In the case below, the character is actually designed to be a NPC ally in my Friday game. He is a member of the local adventurers guild, which the party all recently joined, and as such can be used as a recurring ally. I am also a fan of using henchmen and hirelings in my games, but allies are different as they can team up with PCs temporarily and then leave later on when their goals no longer coincide.
In the case of Prospector Henkins, he has arrived at the same dungeon the party is currently at, following the same wanted poster from the Adventurers Guild - and being members of the same guild at the same dungeon, it makes sense they would team up.
In the past I have used henchmen regularly for when a PC gets knocked unconscious, severely injured, killed, etc - and then you hand the player the henchman's character sheet and say "Here you go! Play this until your character wakes up." And if your player still is hesitant remind them that any XP gained while playing the henchman goes to their regular character.
With henchmen however there is a tendency for players to try and use the henchmen to cast curing spells, detect magic and other things. This can be abused unfortunately, and thus having ally characters who can come and go, and not be abused by the "They are there, why can't they cast this for me?" argument.
Abusing a henchmen in that way just encourages the DM to eventually retire the henchman, have the henchman become a villain instead, kill off the henchman, etc. But with an ally who can come and go, the DM has more power to simply say no. The ally isn't available today. Gone fishing.
Prospector Henkins, level 6 Dwarf Alchemist CG
Greedy loudmouth, smokes pipe, strokes beard, dwarven quotes.
Str 11
Dex 15
Con 16
Int 15
Wis 10
Chr 12
Com 11 (Yes, I do use Comeliness in my game. It is worth it for the laughs alone.)
Windlass Heavy Crossbow, Spd 10, 1d12+1 dmg, Rate of Fire, 1 every 2 rounds!
- Ammo 10 regular crossbow bolts
- 10 ceramic crossbow bolts with poison powder
Grenade Type Weapons, Spd 6, Damage Varies (see items further below).
Chainmail/Shield/Helmet
Skills
- Alchemy 15
- Appraising 15
- Brewing 15
- Mining 7 (Yes, I find it ironic that he is a prospector who actually sucks at mining.)
- Pottery 13
- Set Snares 14
- Swimming 11
OL 45, FRT 50 (Only when not wearing armour. If wearing armour negatives apply.)
AC 2
HP 36
Thrown Grenade Type Weapons (2 of each)
2x Acid, 1d6 dmg + 1 splash, 5' radius.
2x Burning Oil, 1d4+1d4, no splash damage
2x Drowsy Dust, poison save vs Exhaustion.
2x Explosive Black Ball, 6d6 damage, 10' radius - takes a round just to light it and for the fuse to burn partially.
2x Poison Powder, save vs poison, 10 dmg.
2x Stink Bomb, save vs poison, nausea.
2x Sleep Smoke, save vs poison, only effects 5 HD or smaller creature.
Tools (2 of each)
2x Oil of Acid Resistance
2x Oil of Fire Resistance
Dwarf Quotes:
"I bet my beard..."
"Two broken hammers don't make a sword!"
"More than one way to break an anvil."
"If there is gold in there, I want some!"
"Don't count your gold before you find the goldmine!"
"I am Prospector Henkins, Grim Servant of Death... and Explosions!"
"Only a gnome would be that foolish!"
"Its a saying! Shutupaboutit!"
Motivations
Looking for a nice mine to settle down with and retire.
Looking for mercurial weapon designs.
Looking for ancient alchemical recipes.
Special Note
Yes, Prospector Henkins is totally ripped off from Prospector Jenkins of Puffin Forest. I just made him a dwarf, gave him the Alchemist rogue class and suddenly explosives made sense.
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