User:Aarnott/Lego Bin 7/Melee Minion
Basic Minion Stuffs[edit]
Minions are basic humanoids without a subtype that have a number of humanoid HD. Minions do not advance like normal creatures. They do not gain ability score increases every 4 levels and they do not gain new feats every 3 levels. Instead, as they increase in HD, they gain new abilities as outlined in a section below their statistics block titled "Minion Advancement".
You can't change their equipment (even if you really want to give them a +10 sword), but they do get equipment improvements as their HD advance. You also can't steal or use their equipment. Only the minion is able to use it.
A minion has a number of HD equal to 1/2 its commander's HD (minimum 1 HD).
Melee Minion[edit]
The following statistics block is for a melee minion.
Melee Minion | |
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Size/Type: | Medium Humanoid |
Hit Dice: | 1d8+1 (5 hp) |
Initiative: | +0 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 14 (+3 Studded Leather Armor, +1 Light Steel Shield), touch 10, flat-footed 14 |
Base Attack/Grapple: | +1/+2 |
Attack: | Longsword +2 melee (1d8+1/19–20) |
Full Attack: | Longsword +2 melee (1d8+1/19–20) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | — |
Special Qualities: | Warrior |
Saves: | Fort +3, Ref +0, Will –1 |
Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 |
Skills: | See below. |
Feats: | Power Attack |
Environment: | Any |
Organization: | Minion |
Challenge Rating: | 1/2 |
Treasure: | None |
Alignment: | As commander |
Advancement: | 1/2 commander's HD |
Level Adjustment: | — |
Warrior: Melee minions gain 1 BAB per HD unlike normal creatures with humanoid levels. Melee minions have a strong Fortitude save and weak Reflex and Will saves.
Choose 2 of the following skills when you create a melee minion: Balance, Climb, Intimidate, Jump, Swim. Melee minions have max ranks in the two skills you select.
Minion Advancement: Melee minions gain the following bonuses when they reach the corresponding number of HD:
2 HD -
3 HD - The minion gains the Weapon Focus feat (pick a weapon).
4 HD - The minion gains +1 strength.
5 HD -
6 HD - The minion gains the Reckless Offense feat.
7 HD -
8 HD - The minion gains +1 dexterity.
9 HD - The minion gains the Cleave feat.
10 HD - The minion gains a proficiency in an exotic melee weapon.
Minion Equipment Options: Melee minions are able to have the following equipment when they reach the corresponding HD. Any consumable items are replenished after a rest in town.
A minion can equip one set of available light weapons and two one-handed weapons or a single two-handed weapon. A minion that equips himself with a two-handed weapon cannot take a shield.
2 HD The minion can now equip the following items.
- Any masterwork one-handed martial melee weapon
- A masterwork longspear
- 3 throwing axes
- A masterwork [[greatclub
- A Heavy Shield (wooden or steel)
- Any masterwork armor
- Any masterwork shield
3 HD - The minion can now equip the following items.
- Any masterwork martial melee weapon
- 3 masterwork throwing axes
- +1 armor
- A +1 shield
- 1 potion of Cure Light Wounds (considered a set of light weapons)
4 HD - The minion can now equip the following items.
- Any +1 martial melee weapon
- 3 +1 throwing axes
- +2 armor
- A +2 shield
- 3 potions of Cure Light Wounds (considered a set of light weapons)
5 HD - The minion can now equip the following items.
- Any +2 martial melee weapon
- 3 +2 throwing axes
- 3 potions of Cure Moderate Wounds (considered a set of light weapons)
6 HD - The minion can now equip the following items.
- Any +3 martial melee weapon
- 3 +3 throwing axes
- +3 armor
- A +3 shield
- 3 potions of Cure Serious Wounds (considered a set of light weapons)
7 HD - The minion can now equip the following items.
- +4 armor
- A +4 shield
8 HD - The minion can now equip the following items.
- Any +4 martial melee weapon
- 3 +4 throwing axes
- +5 armor
- A +5 shield
9 HD - The minion can now equip the following items.
- Any +5 martial melee weapon
- 3 +5 throwing axes
10 HD - The minion can now equip the following items.
- Any +5 exotic melee weapon
Ranged Minion[edit]
The following statistics block is for a ranged minion (yeah I changed my mind -- I'll figure them all out on this page).
Ranged Minion | |
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Size/Type: | Medium Humanoid |
Hit Dice: | 1d8+1 (5 hp) |
Initiative: | +1 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 12 (+2 armor), touch 10, flat-footed 12 |
Base Attack/Grapple: | +1/+1 |
Attack: | Shortbow +2 ranged (1d6/x3) |
Full Attack: | Shortbow +2 ranged (1d6/x3) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | — |
Special Qualities: | Warrior |
Saves: | Fort +1, Ref +3, Will –1 |
Abilities: | Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 |
Skills: | See below. |
Feats: | Point Blank Shot |
Environment: | Any |
Organization: | Minion |
Challenge Rating: | 1/2 |
Treasure: | None |
Alignment: | As commander |
Advancement: | 1/2 commander's HD |
Level Adjustment: | — |
Warrior: Ranged minions gain 1 BAB per HD unlike normal creatures with humanoid levels. Ranged minions have a strong Reflex save and weak Fortitude and Will saves.
Choose 2 of the following skills when you create a melee minion: Balance, Climb, Intimidate, Jump, Swim. Ranged minions have max ranks in the two skills you select.
Minion Advancement: Ranged minions gain the following bonuses when they reach the corresponding number of HD:
2 HD -
3 HD -
4 HD -
5 HD -
6 HD -
7 HD -
8 HD -
9 HD -
10 HD -