FOURTHCORE TEAM DEATHMATCH

March 4, 2011

Henchmen & Hirelings



In the most recent March and Beyond Preview from Wizards of the Coast, it was whispered that hirelings and henchmen will be making a comeback to 4th Edition D&D. Huzzah to that, I say! The tone of it suggests to me that this will be part of a new Unearthed Arcana article. I love that Unearthed Arcana stuff; it's exactly the kind of boundary pushing that we need. Get out of your comfort zone and do something wacky.
Before WotC can beat me to the punch, I thought it would be high time I laid out my own Henchmen & Hirelings info here. That way, I can tell people that I had 4E hirelings before it was cool to have 4E hirelings. If you've been a reader of this blog, it'll be pretty old news to you, although this post goes overthe more run of the mill variety of helpers hired in town, rather than the specialty allies one might find during an adventure.
I’ve been using this system for my home games, and it has worked great. My players love it, and have developed a certain affinity for henchmen that survive more than a few sessions. Since those henchmen don’t gain levels with the PCs, they increasingly become more and more a liability to keep around. It becomes dangerous to take these minions on journeys into the deeps, as their poor defenses get completely overwhelmed. When you start hitting the group with close and area attacks is when the NPC Allies really start to drop, and fast. Cunning players, however, will find their presence extremely helpful, putting their NPC Allies in harm’s way without a second thought to help with a flank or to act as a speed bump between a vicious creature and their own character.



Henchmen and Hirelings are NPC Allies whose services are made available to dungeoneers, for the right coin. From unskilled laborers to master alchemists, these sub-heroic companions perform mundane or specialized tasks that a party of adventurers is either unfit or unwilling to do themselves.
Henchmen function completely dependent upon the adventurers they travel with, having no actions of their own. Player characters must spend their actions to move, attack, or do any other indicated action with a henchman. NPC Allies are considered allies for purposes of powers and effects.
Henchmen can be hired at various guild houses across the land. The price to hire henchmen is dependent on their relative experience, as well as paying a premium for highly skilled henchmen and a steep discount for unskilled workers. The cost of hiring covers any funeral expenses. Consult the chart below for initial hiring costs, as well as day to day expenses for henchmen.



Level
Unskilled Laborer
Henchmen
Specialist

Initial Cost
Upkeep Per Day

Initial Cost
Upkeep Per Day

Initial Cost
Upkeep Per Day
1
100 sp
2 sp
200 sp
4 sp
300 sp
6 sp
2
200 sp
4 sp
400 sp
8 sp
600 sp
10 sp
3
300 sp
6 sp
600 sp
12 sp
900 sp
20 sp
4
400 sp
8 sp
800 sp
16 sp
1,200 sp
25 sp
5
500 sp
10 sp
1,000 sp
20 sp
1,500 sp
30 sp
6
750 sp
15 sp
1,500 sp
30 sp
2,250 sp
45 sp
7
1,000 sp
20 sp
2,000 sp
40 sp
3,000 sp
60 sp
8
1,250 sp
25 sp
2,500 sp
50 sp
3,750 sp
75 sp
9
1,500 sp
30 sp
3,000 sp
60 sp
4,500 sp
90 sp
10
2,000 sp
40 sp
4,000 sp
80 sp
6,000 sp
120 sp
11
350 gp
7 gp
700 gp
14 gp
1,050 gp
20 gp
12
500 gp
10 gp
1,000 gp
20 gp
1,500 gp
30 gp
13
650 gp
13 gp
1,300 gp
25 gp
1,950 gp
40 gp
14
800 gp
16 gp
1,600 gp
30 gp
2,400 gp
50 gp
15
1,000 gp
20 gp
2,000 gp
40 gp
3,000 gp
60 gp
16
1,800 gp
36 gp
3,600 gp
75 gp
5,400 gp
100 gp
17
2,600 gp
52 gp
5,200 gp
100 gp
7,800 gp
150 gp
18
3,400 gp
68 gp
6,800 gp
134 gp
10,200 gp
200 gp
19
4,200 gp
84 gp
8,400 gp
168 gp
12,600 gp
250 gp
20
5,000 gp
100 gp
10,000 gp
200 gp
15,000 gp
300 gp
21
90 pp
180 gp
180 pp
360 gp
270 pp
540 gp
22
130 pp
260 gp
260 pp
520 gp
390 pp
780 gp
23
170 pp
340 gp
340 pp
680 gp
510 pp
1,020 gp
24
210 pp
420 gp
420 pp
840 gp
630 pp
1,260 gp
25
250 pp
5 pp
500 pp
10 pp
750 pp
15 pp
26
450 pp
9 pp
900 pp
18 pp
1,350 pp
27 pp
27
650 pp
13 pp
1,300 pp
26 pp
1,950 pp
39 pp
28
850 pp
17 pp
1,700 pp
34 pp
2,550 pp
51 pp
29
1,050 pp
21 pp
2,100 pp
42 pp
3,150 pp
63pp
30
1,250 pp
25 pp
2,500 pp
50 pp
3,750 pp
75 pp


Unskilled Laborer
NPC Ally (Level __)

HP 1; a missed attack never damages the unskilled laborer.
AC 13 + Level; Fortitude 11 + Level, Reflex 11 + Level, Will 10 + Level
Minor Actions
Hustle It! + At‐Will
Effect: You command the unskilled laborer to take a move action (Speed 6).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The unskilled laborer is hit by an attack and you are adjacent to him.
Effect: You are hit by the attack instead.


