Originally Posted by
Kholai
Eldest: Yeah, the free attacks one is pretty great, especially with the right team.
This reminds me though - I assume "Let Slip" an immediate action? It's inferred from "immediately", but not stated.
Yes. I shall make it explicit.
Concerning the Noble > Tyrant I took a closer look and seriously love the concept, but I'm concerned about:
First and simply: Minion numbers need to be capped by Tyrant level; even five Kobolds are epic.
This is a reasonable change, and I have made it.
Secondly...
The potential to summon five Centaurs with longbows. A whole party has infinite, expendable mounts... With longbows. Even at 1 HP uncatchable horse archers are a terrifying prospect, especially with 19 AC from my Major Archetype Charisma bonus.
Five Dopplegangers. I've now won the social game forever.
These Dopplegangers Change Shape to Small to occupy squares next to me at all times. They use "Aid Another" to grant me +10 to Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Nobles can take ten on a few of those right?
If needed, I switch for five Derros, for Aid Another for Hiding and Moving Silently, or a few Locathah to "Aid Another" (aka "carry") me whenever there's a risk I get my feet wet.
If there's a chance I need to get my hands dirty, five Sahuagins can Aid me in Handle Animal, Profession (hunter), Ride and Survival checks, or five Dwarves to help me with Appraise, Craft (blacksmithing), and Craft (stonemasonry) checks.
Giants and monstrous humanoids have been removed as potential minions. Now, your best bets are likely gnolls or bugbears, as I originally intended waaaay back when I first designed the class.
I have a free-floating +10 bonus to most skills (and a 50/50 chance for any skill that can be used untrained out of combat). I have five attacks at +5 to hit, or five Aid Anothers to give up to a +10 attack bonus I can mete out in +2s at a time.
The bonus for aiding another a minion can offer has been cut down to +1. Yes, five of them could still give a hefty bonus, but that A:) requires you to spend five round summoning them B.) requires that they do nothing but aid you and C.) requires them to stay alive until that time. If I have five leering orcs surrounding me, brandishing their greataxes at the lowly shopkeep, a +5 bonus to Intimidate is not unreasonable.
And thanks to an infinite supply of fodder minions, I even have "trapfinding", and Create Food is totally on my spell list.
Working as intended.
Why would I ever want a henchman? I can't begin to express what a downgrade that would be from the ultimate cosmic power of being a Tyrant, just spam Halflings at problems until they go away.
I just gave henchmen a bit of a boost (made them a cohort with a level equal to half the tyrant's, technically a downgrade at 3rd level but net neutral or positive from there on). They're more customizable and equippable now - if you want to give your henchmen a magic suit of armor, you may do so now, though they will take it with them if they are dismissed or killed.
So.... Yeah, there probably should be a real, tangible cost to calling up minions, HP and combat are by far the least devastating uses here.
It's an opportunity cost more than anything else - the tyrant has very few other class features. "Throw minions at it until it stops being a problem" should be a viable strategy. Hopefully with the changes I've made it should be a little more reasonable, and the abusable parts of it less so.
On scaling Henchmen: What about something like Animal Companion scaling? I can totally see a retooled version of it fitting a hench.
'S late, so I'll respond to everything else later.