Overseer



Level

KXP
Wizard
123 456 789

TH
1 0 ½-- --- --- +0
2 3 ½½- --- --- +1
3 6 ½½½ --- --- +1
4 12 ½½½ ½-- --- +2
5 24 ½½½ ½½- --- +3
6 48 ½½½ ½½½ --- +3
7 96 ½½½ ½½½ ½-- +4
8 192 ½½½ ½½½ ½½- +5
9 350 ½½½ ½½½ ½½½ +5
10 600 1½½ ½½½ ½½½ +6
11 850 11½ ½½½ ½½½ +7
12 1100 111 ½½½ ½½½ +7
13 1350 111 1½½ ½½½ +8
14 1600 111 11½ ½½½ +9
15 1850 111 111 ½½½ +9
16 2100 111 111 1½½ +10
17 2350 111 111 11½ +11
18 2600 111 111 111 +11
19 2850 221 111 111 +12
20 3100 222 211 111 +13
21 3350 222 222 111 +13
22 3600 222 222 221 +14
23 3850 222 222 222 +15
24 4100 333 222 222 +15
25 4350 333 333 222 +16
26 4600 333 333 333 +17
27 4850 444 433 333 +17
28 5100 444 444 443 +18
29 5350 444 444 444 +19
30 5600 555 554 444 +19
31 5850 555 555 555 +20
32 6100 666 666 555 +21
33 6350 666 666 666 +21
34 6600 777 777 766 +22
35 6850 777 777 777 +23
36 7100 888 888 887 1 +23
37 14200 888 888 887 2 +24
38 21300 888 888 887 3 +25
39 28400 888 888 887 4 +25
45 71000 988 888 888 8 +30
54 134900 999 999 999 81 +36
63 198800 999 999 999 99 +42
72 262700 AAA AAA AA9 991 +48
Requisites: Dex 12, Int 18, Chr 18,
  Class Slots 2
Alignment: any
HD/level: ++d4
Weapon Prof.: 2+level/3
Reference: DM
Groups: Wizard, Rogue
Complexity: CF=3
 
Saving Throws:
PPD: level+4 Fort: level+4
RSW: level+4 Reflex: level+4
PP: level+4 Will: level+4
BW: level+4
Spell: level+4
 
Gets 60 Rogue points per level
Specialized in a School, no opposite.
+1 summon slot.
+1 henchmen slot, and can use special henchmen.
 
Lvl Overseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase V 10 Int-10 Int-16
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 iunPR || iunaPR || iunaaPR 0 10 Chr-15 Chr-20
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Versatility: x(1+LVL/10) Nonweapon proficiencies.
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Friends (no save, affects anything) F 5 Chr-17 Chr-20
3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
3 Song of Fear (Fear a group, Will save target # = rating) mouth'sP 10 Int-17 Int-21
4 Leadership (+1 per 20% made to Leadership) M 0 Int-9 Int-12
4 Presence (+1 per 20% made to Presence) M 0 Int-9 Int-12
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
5 Plausible Deniability: You can never be "guilty" of a crime according to the law.
6 Hypnosis/Command M 25 Chr-13 Chr-15
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 iunCR || iunaCR || iunaaCR 0 20 Wis+Chr-28 Wis+Chr-38
7 Can buy property or businesses at half cost {Businessman}
8 Sending | Demand M 10 Int-9 Int-12
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
15 Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
18 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

Overseer (Henchmen Adjectives)

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

Overseer (Henchmen)

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.