Henchman (NPC or cohort class)
Henchmen use all the stats for commoners, including skill points and HD. But they gain the following class features. The henchman bonds himself to another person, called his master, who he journeys with out of love or duty.
Trust The Hero- The henchmen gets a bonus to all saving throws equal to 1/2 the master's HD. He is also immune to fear effects unless the master suffers the fear effect. This ability is only applicable when the summoner can see the master, and the master is not unconscious or helpless.
Inspirational Speech- At 3rd level the henchman can say something inspiring to the master. His speech takes 1 minute to give, during which time the master must be able to see and understand him. This acts as a bard's inspire courage ability at the same level of the henchman, but it affects only the master and lasts 1 hour per class level. He can use this ability 1/day.
Fight it!- At 5th level, as a standard action the henchman can shout something inspring to the master to grant him an additional saving throw against an ongoing spell or effect, or to disease or poison, including instantaneous effects (such as flesh to stone). If the new save succeeds, the spell is broken with no further ill effects.
My Life for you!- At 7th level, the henchman can move his speed as an immediate action, but only for the purpose of interposing or bull-rushing the master to help him avoid an attack, trap, or other hazard. Bull-rushing uses the standard rules for bull-rushing but can help them both potentially avoid the attack. If the henchman interposes, he takes full damage from the attack, including AoE burst effects (but not spread effects like clouds), stopping the master from taking any.
Do you know who he is?- At 9th level, the henchman can speak to the great (or vile) deeds his master has done to give the master a circumstance bonus on either a bluff, diplomacy, or intimidate check equal to 1/2 the henchman's class level.
Aiding Ally- At 11th level the henchman grants a +4 bonus to aid another checks, he can apply potions, oils, or healing to his master as a standard action (including drawing the potion). He can apply the benefit of any teamwork feat he has to himself and his master, even if his master does not share the same teamwork feat. His carrying capacity is treated as if his strength were 4 points higher than it is. Finally, if the henchman provides long term care, he doubles the benefit of the care.
Know the master- At 13th level, the henchman can instantly identify his master, and as such cannot be tricked by illusions, disguises, or any other way of falsifying his master's identity. He can also tell if the master is under the influence of compulsions or acting out of character. He automatically can pass sense motive checks against the master and can automatically pick up on hidden messages via bluff. He knows all languages the master does, and they can communicate simple messages innocuously using simple gestures or one word phrases.
Find the master(su)- At 15th level the henchman has a hunch about his master. He is able to track his master using perception or survival, with a bonus to the roll equal to his class level. He has a constant locate creature and status effect on his master.
Learned from the best- At 17th level the henchman can emulate any ability his master has. He can use this ability a number of times equal to 3+his charisma modifier. He can use this ability to cast a single spell the master knows, use a class feature the master has, or use a skill the master has at the master's skill ranks (using his own modifers), or he can make a saving throw using the master's total saving throw modifier, or use a feat the master has (even if he does not have the prerequisites), including weapon proficiencies. This lasts for one use of the ability (some abilities take longer to use than others, such as crafting).
Master's Mantle- At 19th level, the henchman learns the tools of the master's craft. He gains the base attack bonus and saving throw modifiers of his master's base class, and all his master's class features. His hit dice adjust to match the same HD of his master.
Carry the Torch- At 20th level he stops being a henchman and loses all his henchmen class features, taking instead all the class levels of his master. At this point, his level automatically increases to match that of his master. He gainst the feats and skill ranks his master had- even above his own.
If the master ever dies permanently or dismisses the henchman, the henchman can either take on a new master, or trade in all his henchman levels to copy the master's class levels and features and feats and skill ranks. This happens even if the henchman is below 20th level.
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