Archer
NPC Ally (Level __)

HP 1; a missed attack never damages an archer.
AC 13 + Level; Fortitude 11 + Level, Reflex 12 + Level, Will 12 + Level
Standard Actions

M Dagger (weapon) + At‐Will
Attack (one creature): Melee 1; +3 + Level vs. AC
Hit: 3 + Level damage.
R Longbow (weapon) + At‐Will

Attack (one creature): Ranged 20; +3 + Level vs. AC;
Hit: 3 + Level damage.

Minor Actions
Hustle It! + At‐Will
Effect: You command the archer to take a move action (Speed 6).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The archer is hit by an attack and you are adjacent to him.
Effect: You are hit by the attack instead.

Footman
NPC Ally (Level __)

HP 1; a missed attack never damages a footman.
AC 13 + Level; Fortitude 13 + Level, Reflex 12 + Level, Will 10 + Level
Standard Actions

M Longsword (weapon) + At‐Will
Attack (one creature): Melee 1; +5 + Level vs. AC
Hit: 3 + Level damage and the target is marked by the footman until the end of its next turn.

Minor Actions
Hustle It! + At‐Will
Effect: You command the footman to take a move action (Speed 5).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The footman is hit by an attack and you are adjacent to him.
Effect: You are hit by the attack instead.


Sailor
NPC Ally (Level __)

HP 1; a missed attack never damages a sailor.
AC 13 + Level; Fortitude 11 + Level, Reflex 12 + Level, Will 12 + Level
Standard Actions

M Rapier (weapon) + At‐Will
Attack (one creature): Melee 1; +5 + Level vs. AC
Hit: 3 + Level damage

Minor Actions
Hustle It! + At‐Will
Effect: You command the sailor to take a move action (Speed 6).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The sailor is hit by an attack and you are adjacent to him.
Effect: You are hit by the attack instead.
Sea Legs + At-Will

Trigger: The sailor or an ally adjacent to the sailor would be knocked prone.
Target: The triggering creature.
Effect (Immediate Interrupt): The target makes a saving throw. On a success, the target is not knocked prone.


Scout
NPC Ally (Level __)

HP 1; a missed attack never damages a scout.
AC 13 + Level; Fortitude 11 + Level, Reflex 13 + Level, Will 11 + Leve
l
Traits
Careful Step
The scout and all adjacent allies can shift over difficult terrain.
Standard Actions

M Shortsword (weapon) + At‐Will
Attack (one creature): Melee 1; +5 + Level vs. AC
Hit: 3 + Level damage

Minor Actions
Hustle It! + At‐Will
Effect: You command the scout to take a move action (Speed 6).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The scout is hit by an attack and you are adjacent to him.
Effect: You are hit by the attack instead.

Alchemist (Specialist)
NPC Ally (Level __)

HP 1; a missed attack never damages an alchemist.
AC 13 + Level; Fortitude 10 + Level, Reflex 12 + Level, Will 13 + Level

Standard Actions
a Alchemist’s Fire (fire) + Encounter
Attack (each creature in burst): Area burst 1 within 10 squares; +3 + Level vs. Reflex
Hit: 1 + Level fire damage.

Minor Actions
Healing Infusion (healing) + Encounter
Effect: One ally within 5 squares of the alchemist can spend a healing surge or gain temporary hit points equal to twice their Level.
Hustle It! + At‐Will

Effect: You command the alchemist to take a move action (Speed 6).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The alchemist is hit by an attack and you are adjacent to him.
Effect: You are hit by the attack instead.
Militia Captain (Specialist)
NPC Ally (Level __)

HP 1; a missed attack never damages a militia captain.
AC 13 + Level; Fortitude 13 + Level, Reflex 12 + Level, Will 10 + Level
Standard Actions

M Longsword + At‐Will
Attack (one creature): Melee 1; +5 + Level vs. AC
Hit: 5 + Level damage and the target is marked by the militia captain until the end of its next turn.

Minor Actions
Hustle It! + At‐Will
Effect: You command the militia captain to take a move action (Speed 5).
Inspiring Word + Encounter

Effect: One ally within 5 squares of the militia captain can spend a healing surge or gain temporary
hit points equal to twice their Level.

Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The militia captain is hit by an attack and you are adjacent to her.
Effect: You are hit by the attack instead.
Ship Captain (Specialist)
NPC Ally (Level __)

HP 1; a missed attack never damages a ship captain.
AC 13 + Level; Fortitude 11 + Level, Reflex 12 + Level, Will 12 + Level
Traits
Lead by Example
All allies within line of sight of the sea captain gain a bonus to all skill checks related to sailing ships equal to 1 + (Level / 5).
Standard Actions
M Rapier (weapon) + At‐Will
Attack (one creature): Melee 1; +5 + Level vs. AC
Hit: 5 + Level damage

Minor Actions
Hustle It! + At‐Will
Effect: You command the ship captain to take a move action (Speed 6).
Triggered Actions
Guarded By Heroes + At‐Will
Trigger (Immediate Interrupt): The ship captain is hit by an attack and you are adjacent to her.
Effect: You are hit by the attack instead.
Sea Legs + At-Will

Trigger: The ship captain or an ally adjacent to the ship captain would be knocked prone.Target: The triggering creature.Effect (Immediate Interrupt): The target makes a saving throw. On a success, the target is not knocked prone.

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