[PC3] Priest Classes Group
Abettor5 (Anti-Bringer5)
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 2
| 20- --- -
| 3
| 4
| 31- --- -
|
4
| 8
| 42- --- -
| 5
| 16
| 530 --- -
| 6
| 32
| 541 --- -
|
7
| 64
| 552 --- -
| 8
| 128
| 553 0-- -
| 9
| 256
| 554 1-- -
|
10
| 500
| 555 2-- -
| 11
| 750
| 555 30- -
| 12
| 1000
| 555 41- -
|
13
| 1250
| 555 52- -
| 14
| 1500
| 555 530 -
| 15
| 1750
| 555 541 -
|
16
| 2000
| 555 552 -
| 17
| 2250
| 555 553 0
| 18
| 2500
| 555 554 1
|
19
| 2750
| 555 555 2
| 20
| 3000
| 555 555 3
| 21
| 3250
| 555 555 4
|
22
| 3500
| 555 555 5
| 23
| 3750
| 655 555 5
| 24
| 4000
| 665 555 5
|
25
| 4250
| 666 555 5
| 26
| 4500
| 666 655 5
| 27
| 4750
| 666 665 5
|
28
| 5000
| 666 666 5
| 29
| 5250
| 666 666 6
| 30
| 5500
| 766 666 6
|
31
| 5750
| 776 666 6
| 32
| 6000
| 777 666 6
| 33
| 6250
| 777 766 6
|
34
| 6500
| 777 776 6
| 35
| 6750
| 777 777 6
| 36
| 7000
| 777 777 7
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Int 9, Wis 17
| Alignment:
| any G
| HD/level:
| d7
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM {Mirror Bringer5}
| Groups:
| Priest, Mirror
|
|
|
|
Exceptional Wis bonus to spells.
| Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
| Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
| Each level, get one "5th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Detect/Identify Anti-Radiation & Anti-Magic
| B
| Immune to "skins" of all types (Stoneskin, etc.)
| C
| Immune to deafness or paralysis.
| D
| Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
| E
| Combining: 1V: Add your CL to target's CL this segment.
|
Level 4:
| Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
|
Level 5-7:
| F
| Detect/Identify Anti-Psionics & Anti-Innates
| G
| All of your edged weapons are "Defender"
| H
| Clairnasience & Tongues
| I
| Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
| J
| Immune to curse and Necromantic sphere spells
|
Level 8:
| Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
|
Level 9-12:
| K
| Detect/Identify Artifacts & Terrain Features
| L
| Intelligence of Cemad: +LVL Int; you get Barbarian Int
| M
| Beauty of Cemad: +LVL Chr; you get Barbarian Chr
| N
| Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
| O
| Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
|
Level 13:
| Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
|
Level 14-18:
| P
| Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
| Q
| Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
| R
| Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
| S
| Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
| T
| Know all Psi6G major powers; +1M/r only for Psi6G
|
Level 18:
| Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
|
Level 20-26:
| U
| Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
| V
| +LVL CL with Priest spells
| W
| Insubstantial (Body): Immune physical attacks
| X
| Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
| Y
| Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
| Z
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.
|
|
[PC3] Priest Classes Group
Acupuncturist1JG
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 2.5
| 1-- --- -
| 3
| 5
| 10- --- -
|
4
| 10
| 20- --- -
| 5
| 20
| 21- --- -
| 6
| 40
| 320 --- -
|
7
| 80
| 330 --- -
| 8
| 160
| 331 --- -
| 9
| 320
| 331 0-- -
|
10
| 820
| 332 0-- -
| 11
| 1320
| 332 1-- -
| 12
| 1820
| 333 20- -
|
13
| 2320
| 433 20- -
| 14
| 2820
| 443 21- -
| 15
| 3320
| 443 320 -
|
16
| 3820
| 543 320 -
| 17
| 4320
| 544 321 -
| 18
| 4820
| 655 322 -
|
19
| 5320
| 665 322 -
| 20
| 5820
| 666 422 0
| 21
| 6320
| 666 532 1
|
22
| 6820
| 666 632 1
| 23
| 7320
| 666 642 1
| 24
| 7820
| 777 643 1
|
25
| 8320
| 777 743 1
| 26
| 8820
| 777 753 2
| 27
| 9320
| 888 864 2
|
28
| 9820
| 988 864 2
| 29
| 10320
| 998 864 2
| 30
| 10820
| 999 875 2
|
31
| 11320
| 999 975 2
| 32
| 11820
| 999 986 2
| 33
| 12320
| 999 996 3
|
34
| 12820
| 999 997 3
| 35
| 13320
| 999 998 3
| 36
| 13820
| 999 998 4
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 12, Dex 15
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| FGE1JG
| Groups:
| Priest
|
|
|
|
Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".
| Level 1: Free Martial Arts style.
| Level 1: +1 martial arts maneuver per level.
| Level 1: Open Hands: On a hit, roll 1d100+2*CL (effects are cumulative):
|
Roll
| Effect
|
001-080
| ((CL+1)/2)d4 damage
| 081-090
| stunned (save) for ((CL+1)/2) rounds
| 091-110
| knocked out (save) for ((CL+1)/2) rounds
|
111-120
| slain (save)
| 121-130
| stunned (no save) for CL rounds, if save missed on the other stun effect is Capital S Stunned
| 131-150
| knocked out (no save) for CL rounds, if save missed on other knockout effect is Capital C Crapped
|
151-160
| slain (no save), if save missed on other slain effect is Capital S Slain
| 161-180
| Pick any effect in the [C] section, apply that with a save
| 181+
| Pick any effect in the [C] section, apply with no save, do another every 20 on roll after 181
|
Level 3: Healing proficiency (binding wounds) is 2d4.
| Level 4: 1V, 1M, touch: Cure Curse (SL <= CL/2)
| Level 4: 1V, 1M, touch: Cure Insanity (5*CL%)
| Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).
| Level 6: Healing proficiency (binding wounds) is 3d4.
| Level 6: 1V, 1M, touch: Cause Insanity
| Level 6: 1V, 1M, touch: +1 Str, Dex, or Con (maintained effect) (only 1 effect per target)
| Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)
| Level 9: Healing proficiency (binding wounds) is 4d4.
| Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).
| Level 12: Healing proficiency (binding wounds) is 5d4.
| Level 15: Healing proficiency (binding wounds) is 6d4.
| Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).
| Level 18: Healing proficiency (binding wounds) is 7d4. This is the last time this ability improves.
| Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class). Last time for this ability.
