Hama
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I was really really bored, and had nothing to do for several hours (a looong bus ride, and my wife forgot to pack some books because her mother was bothering her), so i made the minions and statted them up for PF
I hope you like it:
First, stuff that ALL minions have in common, before types:
Small Size: All minions are small, and thus gain a +1 size bonus to AC and attack rolls, and +4 size bonus to stealth checks.
Darkvision: All minions see perfectly in conditions of total darkness (even magical darkness) up to a range of 120 feet.
Weapon Proficiencies: All minions are proficient with their natural weapons, all simple weapons, and any weapon they are described as using. Different types of minions may posess additional weapon proficiencies as well.
Ecology: Minions breathe, eat and sleep.
Obey the overlord: All minions unquestioningly obey commands issued by the overlord or his servants, and will gladly give up their life for them.
Scavenge: A minion can spend a full-round action scavenging a corpse of an enemy taking anything they deem useful in the process. If it is armor, they add a +1 to their current armor bonus, and can increase it up to a ceiling determined by their armor proficiency. For light armor it is 3, for medium it is 6 and for heavy it is 9. Minions cannot take armor proficiency feats they already don't posess.
If it is a weapon, the minion must spend one more full-round action to appropriate it to it's size if necessary (small weapons can be used right away), after which the weapon is size-appropriate for small creatures.
Minions can also scavenge trophies from particularly powerful enemies. A single minion can possess only one such trophy and it adds a +1 morale bonus to will saves and initiative checks for each minion with a trophy in the group, up to a ceiling of +5.
Minions will sometimes scavenge extremely silly objects to use, like pumpkins or books, or even umbrellas. This has no in game mechanical benefit, and can be used as comic relief. (just imagine a minion in a lemon-yellow dress and wide brimmed hat hitting an enemy with a broken umbrella and screaming like an old lady)
Improvised fiends: All minions gain Catch of Guard as a bonus feat.
Here are brown minions, a staple of every single minion army, fun little monsters who can fight extremely well for their size.
Brown minion type:
Hit die: Brown minions use the d10 hit die when rolling for hit points.
Base attack bonus: Brown minions have a base attack bonus equal to their hit dice (fast progression).
Saving throws: Brown minions have good fortitude saves.
Skills: Brown minions gain skill points equal to 2+int modifier (minimum 1). Class skills: Acrobatics, Climb, Perception, Survival.
Swarm Tactics: A brown minion gains a bonus to attack rolls equal to the number of brown minions adjacent to it.
Superior grappler: Brown minions can grapple opponents up to collosal in size, but when they grapple monsters more then two size catogories larger then themselves, the target does not gain the grappled condition, but they can deal damage. Also, more than one minion can grapple the creature, adding a +4 per minion bonus to the collective grapple check. Number of minions able to grapple a larger foe is defined below:
Size # of minions
Medium 2
Large 4
Huge 6
Gargantuan 10
Colossal 16
Alcohol frenzy: If a minion imbibes beer (a pint at a minimum), it enters a state in all mechanical ways identical to barbarian rage. This rage lasts for 4 rounds plus the minion's constitution modifier. Every Hit die the minion has above 1 adds 1/2 rounds to the total number of rounds the minion remains in a rage. When the rage expires the minion is fatigued unless he spends a full-round action urinating, in which case he looses the fatigued condition. Additional drinks of beer will add 4+ one half of minion's hit dice, to the number of rounds the minion can spend in a rage.
Bonus Feats: A minion gains a bonus feat at 2 hit dice and every four hit dice after those (6,10,14 etc...). He also counts as a fighter of level equal to the minion's CR for purposes of qualifying for fighter-only feats.
Ability Scores: The minion uses the elite array.
Weapon proficiency: A brown minion is proficient with all martial weapons in addition to the base minion weapon proficiencies.
Green minions are the stealthy ones.
Green minion type:
Hit die: A green minion uses the d8 hit die for rolling hit points.
Base attack bonus: A green minion has a base attack bonus equal to 3/4 of it's hit dice (medium progression)
Saves: A green minion has good reflex saves.
Skills: A green minion receives 6+int modifier skill ranks per hit die. Class skills: Climb, Acrobatics, Stealth, Sleight of hand, Survival, Perception. If the minion has more then 6 skill ranks, the minion can choose training in any other skill.
Poison Immunity: Green minions are immune to all kinds of poison, magical, supernatural or nonmagical in origin.
Sneak attack: Green minions gain +1d6 sneak attack at first hit die. Every three hit dice afterwards, the bonus damage increases by +1d6.
Rogue talents: Green minions learn a rogue talent at creation, and an additional one for every four hit dice they posess.
Weapon proficiency: Green minions are proficient with all light martial weapons, punching daggers and hand crossbows.
Armor proficiency: Green minions are proficient with light armor only.
Superior weapon fighting: If a green minion fights with a one-handed or light weapon in it's primary hand, and a light weapon in it's off hand, it takes no penalty to attack rolls. The number of attacks can be increased by taking the two-weapon fighting feats. The green minion is considered as already having two weapon fighting for purposes of qualifying for twf feats.
Stats: Green minions use the elite array.
When i get a little shut-eye, i am going to polish and post red and blue minions as well, i hope you like it.