Sidekicks: Need Suggestions for my PC

EP

First Post
First off, this will be my first Pathfinder character and the DM has strictly forbidden any other d20 material - PF core book only. And, in typical fashion, I don't just want to play what's written down.

My PC is a human monk and a master of improvised weapons. I had originally wanted to take the Vow of Poverty from Book of Exalted Deeds but the DM figured it too overpowering (rightfully so, especially at low levels). After a little back and forth, there's nothing to stop me from having a vow of poverty and silence as roleplaying tools so long as I can find a way to keep up with the group. So I'm thinking of a sidekick... of sorts.

He would have someone traveling with him acting as the faithful companion. Haven't worked out the race yet (possibly halfling) but he would be an NPC only and never take on an active role in the adventure. The sidekick would speak on the monk's behalf and act as his agent, so to speak, securing negotiations for adventures in exchange for the monk's share of the bounty. And the monk would not be forbidden from using a magic item from time to time but does not claim ownership over anything.

From where I sit, this all sounds well and good and would be allowed in my campaign but I wanted to shoot the idea out there to get feedback and suggestions. Too much?
 

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That's actually an approximation of a real custom used by some Japanese Buddhist monks on pilgrimage. They have a student or lay assistant with them. If you want a complete non-fighter, non-adventurer, you could probably work out a deal where you pay "upkeep" on the assistant; while they are not per se salaried, it's not technically your funds and the assistant has to eat anyway. Alternatively, "has an NPC assistant" sounds like a reasonable feat, albeit a weak one.

Here's a weird idea; use the skill tricks from Complete Scoundrel, only the tricks are all based on the sidekick occasionally doing something useful. The possibility of the assistant being temporarily unavailable due to death or not venturing into a dangerous area might be balanced by the minor useful abilities they have on their own.

But generally speaking, I would just use Leadership and have my assistant as a follower or cohort.
 

You need Han Solo. A scoundrel with access to great mode of transport, intimate knowledge of criminal underworld and a few friends in high places.

Regards,
Ruemere
 


If you start at 1st level, you have to wait until 7th level to get leadership, which is fairly long wait. I would have your assistant around as a non-combatant at first. Use expert levels to stat him out if necessary. When you finally reach 7th level and get Leadership, he can step up and help out in combat. I'd probably make him a rogue with lots of social skills or a bard, once he becomes your cohort.
 

Here's an idea:

Leadership is a ways off, right? So why not have a sidekick that can literally do nothing for you other than talk. Can't fight, can't scout for you, nothing. But also can't get killed, can't be indisposed while you're character is active (otherwise, it's just a disadvantage waiting to happen, right?).

So, pick a Mimir. You can figure out what they are based on reading up on the video game Planescape: Torment or by going to Mimir.NET. Simply put, it's a floating skull that talks, but can otherwise do nothing. Rule that it goes "dormant" or simply "ceases to exist" if your character is unconscious or dead, and it can't travel more than a foot or two away from you. Can't attack, can't influence any mechanics, and can't be killed so that you lose the RP benefits of having it. And it's interesting.

And say you want to take Leadership later on and get a cohort? Have the DM come up with a sidequest that "frees the spirit contained within the Mimir" and ressurects [insert Cohort here] as a fully living, breathing creature rather than a useless floating skull.

All of this gives you want from level 1, doesn't impact mechanics (and actually makes use of them once you get Leadership), and provides a neat little roleplaying thingy and a fun subplot for your DM to fool around with.
 


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