|
|
[PC3] Priest Classes Group
Adept3
Level
| KXP
| Priest 123 456
|
1
| 0
| 1-- ---
| 2
| 5
| 1-- ---
| 3
| 15
| 2-- ---
|
4
| 30
| 20- ---
| 5
| 50
| 21- ---
| 6
| 75
| 21- ---
|
7
| 105
| 32- ---
| 8
| 140
| 320 ---
| 9
| 180
| 321 ---
|
10
| 225
| 321 ---
| 11
| 275
| 332 ---
| 12
| 330
| 332 0--
|
13
| 390
| 332 1--
| 14
| 455
| 332 1--
| 15
| 525
| 333 2--
|
16
| 600
| 333 20-
| 17
| 680
| 333 21-
| 18
| 765
| 333 21-
|
19
| 855
| 333 32-
| 20
| 950
| 333 32-
| 21
| 1050
| 333 33-
|
22
| 1155
| 433 33-
| 23
| 1265
| 443 33-
| 24
| 1380
| 444 33-
|
25
| 1500
| 444 43-
| 26
| 1625
| 444 44-
| 27
| 1755
| 444 440
|
28
| 1890
| 444 441
| 29
| 2030
| 444 442
| 30
| 2175
| 444 443
|
31
| 2325
| 444 444
| 32
| 2480
| 544 444
| 33
| 2640
| 554 444
|
34
| 2805
| 555 444
| 35
| 2975
| 555 544
| 36
| 3150
| 555 554
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +2
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+3
| 11 7 8 5 6 2 2 5
| +4
| 11 7 9 6 6 2 2 6
| +4
| 12 7 9 6 7 3 3 6
|
+5
| 12 8 9 6 7 3 3 7
| +5
| 13 8 10 7 8 4 3 7
| +6
| 13 9 10 7 8 4 4 8
|
+6
| 13 9 10 7 8 4 4 8
| +7
| 14 9 11 8 9 5 4 9
| +7
| 14 10 11 8 9 5 5 9
|
+8
| 14 10 11 9 9 6 5 10
| +8
| 15 11 12 9 10 6 5 10
| +9
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 0
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Pri
| Reference:
| DMG3-37
| Groups:
| Priest
|
|
|
|
Gets Wisdom bonus for spell progression.
| Level 2: Can have a familiar.
|
|
[PC3] Priest Classes Group
Anti-Druid
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 10- --- -
| 2
| 3.75
| 210 --- -
| 3
| 7.5
| 321 0-- -
|
4
| 15
| 432 1-- -
| 5
| 30
| 543 20- -
| 6
| 45
| 543 21a -
|
7
| 60
| 554 320 -
| 8
| 80
| 555 431 -
| 9
| 110
| 555 555 -
|
10
| 220
| 555 555 b
| 11
| 330
| 555 555 a
| 12
| 440
| 555 555 0
|
13
| 660
| 555 555 1
| 14
| 1320
| 555 555 2
| 15
| 2640
| 555 555 3
|
16
| 5280
| 555 555 4
| 17
| 6000
| 555 555 5
| 18
| 6600
| 655 555 5
|
19
| 7200
| 665 555 5
| 20
| 7800
| 666 555 5
| 21
| 8400
| 666 655 5
|
22
| 9000
| 666 665 5
| 23
| 9600
| 666 666 5
| 24
| 10200
| 766 666 5
|
25
| 10800
| 776 666 5
| 26
| 11400
| 777 666 5
| 27
| 12000
| 777 766 5
|
28
| 12600
| 777 776 5
| 29
| 13200
| 777 777 5
| 30
| 13800
| 777 777 6
|
31
| 14400
| 877 777 6
| 32
| 15000
| 887 777 6
| 33
| 15600
| 888 777 6
|
34
| 16200
| 888 877 6
| 35
| 16800
| 888 887 6
| 36
| 17400
| 888 888 6
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 0 0 0 0 0 0 0 0
| +2
| 1 1 1 1 1 1 1 1
| +3
| 1 1 1 1 1 1 1 1
|
+4
| 2 2 2 2 2 2 2 2
| +5
| 2 2 2 2 2 2 2 2
| +6
| 3 3 3 3 3 3 3 3
|
+7
| 3 3 3 3 3 3 3 3
| +8
| 4 4 4 4 4 4 4 4
| +9
| 4 4 4 4 4 4 4 4
|
+10
| 5 5 5 5 5 5 5 5
| +11
| 5 5 5 5 5 5 5 5
| +12
| 6 6 6 6 6 6 6 6
|
+13
| 6 6 6 6 6 6 6 6
| +14
| 7 7 7 7 7 7 7 7
| +15
| 7 7 7 7 7 7 7 7
|
+16
| 8 8 8 8 8 8 8 8
| +17
| 8 8 8 8 8 8 8 8
| +18
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Con 15, Wis 12
| Alignment:
| non-T
| HD/level:
| 2d1-1
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Mon
| Save Table:
| Mon
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Anti-Druids don't get to pick spheres: they get Necromantic, Chaos as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, War, Summoning as Minor. Anti-Druids may flip-flop 1 Major with 1 Minor if desired.
| Level 1: Speak Anti-Druid language (?)
| Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.
| Level 3: 1M: Passwall.
| Level 3: Gain 1 outer-planar language per level starting at 3rd. (demon, deva, modron, etc.) Yes, you can use these as nonweapon proficiencies instead.
| Level 7: Immunity to Psionic Domination.
| Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental, Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 12: Gain three 1st to 9th level followers.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all diseases.
| Level 16: Become Undead, use Racial Adjectives modifiers, apply an additional -6 to Cml.
| Level 16: Alter Appearance to appear to be another undead type. Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.
| Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.
| Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.
| Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.
| Level 21: Enter alternate Prime planes.
| Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.
|
|
[PC3] Priest Classes Group
Arcane Alchemist
Level
| KXP
| Wizard/Priest 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 1.5
| 2-- --- ---
| +0
| 3
| 4.8
| 30- --- ---
| +0
|
4
| 9
| 41- --- ---
| +1
| 5
| 15
| 421 --- ---
| +1
| 6
| 27.75
| 432 --- ---
| +1
|
7
| 45
| 433 1-- ---
| +2
| 8
| 75
| 443 21- ---
| +2
| 9
| 112.5
| 444 22- ---
| +2
|
10
| 165
| 444 221 ---
| +3
| 11
| 300
| 444 332 ---
| +3
| 12
| 570
| 444 443 ---
| +3
|
13
| 840
| 444 444 0--
| +4
| 14
| 960
| 544 444 1--
| +4
| 15
| 1230
| 554 444 2--
| +4
|
16
| 1500
| 555 444 3--
| +5
| 17
| 1770
| 555 544 40-
| +5
| 18
| 2040
| 555 554 41-
| +5
|
19
| 2310
| 555 555 42-
| +6
| 20
| 2580
| 555 555 53-
| +6
| 21
| 2850
| 555 555 54-
| +6
|
22
| 3120
| 555 555 550
| +7
| 23
| 3390
| 655 555 551
| +7
| 24
| 3660
| 665 555 552
| +7
|
25
| 3930
| 666 555 553
| +8
| 26
| 4200
| 666 655 554
| +8
| 27
| 4470
| 666 665 555
| +8
|
28
| 4740
| 666 666 555
| +9
| 29
| 5010
| 666 666 655
| +9
| 30
| 5280
| 666 666 665
| +9
|
31
| 5550
| 666 666 666
| +10
| 32
| 5820
| 777 666 666
| +10
| 33
| 6090
| 777 777 666
| +10
|
34
| 6360
| 777 777 777
| +11
| 35
| 6630
| 888 777 777
| +11
| 36
| 6900
| 888 888 777 1
| +11
|
37
| 13800
| 888 888 777 2
| +12
| 38
| 20700
| 888 888 777 3
| +12
| 39
| 27600
| 888 888 777 4
| +12
|
45
| 69000
| 888 888 888 7
| +14
| 54
| 131100
| 999 999 988 81
| +17
| 63
| 193200
| 999 999 999 88
| +20
|
72
| 255300
| AAA AAA 999 991
| +23
|
|
Requisites:
| Con 14, Int 20, Wis 12,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Priest
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+4
| Reflex:
| level+0
| Will:
| level+3
|
|
|
Gets spell progression additionally in potions per day (without Wis bonus). These potions have DL instead of SL ratings. For example, at level 4, besides having four 1st and one 2nd level spell in your progression, you also get four DL=1 and one DL=2 potion each day.
