Sidekick

**Description**: Sidekicks are more than just junior partners of an older or more powerful superhero. They are experts at playing a supporting role in a superhero's quest for justice. Sidekicks’ abilities are geared toward staying out of the spotlight in order to keep their hero looking good. They are highly-trained team players who not only excel at following, but also make their leaders better at leading.

**Hit Die:** d8

**Power Die:** 8

**Skill Point per Level:** 6 + Int modifier

**Class Skills:** Acrobatics (Dex), Climb (Str), Computers (Int), Craft (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Heal (Int), Perception (Wis), Sleight of Hand (Dex), Stealth (Dex).

**Proficiencies**: Sidekicks are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

**Class Features**

**Combat Training**: A Sidekick may combine combat spheres and talents to create powerful martial techniques. Sidekicks use the Proficient talent progression. A Sidekick's practitioner modifier is Charisma.

**Brawl** (Ex): At level 1, you get the Brawl feat for free because all superheroes need to throw the occasional punch.

**Restore Confidence** (Ex): At level 1, twice per session, Sidekicks can grant any one comrade within 50 ft. a free re-roll on any Will save. This requires an immediate action, to yell something encouraging, flash a big, goofy grin, or otherwise offer moral support.

**Team Player**: At level 1, Sidekicks receive this feat. If they already have this feat they may get a combat feat of their choice.

**Improved Flanking I** (Ex): At level 2, Sidekicks can grant a teammate a flanking bonus just by engaging in melee against the same opponent. The Sidekick's position relative to the team mater does not matter. Only the Sidekick's team mate gains the flanking bonuses. At level 7, Sidekicks received **Improved Flanking II** (Ex), which means that the Sidekick now gains the Flanking bonus as well.

**Defend Other:** At level 3, Sidekicks receive this talent without the need to have the Guardian Sphere. If they already have this talent they may get a Guardian Sphere talent of their choice.

**Armour of Obscurity** (Ex): At level 4, Sidekick's become experts at not attracting the attention of their enemies. They gain a +1 circumstance bonus to AC for every Player Character who is (a) within 30 ft. of the sidekick and (b) visibly present to the enemy.

**Sneak Attack** (Ex): At levels 4, 8, 12, 16, and 20, Sidekicks receive +1d6 Sneak Attack damage. If they can catch an opponent when he is unable to defend himself effectively from their attacks, then they can strike a vital spot for extra damage.

Their attack deals **extra damage any time the target would be denied their Dexterity bonus to  AC** (whether the target actually has a Dexterity bonus or not), **or when the Sidekick has flanked them. Critical hits do not multiply Sneak Attack damage.**

Ranged attacks can count as Sneak Attacks only if the target is within 30 ft.

With a sap (blackjack) or an unarmed strike, Sidekicks can make a Sneak Attack that deals NL instead of HP. They cannot use a weapon that deals HP to deal NL in a sneak attack, not even with the usual –4 penalty.

Sidekicks can perform a Sneak Attack on only **living creatures with discernible anatomies or vital systems**, which includes people, aliens, and fantasy creatures (Chapter 10: Heroes and Villains), but it does not include undead, constructs, oozes, plants, and phased (incorporeal) creatures. **Any creature that is immune to critical hits is not vulnerable to Sneak Attacks.**

Sidekicks must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot Sneak Attack while striking a creature or target that has concealment, and they cannot strike at the limbs of a creature because their vital spots (body and/or head) are out of your reach.

**Evasion** (Ex): At level 5, Sidekicks can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage, then they instead take no damage. They can use Evasion only if they are wearing light armour or no armour. If they are *helpless,* then they do not gain the benefit of Evasion.

**Team Player, Improved**: At level 6, Sidekicks receive this feat. If they already have this feat they may get a combat feat of their choice.

**Unwavering Loyalty** (Ex): At level 7, Sidekicks receive a +2 to any roll to resist mental effects (psionic, magical, etc.) that would compel them to betray, harm, or abandon their allies. This bonus improves by +2 at level 10 (to +4), level 14 (to +6), and level 18 (to +8).

**Uncanny Dodge** (Ex): At level 8, Sidekicks retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to  AC if they are immobilized. If they already have Uncanny Dodge, then they automatically get Improved Uncanny Dodge instead.

**Distraction** (Ex): At level 9, Sidekicks are such an annoyance to adjacent opponents that they give a -1 to attack, damage, and skill rolls. At 13 this becomes a -2 and at 16 a -3.

**Set-Up Attack** (Ex): At level 11, Sidekicks can effectively give their highest attack to an adjacent ally. Sidekicks use an attack action to create an opportunity for an ally to attack an opponent that they both threaten in mêlée. The attack made by the ally is either at the Sidekick's highest attack bonus, or the ally's, whichever is higher. Sidekicks can Set Up only one attack per round. The attack happens during the Sidekick's round, but is rolled by the ally. The ally expends one Attack of Opportunity in order to use the Sidekick's Set-Up Attack.

**Improved Evasion** (Ex): At level 11, Sidekicks become even better at avoiding damage. When they fail Reflex saves they take only half damage, and if they succeed they take no damage. They can use Evasion only if they are wearing light armour or no armour. If they are *helpless,* then they do not gain the benefit of Evasion.