Henchmen

Sometimes NPCs may accompany the PCs on adventures and act like a member of the adventuring party. While it is possible for these NPCs to have complete stats and function like any other PC, it is far more simple and common for the NPC to act as a Henchman. Henchmen are similar to Simple Monsters, making them easier to run.

Henchmen follows special rules for actions. They have 3 action points (AP) on their turn and always have a recovery time of 10 segments. They spend their action points just like simple monsters:

1 Action Point

  • First use of the move action with a movement mode.
  • Use the Recovery action without augments
  • Perform a very fast action, such as those listed in Common Standard Actions with a recovery time of 2 or less.

2 Action Points

  • Use a Melee or Ranged Basic attack
  • Use an innate power with a recovery time of 6 or less, such as Grapple or Trip.
  • Use a Standard Ability (Specific to the henchman)
  • Second (and subsequent) use of the move action with a movement mode. A henchman that moves twice on their turn, generally cannot take any other actions.
  • Use the Recovery action with an augment to reduce the difficulty of the saving throw.
  • Perform a moderate action, such as those listed in Common Standard Actions with a recovery time of 7 or less.

3 Action Points

  • Use a Special Ability (Specific to the henchman)
  • Perform a slow action, such as those listed in Common Standard Actions with a recovery time of 8 or more.

Other Rules

  • Energy: Like Simple Monsters, Henchmen do not track energy and instead have per rest, and per extended rest uses of abilities.
  • Saving Throws:Unlike simple monsters, henchmen do get an initial saving throw against powers and effects.
  • Injuries: Henchmen receive injuries just like characters and complex monsters when reduced to 0 hitpoints.