| Potions have 10 doses each. If you give or feed potions to other party members (or sell them), you need to spend an extra dose (so giving someone 3 doses at once actually costs you 4).
| If you have a "0" in a SL in your progression, you may make one potion with half the number of doses.
| It costs 1V action to drink a potion, or to feed it to someone else.
| Level 1: Identify potions and poisons by sight.
| Level 1: Considered specialized in Enchantment/Charm (no opposite).
| Level 4: May "Frugal" potions, except for the ones you make. Frugal-ed potions give x1.5 the number of doses (round down), and cannot be Frugal-ed again or sold.
| Level 9 ¶: Your potions have LVL+2 doses instead of 10.
| Level 9 ¶: During reset time, N research points: Research a DL=N potion to add to what you can create with this class. It may or may not be permanently added to the list (at DM's discretion).
|
| New Spells:
| Refill Potion (SL=N): Refill a DL=N potion to it's max (or +10 doses, whichever is smaller). This spell cannot be channelled or material componented. If a potion has no DL rating, take it's (XP value)/200, rounded up.
|
| CF=3:
| Level 11: It costs only ½V action to drink a potion.
| Level 13: It costs only ½V action to feed a potion to someone else (it still costs 2 doses though).
|
|
[PC3] Priest Classes Group
Arcane Alchemist Potions
DL
| #
| Potion
| Effect
|
1
| 1
| Cure 10
| Cures 10 hp
| 2
| Fire Aura
| Fire Shield (50%) for 1 turn (each additional dose is +10%)
| 3
| Fire Breath
| You breathe fire (=current hp, BW save for 1/2; 1 breath per dose)
| 4
| Giant Strength
| Set Str 20+LVL for 1 turn (each additional dose is +1 Set Str)
| 5
| Invulnerability
| +10/+10 protection (AC/saves) for 1 turn (each additional dose is +1/+1)
| 6
| Poison
| Poison CL^2 dmg (can throw to do this effect, need not hit, "splashes" rest of group for CL dmg)
|
2
| 1
| Cure 40
| Cures 40 hp
|
2
| 2
| Displacement
| Displaced (+2 AC)
|
2
| 3
| Elemental Immunity
| Immune to one Element for 1 turn
|
2
| 4
| Lesser Restoration
| Cure CL ability score damage or 1 negative level
|
2
| 5
| Speed
| +3A actions (counts as your Haste) (each additional dose is +3" movement rate)
|
2
| 6
| Stone Skins
| S.S. 4+CL*2 (each additional dose is +3 S.S.)
|
3
| 1
| Cure 90
| Cures 90 hp; "vile" dmg costs 10 each
|
3
| 2
| Oil of Disenchantment
| Dispel Radiation, Magic, Psi, or Innate (1 effect per dose, may use multiple doses at once)
|
3
| 3
| Dissolve
| Destroy one magic item or do CL Hdmg (Hull dmg) to an inanimate object
|
3
| 4
| Free Action
| Free Action
|
3
| 5
| Monster Control
| You have "1M: Charm Monster (Spell save)" for 1 turn.
|
3
| 6
| Remove Status Effect
| Removes one [C8] Status Effect (the "easier effects" from SL=1 to SL=4 only)
|
4
| 1
| Cure 160
| Cures 160 hp; "vile" dmg costs 5 each
|
4
| 2
| Dust of Disappearance
| Dust of Disappearance (+8 AC)
|
4
| 3
| Dust of Tracelessness
| Cannot be targetted, detected, located, or tracked/trailed
|
4
| 4
| Iron Skins
| I.S. 6+CL (each additional dose is +2 I.S.)
|
4
| 5
| Oil of Etherealness
| Enemies need +1 weapon to hit you (+1 more per extra dose); for 3 doses can use Ethereal Projection
|
4
| 6
| True Seeing
| True Seeing
|
5
| 1
| Abyssal Water
| Abyssal Water (DM has table; does a random effect, usually permanent, can be good or bad or both.)
|
5
| 2
| Create Any Monster
| Creates a DL=1d6+4 monster of random type (loyal to you; doesn't use a summon slot)
|
5
| 3
| Cure 250
| Cures 250 hp; "vile" dmg costs 2 each
|
5
| 4
| Oil of Timelessness
| Immune unnatural Aging, Time, Chronomancy effects for 1 turn
|
5
| 5
| Spell Potion 5
| When created, spend a SL 1-4 spell slot. This potion is of that effect.
|
6
| 1
| Duplicate Potion
| Duplicates another potion you have (this potion has only LVL/3 doses)
|
6
| 2
| Harm
| Harm (can throw to do this effect, need not hit target, "splashes" rest of group for 25% of current)
|
6
| 3
| Heal
| Heal
|
6
| 4
| Stat Point
| [Choose a stat point when making potion] +1 to that stat permanently, up to a max of LVL
|
7
| 1
| Ambrosia
| Considered a x2 being this round
|
7
| 2
| Cureall
| Cureall
|
7
| 3
| Universal Solvent
| Can throw to do this effect, need not hit, CL^3 dmg, does CL^2 splash dmg to rest of group
|
8
| 1
| Fix
| Fix
|
8
| 2
| Wish
| Wish (SL 0-8 effect Wizard or Priest)
|
9
| 1
| Artificial Reset
| Artificial Reset
|
|
[PC3] Priest Classes Group
Arcane Priest
Level
| KXP
| Arcane Priest 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 3
| 20- --- --- -
| 3
| 6
| 21- --- --- -
|
4
| 12
| 320 --- --- -
| 5
| 24
| 321 --- --- -
| 6
| 48
| 432 0-- --- -
|
7
| 72
| 432 1-- --- -
| 8
| 108
| 543 20- --- -
| 9
| 162
| 543 21- --- -
|
10
| 300
| 654 320 --- -
| 11
| 450
| 654 321 --- -
| 12
| 900
| 765 432 0-- -
|
13
| 1350
| 765 432 1-- -
| 14
| 1800
| 776 543 20- -
| 15
| 2250
| 776 543 21- -
|
16
| 2700
| 777 654 320 -
| 17
| 3150
| 777 654 321 -
| 18
| 3600
| 777 765 432 -
|
19
| 4050
| 777 776 543 -
| 20
| 4500
| 777 777 654 -
| 21
| 4950
| 777 777 765 -
|
22
| 5400
| 777 777 776 -
| 23
| 5850
| 777 777 777 -
| 24
| 6300
| 888 877 777 -
|
25
| 6750
| 888 888 877 -
| 26
| 7200
| 888 888 888 -
| 27
| 7650
| 888 888 888 b
|
28
| 8100
| 888 888 888 0
| 29
| 8550
| 888 888 888 1
| 30
| 9000
| 888 888 888 2
|
31
| 9450
| 888 888 888 3
| 32
| 9900
| 888 888 888 4
| 33
| 10350
| 888 888 888 5
|
34
| 10800
| 888 888 888 6
| 35
| 11250
| 888 888 888 7
| 36
| 11700
| 888 888 888 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 18
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Has access only to Priest spells that are from Minor Spheres, or have been written for special classes in the Collective. This class is 0.1 of a Collective edition "behind" in what spells it knows; for example in Collective 4.3 this class knows Collective 4.2 spells (and earlier). When Collective 4.4 comes out, this class will know Collective 4.3 spells.
