Sidekick


Level KXP Sidek. Hero
123 45 [1]
1 0 1-- -- [-]
2 3.5 2-- -- [-]
3 7 3-- -- [-]
4 14 4-- -- [-]
5 28 41- -- [-]
6 56 42- -- [-]
7 112 43- -- [-]
8 225 44- -- [-]
9 450 441 -- [-]
10 900 442 -- [-]
11 1800 443 -- [-]
12 3600 443 1- [-]
13 4000 444 1- [-]
14 4400 444 2- [-]
15 4800 444 3- [-]
16 5200 444 4- [-]
17 5600 544 4- [-]
18 6000 554 4- [-]
19 6400 555 4- [-]
20 6800 555 41 [-]
21 7200 555 51 [-]
22 7600 655 51 [-]
23 8000 655 52 [-]
24 8400 665 52 [-]
25 8800 666 52 [-]
26 9200 666 53 [-]
27 9600 666 63 [1]
28 10000 766 63 [1]
29 10400 766 64 [2]
30 10800 776 64 [2]
31 11200 777 64 [3]
32 11600 777 65 [3]
33 12000 777 75 [4]
34 12400 877 75 [4]
35 12800 887 76 [5]
36 13200 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: any G
HD/level: d16
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: DM {Reduced Hero}
Groups: Warrior, Concordant (x1)
 
Gets Exc Str. Can purchase Exc Dex for 3 weapon slots and Exc Con for 2 weapon slots.u
+1 extra Nonweapon Prof per level.
Uses the "Spec. Barbarian" line for number of attacks.
Has Overhit (like a 0th edition class) and Full number of attacks on off hand (like a 1st edition class).

Sidekick


Sidekick Spells

Level # Spell
1 1 10*CL% IR (Innate resistance)
1 2 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 Resist all Elements
1 4 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
1 5 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
1 6 +CL V actions
1 7 +1 CL in one class
1 8 x1.5 max PSPs in one psionic frequency
1 9 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
1 10 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
1 11 Can combine Martial Arts & Specialization
1 12 +LVL to one ability score
1 13 xLVL Personality score (for Ego checks)
1 14 Duplicate a "Level 1:" ability of a Warrior class
1 15 Free wild talent in Psi72
2 1 10*CL% MR
2 2 1M, 1/d: Cureall
2 3 +CL-3 P actions
2 4 Pick a spell you have. It does not give a saving throw.
2 5 +1 spell in a spell progression (Wizard or Priest)
2 6 Free material componenting for range for your psionic powers
2 7 Resist effects that directly target you
2 8 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
2 9 0, 1/d: Counterspell
2 10 0, 1/r: Roll 2d20 choose the better for one saving throw.
2 11 0, 1/r: Roll 2d20 choose the better for one attack roll.
2 12 Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 1 10*CL% PR (PsiR)
3 2 ++1 on to hit and save rolls.
3 3 0, 1/d: Reset
3 4 Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
3 5 Immune Incursion
3 6 +CL-7 M actions
3 7 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
3 8 Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
3 9 Immune to a [C] section effect
4 1 10*CL% aMR (anti-Magic resistance)
4 2 10*CL% IR (Innate resistance)
4 3 Pick a spell you have. It costs half the number of actions it normally requires.Y
4 4 Pick a psionic power you have. It costs half the number of actions it normally requires.>
4 5 +1 to number of segments per round (i.e. you get a segment 11)]
4 6 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% ER (Effects resistance)
5 2 +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
5 3 Pick an action type. You are immune to actions of that type being locked down.
Hero 1 (11) 1 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Hero 1 (11) 2 +50% XP in one non-Concordant class
Hero 1 (11) 3 Immune to Inner Elements
Hero 1 (11) 4 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 (11) 5 Immune to Action/Memory/Other Stealing
Hero 1 (11) 6 +(Hero level) QV actions
Hero 1 (11) 7 +2*(Hero level) all non-Concordant memorization charts
Hero 1 (11) 8 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Hero 1 (11) 9 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 (11) 10 All Rogue Abilities at 10*(Hero level)%
Hero 1 (11) 11 Can combine Martial Arts & Specialization
Hero 1 (11) 12 +(Hero level) to all stats
Hero 1 (11) 13 Immune ego domination
Hero 1 (11) 14 Duplicate a Level: ability of a non-Concordant class
Hero 1 (11) 15 Free wild talent in Psi72, PPs=200*(Hero level)