+1
+0
+0
+0
Trudging
3rd
+1
+1
+1
+1
Durable
4th
+2
+1
+1
+1
Prepared
5th
+2
+1
+1
+1
Never Far Behind
Improved Carrying Capacity: One of the primary jobs of the Henchman is to carry stuff around for their patrons. Starting at first level, Henchmen increase their maximum carrying capacity. They are treated as if their Strength score was (Henchmen Level X 2) higher than it is for terms of calculating their loads.
Fear Immunity: Henchmen follow people around who tend to do really, really stupid things. They follow anyways, because it's their job. It's not that the Henchmen are brave, so much as apathetic to the danger.
Trudging: Henchmen walk a lot. Through all sorts of horrid conditions. And they're expected to keep walking, despite their massive amount of carried items. They are immune to nonlethal damage from Forced Marches and their speed is not hindered at Medium Load.
Durable: Henchmen aren't much use if they're dead. At 3rd level they gain the ability to survive a deal more, even if they still end up unconscious. They now die at -10 X Class Level instead of at -10. This allows Henchmen to survive most of the horrors bestowed upon them by their patrons. A bit of healing and they're good to go.
Prepared: Main characters always need stuff. Often really random stuff. Luckily, you carry random stuff. Mostly this is junk you've been handed but your patron has forgotten about. You have 50gp of unassigned, nonmagical gear at your disposal. This is reset whenever you and your patron are having some downtime at an area where you have access to various items and your patron expends 50gp which seem to vanish into thin air.
Never Far Behind: No matter what happens, a Henchman is never far behind them. It's often not hard to find them, given the glaring path of destruction that they leave. As a result, if they are ever separated, barring extenuating circumstances, Henchmen always catch up with their owners within 24 hours. Always.
Design Note: I decided to lower the skill requirement down to 6, thus allowing entry at level 4. This makes it much more accessible to random commoners. It also means that it's plausible to have Henchmen followers, rather than only as Cohorts...
So... Thoughts?