| This class cannot cast normal Priest spells at all. If you generate a "wishoid" effect that emulates a Priest (or Wizard) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Priest spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
| You can have grand/major/minor access in Spheres as normal, or you can ignore these rules and simply have major access in every Sphere.
| Priest spells that are cross-listed with Concordant group (e.g. Proto-Lich, SemiDivine3) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
|
| Exceptions to spells given:
| Fallen Angel5: These spells were sufficiently weak, so that I did not give them the +1 SL adjustment for Concordant group.
| Pharmacist5: I assigned each of the 42 drugs an SL from 1 to 5, and listed each drug just once. If I didn't do that, the Drug Sphere would be 42*9=378 spells, which is simply too large (and it would flood the list with repeats of a lot of effects).
| Warden: The "Alternate Sphere" spells are not included, because they are too similar to normal PH spells (defeats the purpose of this class). The "Warden Powers" were converted to spells, with the +1 SL adjustment.
| Wizard of the Coast: Does not get MTG U (Blue) or MTG R (Red) spells, since they are noted to be Wizard Schools.
| Worshiper of the UltraBlack/UltraWhite: These spells were modified by +2 SL instead of +1 SL, since these classes are DemiGod group.
|
| As of Collective 4.2, this class gets spells from the following classes (number of spells in parentheses):
| Eeler1 (26), Fallen Angel5 (75), Hell's Caretaker (9), Orzhov Euthanist/Necromancer (9), Pharmacist5 (42), ProtoLich (102), Quintessential Cleric6 (1), Selesnya Druid (2), SemiDivine3 (72), Sun Priest (9), Traveller Priest (8), War Priest (9), Warden (230), Wizard of the Coast (24), Worshiper of the UltraBlack/UltraWhite (9), Yuan-Ti / Snake Worshiper (24)
| Total number of spells = 651, which (oddly enough) is very close to the Arcane Wizard total.
|
|
[PC3] Priest Classes Group
Arcane Priest Spells
SL
| #
| Spell
| Sphere
| Effect
|
1
| 1
| Alcohol (SL=1)
| Drugs
| -3 dmg/att; -1 Dex, Int, Wis
| 1
| 2
| Angel's Grace
| MTG W
| 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
| 1
| 3
| Berserk
| MTG G
| Attacking creature does x2 dmg and is slain this segment (not 1bM)
|
1
| 4
| Black Lace (SL=1)
| Drugs
| Regen 1 hp/s
| 1
| 5
| Cause Fear
| Death, Fear
| One creature of 5 HD or less flees for 1d4 rounds.
| 1
| 6
| Darkness
| MTG B
| 1bM: Immune to a P attack from someone
|
1
| 7
| Detect [C] Section Effect
| Divination
| Detects one [C] section effect (specify effect)
| 1
| 8
| Devil Summoning 1
| Summoning
| Summons an evil Outer DL I creature
| 1
| 9
| Disguise Self
| Secrets, Thievery
| Changes your appearance.
|
1
| 10
| Dorph (SL=1)
| Drugs
| Regen 2 hp/s; -1 Dex, AC
| 1
| 11
| Drug of Delusion (SL=1)
| Drugs
| Identifies as different drug; 10 poison dmg instead
| 1
| 12
| Dyne (SL=1)
| Drugs
| Regen 1 hp/s; -1 dmg/att; -1 Int
|
1
| 13
| Ecstacy (SL=1)
| Drugs
| Regen 1 hp/s; -1 Dex, Int; Astral Perception
| 1
| 14
| Find Animal Companion
| Animal, Charm
| Summons an Animal Companion with DL=CL/2 (round up).
| 1
| 15
| Find Familiar
| Summoning, Charm
| Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
|
1
| 16
| Heroin (SL=1)
| Drugs
| Regen 1 hp/s; -1 Int; take 5 dmg at end
| 1
| 17
| Inflict Light Wounds
| Destruction, Disease
| Touch deals 1d8 damage +1/level (max +5).
| 1
| 18
| Leeches
| Eel
| This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
|
1
| 19
| Maggot Froth (SL=1)
| Drugs
| -3 dmg/att; -1 Con, Chr
| 1
| 20
| Marijuana (SL=1)
| Drugs
| Regen 1 hp/s; -1 Dex; take 2 dmg at end
| 1
| 21
| Mini Restoration
| Sun
| Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
|
1
| 22
| Obscuring Mist
| Darkness, Sea, Sky
| Fog surrounds you.
| 1
| 23
| Poison Spittle 1
| Snake
| Breathe poison: one group, dmg=(current hp)/8, no save
| 1
| 24
| Protection from Good
| Evil
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
1
| 25
| Reptile Summoning 1
| Snake
| Summons a DL II Reptile.
| 1
| 26
| Revive 1
| Necromancy
| Revive a DL I monster.
| 1
| 27
| Shield of Faith
| Revenge
| Aura grants +2 or higher deflection bonus.
|
1
| 28
| Sticks to Snakes 1
| Snake
| Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
| 1
| 29
| Summon Eelemental 1
| Eel
| Summon a DL I Eelemental (DM has table)
| 1
| 30
| Summon Leech 1
| Eel
| Summon a DL I Leech (DM has table)
|
1
| 31
| Synthehol (SL=1)
| Drugs
| -1 dmg/att; -1 Wis; Can throw off effects anytime
| 1
| 32
| Tactic Move
| Travellers
| Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
| 1
| 33
| War Charge
| War
| When charging with at least 100 Henchmen, all who see this are Feared (Will save).
|
2
| 1
| Abeyance
| MTG W
| Target cannot use M actions this segment (Will save)
| 2
| 2
| Animate Dead
| MTG B
| Animates a dead monster as your summon (1 DL lower)
| 2
| 3
| Battle Shield
| War
| Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
|
2
| 4
| Bear's Endurance
| Labour, Revenge, Stoicism
| Subject gains +4 to Con for 1 min./level.
