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MinionFeats

Page history last edited by Anonymous 4 yrs ago

Here's some alternate feats I'm working on. I haven't gotten Mastering Iron Heroes yet, so these are likely to see changes after I get a look at it.

 

The idea behind these feats is that normally feats are pretty crunchy- they fit together to create sets of ability, which is fine for full fledged characters. For nameless minions and mooks, it's easier to deal with them as a gestalt- as a unit instead of individually. The Horde of Minions feat gives minions a variety of abilities that fit with the mob mentality, and also gives the GM one set of tokens to deal with them. Why tokens? Because if the inspiration for tokens was the videogame "power meter", then part of the strategy of play is that when you see your opponent about to power up, you try your damndest to stop them before they get fully powered.

 

In this case, the minions end up doing more damage and actually can become a threat if you don't knock them out the box. Which is why heroes take out the small fries before going for the boss. =)

 

Also note, most minions will only have probably 2 or 3 feats at the most.

 

Minion Feats

 

Minion Feats are a special type of Feats. They are NPC only, and can only be taken by NPCs who are 3 HD or less, and are nameless minions, thugs, or “mooks”, usually working for some villain. Minions all share the same stats, skills, abilities and feats.

 

 

Horde of Minions

 

The Horde of Minions feat creates a Minion Pool that is shared by all the minions. The Minion Pool gains 1 token every round that at least 1 minion is in combat with a PC. Tokens may be spent as follows:

 

*Extras

 

2 Minion tokens may be spent at any time to add one minion to the encounter. The minion enters from any feasible entrance from which reinforcements could logically come. Adjust experience points earned for the encounter accordingly. This use only works if there is reinforcements who could reasonably show up and enter the fray.

 

*Crowd Up Bonus

 

If three or more minions threaten a single target, a Minion token may be spent to give the minions a +2 bonus to hit the target for this round. This bonus stacks with any flanking bonus or other bonuses the minions may have earned.

 

*Regroup

 

If a non-minion leader spends at least a standard action shouting orders to the minions, and 2 tokens are spent out of the Minion Pool, any non-magical fear effects are removed from the minions, including status effects such as Shaken, Frightened, or Panicked, or morale penalties from Intimidation.

 

Mastery Level 2:

 

If three or more minions threaten a single target, 3 Minion tokens may be spent to give the minions an additional +1D3 non-lethal damage to any attacks made against the target this round. Non-lethal damage gets through damage resistance before lethal damage does.

 

Mastery Level 3:

 

4 Minion Tokens may be spent at any time to add a +2 to hit and +2 damage modifier to all minion attacks made in melee for this encounter. This bonus applies to all minions, including ones that show up later in the encounter. You can keep spending tokens to stack this bonus cumulatively.

 

Buffed Minion

 

The Buffed Minion feat gives each minion an additional +1 non-lethal damage to all melee attacks. This feat may be taken mulitple times, stacking the bonus each time. Non-lethal damage gets through damage resistance before lethal damage does.

 

Tough Minion

 

The Tough Minion feat adds +1 DR to any minion which possesses it, in addition to any armor or natural DR they may already have.

 

Fast Minion

 

The Fast Minion feat adds +1 square (+5' feet) of movement to all minions who possess it.

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