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TABLE THE FIRST - HENCHMAN PERSONALITY

1. Sniveling coward - has move of 40 and must check morale before each fight

2. Greedy bastard - tries to steal treasure at every turn

3. Junior paladin - braver and more heroic than he/she should be, but also a Lawful (Good) moralist
about things

4. Dastardly spy - working for an opposing group of adventurers, making a map and reporting back

5. Secret cultist - member of a secret chaos cult, will betray the party if possible

6. Sword-for-hire - has to be paid (1x6 x 5 gp) for sticking his neck out, but +1 to hit with swords

7. Old veteran - a bit slower (move 20), but good at solving puzzles

8. Pack mule - can carry 150% normal weight, tends to be quiet and dull

9. Rebellious princess - (or prince) a rich brat who wants adventure but is still in the aristocratic mindset,
has a tendency to complain and command

10. Rugged he-man - or she-woman; strong, brave and competent and a bit arrogant

11. Mother hen - very concerned about the adventurers and their health and well-being

12. Hyper-active - gets bored easily, often moves off on his own (especially when carrying something
important)

13. Lucky duck - +2 bonus on all saving throws; lucky and knows it

14. Rakish devil - hits on the opposite sex, makes lascivious innuendos at the drop of a hat, has an over-
fondness for booze

15. Death magnet - 1 in 6 chance that any random bad thing happens to this poor slob, but they enjoy a
+2 bonus to all saving throws

16. Terrible jinx - increases chance of random monster encounters by 1 (or 5%), imposes a -1 penalty to
saving throws for all in the party by their mere presence

17. Lazy complainer - move rate of 20, like to rest once per hour, complains about physical exertion, eats
double rations

18. Delusions of grandeur - claims skills he or she does not have

19-20. Mundane henchmen - nothing special at all about this henchman

TABLE THE SECOND - HENCHMEN SKILLS


1. Academic - knack at deciphering and appraising the value of goods

2. Acolyte - can cast 1d4 zero-level cleric spells, each once per day; charges double

3. Acrobat - knack for jumping and ???

4. Animal Handler - knack for riding and taming animals

5. Apprentice - can cast 1d4 zero-level magic-user spells, each once per day; charges double

6. Athlete - knack at climbing walls and swimming

7. Deceiver - knack at forgery and disguise

8. Investigator - knack and finding traps and discerning alignment

9. Negotiator - +2 bonus to reaction checks if does the talking and knack for discerning alignment

10. Pick Pocket - knack at move silently and pick pockets

11. Rogue - can backstab for x2 damage once per day, knack at thief skills; charges double

12. Savage - berserker in combat, knack at barbarian skills, comes with loincloth, shield and spear;
charges double

13. Sentinel - knack for finding secret doors and listening at doors

14. Shadow - knack for move silently and hide in shadows

15. Spelunker - darkvision to a range of 30 feet, dwarf knacks

16. Survivor - knack at survival and climbing walls


17. Swordsman - has one combat feat of the TK's choice and comes with chainmail, shield and hand
weapon; charges double

18. Thugee - can backstab for +2 damage and use poison safely, knack at assassin skills, comes with
black leather armor and two daggers; charges double

19. Whirling Dervish - can attack twice per round with melee weapons, comes with leather armor, short
sword and dagger; charges double

20. Woodsman - +1 to hit animals, knack at ranger skills, comes with leather armor, longbow and short
sword; charges double

PAY SCALE
Just thought of this. What if the henchman's pay scale determines what they'll do ...

Copper a day - will carry torches and bags, but will not fight

Silver a day - as above, plus will fight in second rank

Gold a day - as above, plus will fight in front rank

Platinum a day - as above, plus will check for traps and go into rooms first

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