This class was inspired by this post:
http://udan-adan.blogspot.com/2016/09/bx-class-extras.html
I thought it was a cool idea, so I built it in ACKS (and am playtesting it now as one of my PCs hired a Mob henchman):
The Mob (Fighter 3, Thief 1, HD 4) – d12 HD
You aren't one person at all: instead, you are playing an indeterminate mob of nameless minor characters who follow the other PCs around. You might be a pirate crew, a band of Merry Men, a bunch of faceless stormtroopers, or anything else, but two facts remain constant: there are a lot of you (although exactly how many seems to vary from scene to scene) and, despite your numbers, collectively you only manage to achieve about as much as each of the main characters does individually. At best.
At first level, the mob hits an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every two levels of experience (i.e. the same progression as monsters). Mobs increase their base damage roll from their choice of missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, and 8th level. Regardless of the number of members of a mob, they only generally manage to do as much as one PC during a combat round.
A mob can wear any armor and may use a shield. They may use any weapons. They may fight with a single weapon, with two weapons, with a weapon or shield, or with a two-handed weapon. HOWEVER to get any benefit from any armor or equipment, you must purchase at least 10 suits of armor, 10 swords, etc. They also require x10 rations (This is worth -1 custom power)
A mob finds safety in numbers, always travel together in a pack, and take up 20 square feet of space. If the number of actual members of the mob at any time has to be determined, roll 1d12+6.
The mob can be targeted with a melee attack by any foe within 5 ft of any member of the mob. They share the pain and react to damage (including AOE attacks) and to healing as if a single being, sharing a single hp total as a pool.
A mob begins at first level with a single named member (usually named ‘the Sarge’). Every time a mob increases in level, it gains another named member, along with a characteristic. Once during each combat or scene, a named member can take an action that is separate from the mob, such as an extra attack, asking for help, using an object, etc. Once that named member has taken an extra action, a second member can take that action (this counts as 2 custom powers).
Mobs believe all for one and one for all. Whenever a mob reaches 0 HP all of the nameless members end up dead, usually in a tragic and comical way. The effect of the mortal wounds table is applied to one of the named members of the mob. If the named member dies, the mob is reduced in level. They mob is reduced to the midpoint of the next lower level. If the named person is later raised from the dead, the mob is returned to the prior level with the minimum xp for that level. The surviving named members continue as henchman for the expedition, Sarge at lvl -1 and the rest as ½ level. The mob does not gain experience for anything that occurs after being reduced to 0 hp. (This counts as 1 custom power).
Mobs begin with only one class proficiency (plus intelligence) which all members know. They gain one proficiency per level, alternating between class and general proficiencies. The named member is the one with that proficiency. They do not gain any other proficiencies when they gain levels. If they all spend 2x normal time training they can learn additional proficiencies, with every member learning that proficiency.
Finally,many hands make light work. Beginning at first level, a mob can do the work of two people and have the carrying ability of two people. This increases by 1 person per level. To determine encumbrance and carrying capacity, first multiply the encumbrance value of the armor and weapons by (lvl +1). This is the base encumbrance carried by the mob. Add the weight of any additional items (e.g. treasure, supplies, etc.). Add 5 x level stone to the base levels of encumbrance (This counts as 1 custom power).
Proficiency List: Alertness, Ambushing, Bargaining, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, knock down, incapacitate, overrun, wrestling), Fighting Style, Gambling, Intimidation, Language, Manual at Arms, Mapping, Mountaineering, Navigation, Precise Shooting, Profession, Riding, Running, Seafaring, Signaling, Skirmishing, Weapon Finesse, Weapon Focus
Experience |
Title |
Lvl |
Hit Dice |
Damage |
BTH |
Workload |
Encumbrance |
0 |
Rabble |
1 |
1d12 (12) |
+1 |
0 |
2 |
10/12/15/25+STR |
4600 |
Crowd |
2 |
2d12 (13) |
+1 |
+1 |
3 |
15/17/22/30+STR |
9200 |
Group |
3 |
3d12 (18) |
+2 |
+2 |
4 |
20/22/27/35+STR |
18400 |
Throng |
4 |
4d12 (26) |
+2 |
+3 |
5 |
25/27/32/40+STR |
36800 |
Gang |
5 |
5d12 (32) |
+2 |
+4 |
6 |
30/32/37/45+STR |
73600 |
Mass |
6 |
6d12 (39) |
+3 |
+5 |
7 |
35/37/42/50+STR |
150000 |
Horde |
7 |
7d12 (35) |
+3 |
+6 |
8 |
40/42/47/55+STR |
300000+ |
Multitude |
8 |
8d12 (52) |
+4 |
+7 |
9 |
45/47/52/60+STR |