| 2
| 5
| Bind
| MTG G
| 1bM: Counter an item ability.
| 2
| 6
| Blindness/Deafness
| Darkness
| Makes subject blinded or confused.
|
2
| 7
| Boost (SL=2)
| Drugs
| +2 Int
| 2
| 8
| Call Eelectricity
| Eel
| CLd6 Eelectricity dmg (no save; NR to resist) to one target
| 2
| 9
| Death Knell
| Death
| Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
|
2
| 10
| Desecrate
| Evil
| Fills area with negative energy making undead stronger.
| 2
| 11
| Devil Summoning 2
| Summoning
| Summons an evil Outer DL II creature
| 2
| 12
| Excelsior (SL=2)
| Drugs
| -4 dmg/att
|
2
| 13
| Hydronalin (SL=2)
| Drugs
| Cure Radiation up to RS=4
| 2
| 14
| Hyper (SL=2)
| Drugs
| Microscopic Tactile Touch
| 2
| 15
| Inflict Moderate Wounds
| Disease
| Touch attack, 1d8 damage +1/level (max +10).
|
2
| 16
| Invisibility
| Entropy, Thievery
| Subject invisible 1 min./level or until it attacks.
| 2
| 17
| Mirror Image
| Secrets
| Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
| 2
| 18
| Pan Galactic Gargle Blaster (SL=2)
| Drugs
| -12 dmg/att; -4 Int, Wis
|
2
| 19
| Poison Spittle 2
| Snake
| Breathe poison: one group, dmg=(current hp)/7, no save
| 2
| 20
| Pylene 50 (SL=2)
| Drugs
| Charmed to person giving the drug (Will save -4)
| 2
| 21
| Quasit Piss (SL=2)
| Drugs
| Gain a random Psi6E power
|
2
| 22
| Reptile Summoning 2
| Snake
| Summons a DL III Reptile.
| 2
| 23
| Revive 2
| Necromancy
| Revive a DL II monster.
| 2
| 24
| Scare
| Fear
| Panics creatures of less than 6 HD.
|
2
| 25
| Shatter
| Chaos, Destruction
| Sonic vibration damages objects or crystalline creatures.
| 2
| 26
| Smash (SL=2)
| Drugs
| Regen 2 hp/s; +1 Dex; take 4 dmg at end
| 2
| 27
| Speedheal (SL=2)
| Drugs
| Regen 6 hp/s; -2 Dex
|
2
| 28
| Sticks to Snakes 2
| Snake
| Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
| 2
| 29
| Summon Eelemental 2
| Eel
| Summon a DL II Eelemental (DM has table)
| 2
| 30
| Summon Leech 2
| Eel
| Summon a DL II Leech (DM has table)
|
2
| 31
| Sun Shield
| Sun
| Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
| 2
| 32
| TK Shield
| Travellers
| Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
| 2
| 33
| Triox Compound (SL=2)
| Drugs
| Need not breathe; Resist Vacuum
|
2 (1+1)
| 34
| Combat Defense
| SemiDivine/Divine
| -2 TH; +CL AC
| 2 (1+1)
| 35
| Finesse
| SemiDivine/Divine
| Use your dexterity bonus for damage instead of strength
| 2 (1+1)
| 36
| Granted Powers (Chaos)
| Chaos
| You cast chaos spells at +1 caster level.
|
2 (1+1)
| 37
| Granted Powers (Charity)
| Charity
| You cast magical boons upon others at +2 caster level.
| 2 (1+1)
| 38
| Granted Powers (Community)
| Community
| Use calm emotions as a spell-like ability 1/day.
| 2 (1+1)
| 39
| Granted Powers (Darkness)
| Darkness
| You gain blind-fight as a bonus feat.
|
2 (1+1)
| 40
| Granted Powers (Death)
| Death
| You cast necromancy spells at +1 caster level.
| 2 (1+1)
| 41
| Granted Powers (Destruction)
| Destruction
| You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| 2 (1+1)
| 42
| Granted Powers (Disease)
| Disease
| You cast necromancy spells at +1 caster level.
|
2 (1+1)
| 43
| Granted Powers (Elf)
| Elf
| You gain point blank shot as a bonus feat.
| 2 (1+1)
| 44
| Granted Powers (Entropy)
| Entropy
| You cast necromancy spells at +1 caster level.
| 2 (1+1)
| 45
| Granted Powers (Evil)
| Evil
| You cast evil spells at +1 caster level.
|
2 (1+1)
| 46
| Granted Powers (Fear)
| Fear
| You cast necromancy spells at +1 caster level.
| 2 (1+1)
| 47
| Granted Powers (Good)
| Good
| You cast good spells at +1 caster level.
| 2 (1+1)
| 48
| Granted Powers (Healing)
| Healing
| You cast healing spells at +1 caster level.
|
2 (1+1)
| 49
| Granted Powers (Knowledge)
| Knowledge
| +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| 2 (1+1)
| 50
| Granted Powers (Labour)
| Labour
| You gain a +10 bonus to Endurance skill checks (+10 Con checks).
| 2 (1+1)
| 51
| Granted Powers (Law)
| Law
| You cast law spells at +1 caster level.
|
2 (1+1)
| 52
| Granted Powers (Love)
| Love
| You cast enchantment spells at +1 caster level.
| 2 (1+1)
| 53
| Granted Powers (Luck)
| Luck
| You gain a +1 luck bonus on all saving throws.
| 2 (1+1)
| 54
| Granted Powers (Madness)
| Madness
| You cast enchantment spells at +1 caster level.
|
2 (1+1)
| 55
| Granted Powers (Magic)
| Magic
| Use scrolls as a wizard at one half your cleric level.
| 2 (1+1)
| 56
| Granted Powers (Metalworking)
| Metalworking
| Divide the cost of unusual materials by CL.
| 2 (1+1)
| 57
| Granted Powers (Moon)
| Moon
| You can turn or destroy lycanthropes.
|
2 (1+1)
| 58
| Granted Powers (Mountain)
| Mountain
| You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| 2 (1+1)
| 59
| Granted Powers (Nature)
| Nature
| You can rebuke or command plant creatures as an evil cleric destroys undead.
| 2 (1+1)
| 60
| Granted Powers (Peace)
| Peace
| You gain a +2 Charisma bonus.
|
2 (1+1)
| 61
| Granted Powers (Revenge)
| Revenge
| 1D: Cast a priest spell against an enemy.
| 2 (1+1)
| 62
| Granted Powers (Science)
| Science
| You gain a +2 bonus to Intelligence.
| 2 (1+1)
| 63
| Granted Powers (Sea)
| Sea
| You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
|
2 (1+1)
| 64
| Granted Powers (Secrets)
| Secrets
| Add Bluff, Disguise and Hide to your list of cleric class skills.
| 2 (1+1)
| 65
| Granted Powers (Skill)
| Skill
| You gain a +2 bonus to Dexterity.
| 2 (1+1)
| 66
| Granted Powers (Sky)
| Sky
| Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
|
2 (1+1)
| 67
| Granted Powers (Stoicism)
| Stoicism
| You gain a +2 bonus to Constitution.
| 2 (1+1)
| 68
| Granted Powers (Strength)
| Strength
| You gain a +2 bonus to Strength.
| 2 (1+1)
| 69
| Granted Powers (Sun)
| Sun
| Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
|
2 (1+1)
| 70
| Granted Powers (Sword)
| Sword
| Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
| 2 (1+1)
| 71
| Granted Powers (Thievery)
| Thievery
| Add Bluff, Disguise and Hide to your list of cleric class skills.
| 2 (1+1)
| 72
| Granted Powers (Thunder)
| Thunder
| Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
|
2 (1+1)
| 73
| Granted Powers (Time)
| Time
| You act as if hasted for a number of rounds per day equal to your cleric level.
| 2 (1+1)
| 74
| Granted Powers (Travel)
| Travel
| Increase movement by 3". Add survival to your list of cleric class skills.
| 2 (1+1)
| 75
| Granted Powers (War)
| War
| Free martial weapon proficiency and weapon focus with the deity's favored weapon.
|
2 (1+1)
| 76
| Granted Powers (Wealth)
| Wealth
| You cast conjuration spells at +1 caster level.
| 2 (1+1)
| 77
| Granted Powers (Winter)
| Winter
| You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| 2 (1+1)
| 78
| Granted Powers (Wisdom)
| Wisdom
| You gain a +2 Wisdom bonus.
|
2 (1+1)
| 79
| Improve Crit Multiplier
| SemiDivine/Divine
| +2 critical multiplier
| 2 (1+1)
| 80
| Improve Crit Range
| SemiDivine/Divine
| +2 critical threat range
| 2 (1+1)
| 81
| Metamagic Capacity
| SemiDivine/Divine
| Pick a spell you know. Get +1 SL effect or free material componenting this day.
|
2 (1+1)
| 82
| Midwife
| Fertility
| You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| 2 (1+1)
| 83
| Mysteries of Music
| Music
| Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
| 2 (1+1)
| 84
| ProtoLich 1-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th level Wizard spell
|
2 (1+1)
| 85
| ProtoLich 1-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th level Priest spell
| 2 (1+1)
| 86
| ProtoLich 1-3
| ProtoLich/Lich
| 1M, 1/r: Any 0th level psionic effect
| 2 (1+1)
| 87
| ProtoLich 1-4
| ProtoLich/Lich
| 1M: Turn Undead at CL=LVL
|
2 (1+1)
| 88
| ProtoLich 1-5
| ProtoLich/Lich
| 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
| 2 (1+1)
| 89
| ProtoLich 1-6
| ProtoLich/Lich
| +10*LVL% WR
| 2 (1+1)
| 90
| ProtoLich 1-7
| ProtoLich/Lich
| Mask Undead status; Turn as if double HD
|
2 (1+1)
| 91
| ProtoLich 1-8
| ProtoLich/Lich
| Detect Magic Items; 1M: Identify Magic Item
| 2 (1+1)
| 92
| ProtoLich 1-9
| ProtoLich/Lich
| 1M, 1/d: Gain +1 XP
| 2 (1+1)
| 93
| ProtoLich 1-10
| ProtoLich/Lich
| 1P: Create x1 Trap 15*LVL%
|
2 (1+1)
| 94
| ProtoLich 1-11
| ProtoLich/Lich
| Material componenting costs ½V action
| 2 (1+1)
| 95
| ProtoLich 1-12
| ProtoLich/Lich
| +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
| 2 (1+1)
| 96
| ProtoLich 1-13
| ProtoLich/Lich
| Cold LVL dmg by touch
|
2 (1+1)
| 97
| ProtoLich 1-14
| ProtoLich/Lich
| +1 Research Point (or drawn sheet) per reset (see [P12])
| 2 (1+1)
| 98
| ProtoLich 1-15
| ProtoLich/Lich
| 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
| 2 (1+1)
| 99
| Resist Fall
| SemiDivine/Divine
| Resist falling and TK damage
|
2 (1+1)
| 100
| Speak with Fire
| Fire
| Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| 2 (1+1)
| 101
| Star Miracle
| SemiDivine/Divine
| 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
| 2 (1+1)
| 102
| Toughness
| SemiDivine/Divine
| +CL max hp
|
2 (1+1)
| 103
| Weapon Resistance
| SemiDivine/Divine
| You resist the first successful blow dealt from a weapon
| 3
| 1
| Ancestral Mask
| MTG G
| Target gets +LVL/+LVL TH/dmg for each other of same race in room
| 3
| 2
| Animate Dead
| Death
| Creates undead skeletons and zombies.
|
3
| 3
| Arenson's Aura
| MTG W
| 0, sacrifice a maintained effect: Dispel a maintained effect.
| 3
| 4
| Athelas / Kingsfoil (SL=3)
| Drugs
| Cure 3d6 vile dmg
| 3
| 5
| Attrition
| MTG B
| Sacrifice a summon: Target is slain (PPD save)
|
3
| 6
| Blink Wounder
| Travellers
| (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
| 3
| 7
| Cocaine (SL=3)
| Drugs
| Regen 3 hp/s; +3 Dex, Int; -6 Chr
| 3
| 8
| Contagion
| Destruction, Disease
| Affect subjects with chosen disease.
|
3
| 9
| Crack Cocaine (SL=3)
| Drugs
| Regen 3 hp/s; +6 Dex; -6 Chr
| 3
| 10
| Craze (SL=3)
| Drugs
| Roll a random drug on this table
| 3
| 11
| Deeper Darkness
| Darkness
| Object sheds supernatural shadow in 60 ft. radius.
|
3
| 12
| Devil Summoning 3
| Summoning
| Summons an evil Outer DL III creature
| 3
| 13
| Dispel Charm
| War
| Dispels Charm on a group, or on all of your Henchmen at once.
| 3
| 14
| Fear
| Fear
| Subjects within cone flee for 1 round/level.
|
3
| 15
| Magic Circle against Good
| Evil
| As protection spells, but 10 ft. radius and 10 min./level.
| 3
| 16
| Methamphetamines (SL=3)
| Drugs
| Regen 3 hp/s; +3 Dex; take 30 dmg at end
| 3
| 17
| Nondetection
| Secrets, Thievery
| Hides subject from divination, scrying.
|
3
| 18
| Opium (SL=3)
| Drugs
| -3 dmg/att; Resist Time
| 3
| 19
| Poison Spittle 3
| Snake
| Breathe poison: one group, dmg=(current hp)/6, no save
| 3
| 20
| Protection from Eelements
| Eel
| Resist all Eelements, or absorb 12*CL Eelemental dmg.
|
3
| 21
| Reptile Summoning 3
| Snake
| Summons a DL IV Reptile.
| 3
| 22
| Revive 3
| Necromancy
| Revive a DL III monster.
| 3
| 23
| Searing Light
| Sun
| CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
|
3
| 24
| Speak with Dead
| Revenge, Wisdom
| Corpse answers one question/two levels.
| 3
| 25
| Sticks to Snakes 3
| Snake
| Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
| 3
| 26
| Stim (SL=3)
| Drugs
| Regen 3 hp/s; +3 Dex; -3 Will saves
|
3
| 27
| Summon Eelemental 3
| Eel
| Summon a DL III Eelemental (DM has table)
| 3
| 28
| Summon Leech 3
| Eel
| Summon a DL III Leech (DM has table)
| 3
| 29
| Syncomp 15 (SL=3)
| Drugs
| Reverses a poison or a SL=3 Drug
|
3 (2+1)
| 30
| Apport
| SemiDivine/Divine
| All of your weapons have End-of-Segment Returning
| 3 (2+1)
| 31
| Aquatic
| Sea
| You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
| 3 (2+1)
| 32
| Battle Ready
| War
| You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
|
3 (2+1)
| 33
| Blessed Body
| Good
| You are immune to disease.
| 3 (2+1)
| 34
| Blinded by Vengeance
| Revenge
| You are immune to any mind affecting effects.
| 3 (2+1)
| 35
| Business Sense
| Wealth
| You are immune to acid based effects.
|
3 (2+1)
| 36
| Chaos Ward
| Chaos
| You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
| 3 (2+1)
| 37
| Charisma Shield
| Love
| You are immune to any type of charisma damage/draining.
| 3 (2+1)
| 38
| Cheat Death
| Death
| You are immune to any death or negative energy-based effects.
|
3 (2+1)
| 39
| Cloak of Mystery
| Secrets
| You are immune to divination.
| 3 (2+1)
| 40
| Cold Immunity
| Winter
| You are immune to cold effects.
| 3 (2+1)
| 41
| Cunning Saves
| SemiDivine/Divine
| +Int/3 saves
|
3 (2+1)
| 42
| Darksight
| Darkness
| You can see in total darkness, even magical darkness, as if it were daylight.
| 3 (2+1)
| 43
| Drake Companion
| SemiDivine/Divine
| Gain a drake companion (Animal Companion with 1/10 your XP)
| 3 (2+1)
| 44
| Element Absorb
| SemiDivine/Divine
| Pick an element. You resist that element.
|
3 (2+1)
| 45
| Faster Healing
| Healing
| You gain fast healing equal to 1/2 your hit die.
| 3 (2+1)
| 46
| Fear Shield
| Fear
| You are immune to any type of strength damage/draining or fear-based attack.
| 3 (2+1)
| 47
| Fertility Sheath
| Fertility
| You are immune to any type of constitution damage/draining or disease-based attack.
|
3 (2+1)
| 48
| Fire Ward
| Fire
| You are immune to fire (or heat).
| 3 (2+1)
| 49
| Footloose
| Travel
| You are immune to any effect that either impedes your movement and you can travel through any medium.
| 3 (2+1)
| 50
| Force Field
| SemiDivine/Divine
| 1M: 25 hit point force field (lasts until destroyed or dropped)
|
3 (2+1)
| 51
| Green-Skinned
| Nature
| You are immune to poison effects.
| 3 (2+1)
| 52
| Guards & Wards
| Community
| You and any allies in your group are immune to any effect which would cause you to travel against your will.
| 3 (2+1)
| 53
| Hard Boiled
| Stoicism
| You are immune to any type of Constitution damage/draining.
|
3 (2+1)
| 54
| Immunised
| Disease
| You are immune to any type of constitution damage/draining or disease based attack.
| 3 (2+1)
| 55
| Improved Charge
| SemiDivine/Divine
| Deal x3 damage on a charge, or x4 with a lance
| 3 (2+1)
| 56
| Inexhaustible
| Labour
| You cannot fail endurance checks and are immune to fatigue and exhaustion.
|
3 (2+1)
| 57
| Iron Guard
| Metalworking
| You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
| 3 (2+1)
| 58
| Irrefragable
| Destruction
| You are immune to disintegration.
| 3 (2+1)
| 59
| Lesser Abnormality
| SemiDivine/Divine
| +1 limb (it is not a new set of limbs)
|
3 (2+1)
| 60
| Lesser Saviour
| SemiDivine/Divine
| 1bM: Interpose self in front of a spell effect (someone in same group only)
| 3 (2+1)
| 61
| Light Shield
| Sun
| You are immune to any light (including prismatic effects) or positive energy based effects.
| 3 (2+1)
| 62
| Lord of Undead
| SemiDivine/Divine
| You gain an Undead racial adjective of ÷(CL/10) or less
|
3 (2+1)
| 63
| Luck Shield
| Luck
| You are immune to any type of dexterity damage/draining.
| 3 (2+1)
| 64
| Lunar Shield
| Moon
| You are immune to any transmutation effects.
| 3 (2+1)
| 65
| Mercurial Haste
| SemiDivine/Divine
| +1 attack per weapon (counts as your haste)
|
3 (2+1)
| 66
| Mind Blank
| Madness
| You are immune to any mind affecting effects.
| 3 (2+1)
| 67
| Mithral Body
| SemiDivine/Divine
| Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
| 3 (2+1)
| 68
| Poison Ward
| Evil
| You are immune to poison.
|
3 (2+1)
| 69
| ProtoLich 2-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-1st level Wizard spell
| 3 (2+1)
| 70
| ProtoLich 2-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-1st level Priest spell
| 3 (2+1)
| 71
| ProtoLich 2-3
| ProtoLich/Lich
| 1M, 1/r: Any 0th-1st level psionic effect
|
3 (2+1)
| 72
| ProtoLich 2-4
| ProtoLich/Lich
| Immune Turning
| 3 (2+1)
| 73
| ProtoLich 2-5
| ProtoLich/Lich
| 1M: Control Undead (as per Turn Undead)
| 3 (2+1)
| 74
| ProtoLich 2-6
| ProtoLich/Lich
| +10*LVL% RaRR
|
3 (2+1)
| 75
| ProtoLich 2-7
| ProtoLich/Lich
| Detect Concordant Beings; 1M: Legend Lore Concordant Being
| 3 (2+1)
| 76
| ProtoLich 2-8
| ProtoLich/Lich
| 1M: Create x1 Trick 15*LVL%
| 3 (2+1)
| 77
| ProtoLich 2-9
| ProtoLich/Lich
| Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
|
3 (2+1)
| 78
| ProtoLich 2-10
| ProtoLich/Lich
| +LVL/3 M actions
| 3 (2+1)
| 79
| ProtoLich 2-11
| ProtoLich/Lich
| 1M, Touch: Energy Drain 2 levels
| 3 (2+1)
| 80
| ProtoLich 2-12
| ProtoLich/Lich
| Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
|
3 (2+1)
| 81
| Shield of Intellect
| Knowledge
| You are immune to any type of intelligence damage/draining.
| 3 (2+1)
| 82
| Shield of Kindness
| Charity
| You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
| 3 (2+1)
| 83
| Shield of Law
| Law
| You are immune to any transmutationbased abilities, spells or effects.
