Henchman


Level KXP Hench. Villain
123 45 [1]
1 0 1-- -- [-]
2 6.5 2-- -- [-]
3 13 3-- -- [-]
4 26 31- -- [-]
5 52 32- -- [-]
6 104 42- -- [-]
7 208 421 -- [-]
8 416 431 -- [-]
9 825 432 -- [-]
10 1650 432 1- [-]
11 3300 542 1- [-]
12 3800 543 2- [-]
13 4300 543 21 [-]
14 4800 543 22 [-]
15 5300 543 32 [-]
16 5800 543 33 [-]
17 6300 544 33 [-]
18 6800 544 43 [-]
19 7300 544 44 [-]
20 7800 554 44 [-]
21 8300 555 44 [-]
22 8800 555 54 [-]
23 9300 555 55 [-]
24 9800 655 55 [-]
25 10300 665 55 [-]
26 10800 666 55 [-]
27 11300 666 65 [1]
28 11800 666 66 [1]
29 12300 766 66 [2]
30 12800 776 66 [2]
31 13300 777 66 [3]
32 13800 777 76 [3]
33 14300 777 77 [4]
34 14800 877 77 [4]
35 15300 887 77 [5]
36 15800 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Dex 19, Int 17
Alignment: any E
HD/level: 3d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: MTG {Reduced Villain}
Groups: Wizard, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.

Henchman


Henchman Spells

Level # Spell
1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 3 1M: Monster Summoning (CL+1)/2
1 4 You adjust all BlahR by -5*level%
1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 7 You ignore one level of Resist Hold/Stun/Para. on other people
1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 11 1bF: Counter a counterspell effect.
1 12 You can have two summons (same group).
2 1 1V: Twist (Remove an effect on a person)
2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 4 1M, 1/r: Causeall one target.
2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 8 +1 minor in a psionic progression you have.
2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 12 May wear two suits of armor, your AT sources fully stack
3 1 You can have three summons (same group).
3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 3 1M: Fascinate a group (Will save)
3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 5 1M, 1/d: Set (reverse Reset) one target.
3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 2 You can't be targetted until your summons are destroyed.
4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 4 Pick a spell you have. It costs ½M to use.
4 5 Pick a psionic power you have. It costs ½M to use.
4 6 Pick an innate ability you have. It costs ½M to use.
4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 11 -1 actions of all types to everyone in the room (x1 Special)
4 12 1F, 1/d: +1 to your multiplier for 1 round
5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 6 1F: Charm or Dominate target x0 or x1 creature (save)
5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 10 1M: All x1 and lower effects on one target are dispelled.
5 11 Lockdown X actions continuous in your group
5 12 1V, LVL/d: You ignore one level of Resist to something
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars