Minion (Arch-Henchman)


Level KXP Hench./Acc.
123 45 [1]
1 0 1-- -- [-]
2 7.5 2-- -- [-]
3 15 21- -- [-]
4 30 31- -- [-]
5 60 32- -- [-]
6 120 321 -- [-]
7 240 421 -- [-]
8 480 431 -- [-]
9 960 431 1- [-]
10 1560 432 1- [-]
11 2160 542 1- [-]
12 2760 542 21 [-]
13 3360 543 21 [-]
14 3960 543 22 [-]
15 4560 543 32 [-]
16 5160 543 33 [-]
17 5760 544 33 [-]
18 6360 544 43 [-]
19 6960 544 44 [-]
20 7560 554 44 [-]
21 8160 555 44 [-]
22 8760 555 54 [-]
23 9360 555 55 [-]
24 9960 655 55 [-]
25 10560 665 55 [1]
26 11160 666 55 [1]
27 11760 666 65 [2]
28 12360 666 66 [2]
29 12960 766 66 [3]
30 13560 776 66 [3]
31 14160 777 66 [4]
32 14760 777 76 [4]
33 15360 777 77 [5]
34 15960 877 77 [5]
35 16560 887 77 [6]
36 17160 888 77 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 16, Dex 19, Int 25, Logic 7; Class slots 3
Alignment: any E
HD/level: 2d13 (no Con bonus)
Weapon Prof.: 6+level
To Hit Table: 4+level
Save Table: 2xMon
Reference: DM {Reduced Villain/Anti-Hero}
Groups: Wizard, Rogue, 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.
Can cast Henchman or Accomplice spells.
Gets Exc Str, Dex, and Int.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.

Minion (Arch-Henchman)


Minion (Arch-Henchman) Spells

Class Level # Spell
Henchman 1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 1 3 1M: Monster Summoning (CL+1)/2
Henchman 1 4 You adjust all BlahR by -5*level%
Henchman 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)
Henchman 1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 1 7 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 1 11 1bF: Counter a counterspell effect.
Henchman 1 12 You can have two summons (same group).
Accomplice 1 13 10*CL% iaIR
Accomplice 1 14 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 1 15 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 1 16 1M: Target is paralyzed (PPD save)
Accomplice 1 17 1M: Steal an action or memory (Will save)
Accomplice 1 18 +CL/2 QV actions
Accomplice 1 19 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 1 20 +2 CL with psionics
Accomplice 1 21 +1 Str, Dex, Con, Int, Wis, and Chr
Henchman 2 1 1V: Twist (Remove an effect on a person)
Henchman 2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
Henchman 2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
Henchman 2 4 1M, 1/r: Causeall one target.
Henchman 2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
Henchman 2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
Henchman 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.
Henchman 2 8 +1 minor in a psionic progression you have.
Henchman 2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
Henchman 2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
Henchman 2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
Henchman 2 12 May wear two suits of armor, your AT sources fully stack
Accomplice 2 13 10*CL% iaMR
Accomplice 2 14 1M, 2/d: Causeall
Accomplice 2 15 +CL/3 QP actions
Accomplice 2 16 Pick a psionic power you have. It does not give a saving throw.
Accomplice 2 17 1M: Remove one Resist to something (no save, use ER)
Accomplice 2 18 10*CL% ER
Accomplice 2 19 0, 3/d: Counter a counterspell
Accomplice 2 20 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
Accomplice 2 21 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
Henchman 3 1 You can have three summons (same group).
Henchman 3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
Henchman 3 3 1M: Fascinate a group (Will save)
Henchman 3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
Henchman 3 5 1M, 1/d: Set (reverse Reset) one target.
Henchman 3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
Henchman 3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
Henchman 3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
Henchman 3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
Henchman 3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
Henchman 3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
Accomplice 3 13 10*CL% iaPR
Accomplice 3 14 +1 per damage die on your physical attacks; Enemies get --1 to hit you
Accomplice 3 15 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
Accomplice 3 16 1M: LVLd12 dmg, E=3 element, one target, no save
Accomplice 3 17 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
Accomplice 3 18 +CL/4 QM actions
Accomplice 3 19 1M: Sporacle a group (a random [C] section effect)
Accomplice 3 20 1V: Lend a V action to someone
Henchman 4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
Henchman 4 2 You can't be targetted until your summons are destroyed.
Henchman 4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
Henchman 4 4 Pick a spell you have. It costs ½M to use.
Henchman 4 5 Pick a psionic power you have. It costs ½M to use.
Henchman 4 6 Pick an innate ability you have. It costs ½M to use.
Henchman 4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
Henchman 4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Henchman 4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
Henchman 4 11 -1 actions of all types to everyone in the room (x1 Special)
Henchman 4 12 1F, 1/d: +1 to your multiplier for 1 round
Accomplice 4 13 Pick a spell you have. It costs half the number of actions it normally requires.
Accomplice 4 14 Pick a psionic power you have. It costs half the number of actions it normally requires.
Accomplice 4 15 +1 to number of segments per round (i.e. you get a segment 11)]
Accomplice 4 16 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
Henchman 5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Henchman 5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
Henchman 5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
Henchman 5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
Henchman 5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
Henchman 5 6 1F: Charm or Dominate target x0 or x1 creature (save)
Henchman 5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
Henchman 5 8 1V, 1/d: Ignore an Immunity to something.
Henchman 5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
Henchman 5 10 1M: All x1 and lower effects on one target are dispelled.
Henchman 5 11 Lockdown X actions continuous in your group
Henchman 5 12 1V, LVL/d: You ignore one level of Resist to something
Accomplice 5 13 10*CL% aER
Accomplice 5 14 +CL/5 Q0 actions
Accomplice 5 15 Pick an action type. You are immune to actions of that type being locked down.
Villain CSL 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 CSL 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain CSL 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain CSL 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain CSL 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain CSL 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain CSL 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain CSL 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain CSL 1 (11) 12 xVL number of henchmen, followers, summons, familiars
Anti-Hero CSL 1 (11) 13 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero CSL 1 (11) 14 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero CSL 1 (11) 15 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero CSL 1 (11) 16 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero CSL 1 (11) 17 +1 QX action
Anti-Hero CSL 1 (11) 18 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero CSL 1 (11) 19 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero CSL 1 (11) 20 Duplicate a Level: ability of a non-Concordant class
Anti-Hero CSL 1 (11) 21 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.