Henchmen

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Hirelings

Henchmen are companions who serve your character in her adventures. Henchmen generally begin at 1st level. If a character starts the game with extra experience, she may share her experience with her henchmen. Henchmen take half a share of experience from an adventure that a PC would get. PCs of 6th level and over attempting to attract a henchman have a 10% chance of attracting a 2nd level henchman. PCs of 11th level and over have a 25% chance to attract a 3rd level henchman and a 25% chance to attract a 2nd level henchman. PCs of 17th level and over have a 25% chance to attract a 4th level henchman, a 25% chance to attract a 3rd level henchman, and a 25% chance to attract a 1st level henchman.

A character can attempt to hire henchmen once per week.

Attracting a henchman by hiring a town crier costs 10gp, and will result in one applicant per 10,000 individuals in town. (in smaller towns, roll to see if anyone applies)

Attracting a henchman by posting notices or buying drinks in taverns costs 50gp, and will result in one applicant per 4,000 individuals in the town.

Attracting a henchman by hiring headhunters costs 300gp, and will result in one applicant per 2,000 individuals in the town.

Hiring a henchman costs a base payment of 100gp per level, with a 25% chance for the henchman to accept employment. Each additional 100gp per level adds 10% to the chance for the henchman to accept employment, to a maximum of 500gp per level. Offering to equip the henchman with magic items increases the chance of employment by 15%. Offering to pay for the henchman's meals increases the chance of employment by 5%.


Henchmen have the following class distribution:

20%: Priests (1d8, 1-5 = cleric, 6 = druid, 7 = monk, 8 = mystic)
44%: Fighting Men (1d10, 1-2 = barbarian, 3-8 = fighter, 9 = ranger, 10 = paladin)
20%: Magicians (1d6, 1-3 = Magic-User, 4 = Enchanter, 5 = Illusionist, 6 = Necromancer)
16%: Rogues (1d8, 1-4 = Thief, 5 = Acrobat, 6 = Assassin, 7-8 = Bard)

A henchman has a 10% chance of being any particular alignment, and a 20% chance of being neutral. Reroll invalid class/alignment combinations.

Henchmen have a 75% chance to be human, a 5% chance to be halfling, a 10% chance to be dwarfish, a 3% chance to be half-elven, a 3% chance to be elven, and a 4% chance to be orcish. Reroll invalid race/class combinations.

Henchmen have their abilities rolled randomly in order, but with the following adjustments: (in addition to any racial adjustments, use all that apply)

  • Dwarf: +1 strength, +2 constitution, -1 charisma
  • Elf: +1 intelligence, +1 dexterity
  • Halfling: +1 dexterity, +1 constitution
  • Human: +1 to the stats boosted by class
  • Orc: +3 strength, +2 Constitution -2 intelligence
  • Fighting Man: +2 constitution, +1 Strength
  • Magician: +2 intelligence, +1 dexterity (+2 charisma instead of intelligence for enchanter)
  • Priest: +2 Wisdom, +1 Charisma
  • Rogue: +2 Dexterity, +1 Strength

When rolling hit points at 1st level, henchmen have a minimum of 4 hit points.