Library of Metzofitz Wiki

Life as a henchman is hard and henchlings have survived that role for a long time. At 3rd level, and every 3 levels thereafter, a henchling gains a talent from the various experiences and hardships he endures while engaged in henchwork.

Camp Cook (Ex)[]

A henchling may take 1 gp worth of food and take 1 hour to mimic the benefits of heroes’ feast if his allies take 1 hour to consume the food and partake in some form of revelry or merriment. This does not grant the conjured elements of the spell (like the chairs and fancy accoutrements). A henchling uses his level as his caster level for this ability.

Capo (Ex)[]

A henchling with this talent has risen above the ranks of your average henchmen and is now something of a legend amongst henchmen and mercenaries. He gains a bonus equal to half his henchling level on all Diplomacy checks to negotiate the price services for henchmen or mercenary. Likewise, he gains an equal bonus on Intimidate checks made to press-gang or otherwise intimidate henchmen or mercenaries into lending their services at an unfairly low price. A henchling must be at least 6th level to take this talent.

Determined Survivor (Ex)[]

Henchmen don’t have a high priority on the list of who gets healed first after battle. A henchling with this talent has managed to survive despite this. He gains the Diehard feat as a bonus feat and a +4 luck bonus on stabilization rolls.

Evil Minion (Sp/Su)[]

This talent only functions for evil henchlings. The henchling gains detect evil (as per the paladin ability described in Chapter 3 of the Pathfinder Core Rulebook) as well as a +2 profane bonus on attack rolls made against non-evil aligned targets.

Experienced Bait (Ex)[]

A henchling gains the Toughness feat as a bonus feat. In addition, he gains a +2 luck bonus on saves against traps.

Faceless Goon (Ex)[]

A henchling with this talent who dons the attire of a popular and immediately recognizable organization with many members (an army, the local town guards, a popular church, a local guild, etc) becomes difficult to recall if the henchling makes a DC 10 Disguise check. Creatures attempting to recall any personal details about the henchling (name, height, weight, gender, hair color, race, accent, etc) must attempt an Intelligence check (DC 10 + 1/2 henchling level) or be unable to do so. They can recall that they were a member of the organization (or at least wearing their uniform) but everything else is a little hazy or vague ("I THINK it was a guy... or a flat chested girl. I’m pretty confident they were human... then again it could have been an elf- you know I couldn’t see his... or her... ears."). Creatures can, however, recall what the henchling said and did with clarity.

Hard Knock Life[]

A henchling has suffered greatly before becoming the paragon he is now and thus gains DR against non-lethal damage equal to his henchling level.

Hench-Mount (Ex)[]

A henchling is sturdy and the various objects poking out of his body often make perches for smaller creatures. A single creature who is at least one size category smaller than the henchling may "mount" him (with some stipulations). While the creature who has mounted the henchling is "riding" him, the henchling is still fully in control of his abilities and has his own action. The creature riding the henchling doesn’t have the ability to move on his own accord and this normally requires some level of teamwork between the henchling and the rider. Abilities that trigger off a mount’s coordinated action (such as a charge) do not function (such as a lance’s extra damage on a charge).

Henchmen Teamwork[]

The henchling has learned to work with other henchmen - knowing that there is strength in numbers. The henchling receives a teamwork feat as a bonus feat. This hench talent may be selected multiple times.

Many Hats[]

Work as a pack-mule and trap detector isn’t always plentiful and a henchling has done many jobs. He may make any Profession check untrained.

Night Watch[]

Henchlings ALWAYS get the worst shifts when it comes to watch. A henchling with this talent needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. In addition, he gains darkvision 30 feet. If he already has darkvision, it improves by 30 feet.

Overlooked (Ex)[]

The henchling is easily overlooked, having escaped many dangers in his life simply by not standing out- the henchling gains a competence bonus on all Stealth checks made to hide equal to 1/4 his henchling level and gains the Fast Stealth rogue talent (as described in Chapter 3 of the Pathfinder Core Rulebook).

Second Fiddle (Ex)[]

A henchling is quite used to not having the spotlight himself and is quite experienced at making others look good. He gains a +2 bonus on all aid another checks and allies who attempt Charisma-based skill checks made within 30 feet of him gain a +2 morale bonus on such checks.

Transporter (Ex)[]

Henchlings have to carry a great many things of great weight for other people and, as a result, they have built up their muscles to compensate. They gain a +10 ft. bonus to their move speed. This talent may be taken multiple times and each time it further improves their move speed by 10 feet.