|
3 (2+1)
| 84
| Shield of Silence
| Music
| You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
| 3 (2+1)
| 85
| Sixth Sense
| Thievery
| You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
| 3 (2+1)
| 86
| Skill Shield
| Skill
| You are immune to any type of dexterity damage/draining.
|
3 (2+1)
| 87
| Spell Immunity
| Science
| You are immune to spells of half LVL or less.
| 3 (2+1)
| 88
| Spell Shield
| Magic
| You automatically block the first spell used against you each round.
| 3 (2+1)
| 89
| Stay Thy Hand
| Peace
| You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
|
3 (2+1)
| 90
| Stonelike
| Mountain
| You become immune to critical hits.
| 3 (2+1)
| 91
| Storm Shield
| Thunder
| You are immune to electricity based effects.
| 3 (2+1)
| 92
| Strength Shield
| Strength
| You are immune to any type of strength damage/draining.
|
3 (2+1)
| 93
| Strong Minded
| Elf
| You are immune to any mind affecting effects.
| 3 (2+1)
| 94
| Sword Shield
| Sword
| You are immune to the effects of any sword whose enchantment bonus is less than LVL.
| 3 (2+1)
| 95
| Time Shield
| Time
| You are immune to any temporal effects.
|
3 (2+1)
| 96
| Void Shield
| Entropy
| You are immune to nullification and gain cold resistance equal to half your hit die.
| 3 (2+1)
| 97
| Windy
| Sky
| You are immune to wind based effects and have electricity resistance equal to half your hit die.
| 3 (2+1)
| 98
| Words of Wisdom
| Wisdom
| You can automatically tell how wise your opponent is.
|
3 (2+1)
| 99
| X-Ray Vision
| SemiDivine/Divine
| See through solid objects
| 3 (1+2)
| 100
| Summon UltraBlack/White 1
| UltraBlack/White
| Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 4
| 1
| Aluren
| MTG G
| You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
|
4
| 2
| Black Tentacles
| Darkness
| Tentacles grapple all within 15 ft. spread.
| 4
| 3
| Blinkmoth Serum (SL=4)
| Drugs
| +4 Int, Wis
| 4
| 4
| Breeding Pit
| MTG B
| Once per round, get a DL I Thrull as a summon (limit=LVL)
|
4
| 5
| Confusion
| Madness, Thievery
| Subjects behave oddly for 1 round/level.
| 4
| 6
| Congregate
| MTG W
| Target gains 10*N hp, where N is the number of people in the party+summons
| 4
| 7
| Cordrazine (SL=4)
| Drugs
| Remove 4 instances of stun, hold, para., sleep, etc.
|
4
| 8
| Crushing Despair
| Fear
| Subjects take -2 on attack rolls, damage rolls and save checks.
| 4
| 9
| Death Ward
| Death, Fertility
| Grants immunity to death spells and negative energy effects.
| 4
| 10
| Deathsticks (SL=4)
| Drugs
| Double Resist slay effects; -4 Wis
|
4
| 11
| Devil Summoning 4
| Summoning
| Summons an evil Outer DL IV creature
| 4
| 12
| Dust (SL=4)
| Drugs
| Telepathy 480'
| 4
| 13
| Eels
| Eel
| This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
|
4
| 14
| Fire Shield
| Revenge, Sun
| Creatures attacking you take fire damage while you are protected against cold.
| 4
| 15
| Henchman Recruit
| War
| Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
| 4
| 16
| Inflict Critical Wonds
| Destruction
| Touch attack, 4d8 damage +1/level (max 20).
|
4
| 17
| Invisibility, Greater
| Secrets
| As invisibility, but subject can attack and stay invisible.
| 4
| 18
| Kamikaze (SL=4)
| Drugs
| +4 Str, Dex
| 4
| 19
| Mutant Growth Hormone (SL=4)
| Drugs
| Get 4 random minors in Psi (1d8-2)*9
|
4
| 20
| Phoenix Down (SL=4)
| Drugs
| Resurrect someone who's been dead < 1r
| 4
| 21
| Poison Spittle 4
| Snake
| Breathe poison: one group, dmg=(current hp)/5, no save
| 4
| 22
| Reptile Summoning 4
| Snake
| Summons a DL V Reptile.
|
4
| 23
| Retinax (SL=4)
| Drugs
| Cure Blindess, Far Sight
| 4
| 24
| Revive 4
| Necromancy
| Revive a DL IV monster.
| 4
| 25
| Space Dragon
| Travellers
| Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
|
4
| 26
| Sticks to Snakes 4
| Snake
| Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
| 4
| 27
| Summon Eelemental 4
| Eel
| Summon a DL IV Eelemental (DM has table)
| 4
| 28
| Summon Leech 4
| Eel
| Summon a DL IV Leech (DM has table)
|
4
| 29
| Sun Snake
| Sun
| Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
| 4
| 30
| Unholy Blight
| Evil
| Damages and sickens good creatures.
| 4
| 31
| Waves of Fatigue
| Disease
| Several targets become fatigued.
|
4 (3+1)
| 32
| Animal Instincts
| Moon
| +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
| 4 (3+1)
| 33
| Appetite for Destruction
| Destruction
| You gain a bonus to damage equal to LVL.
| 4 (3+1)
| 34
| Appliance of Science
| Science
| +LVL on attack roll, dmg and AC when attacking spellcasters.
|
4 (3+1)
| 35
| Blessed At Birth
| Good
| +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
| 4 (3+1)
| 36
| Born Evil
| Evil
| +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
| 4 (3+1)
| 37
| Born Lucky
| Luck
| You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
|
4 (3+1)
| 38
| Born of Love
| Love
| +LVL on TH, dmg and AC provided you have made love within the past day.
| 4 (3+1)
| 39
| Born to Vengeance
| Revenge
| +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
| 4 (3+1)
| 40
| Calm Under Crisis
| Peace
| +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
|
4 (3+1)
| 41
| Chaos Born
| Chaos
| Once per round you can +LVL to any dice roll.
| 4 (3+1)
| 42
| Dirty Tricks
| Thievery
| +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
| 4 (3+1)
| 43
| Disease Carrier
| Disease
| +LVL on TH, damge rolls and AC against disease ridden opponents.
|
4 (3+1)
| 44
| Divination
| Death
| +LVL on TH, dmg and AC while facing living opponents.
| 4 (3+1)
| 45
| Doctor
| Healing
| +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
| 4 (3+1)
| 46
| Earthborn
| Mountain
| +LVL on TH, dmg, and AC when you are standing on the earth.
|
4 (3+1)
| 47
| Egg Born
| Fertility
| You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
| 4 (3+1)
| 48
| Fervor of Greed
| Wealth
| +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
| 4 (3+1)
| 49
| Fire Born
| Fire
| +LVL on all TH, damage and AC
|
4 (3+1)
| 50
| Forge Born
| Metalworking
| You gain Construct traits.
| 4 (3+1)
| 51
| Heroic
| Strength
| You gain a bonus to strength equal to LVL.
| 4 (3+1)
| 52
| Higher Learning
| Knowledge
| You gain a bonus to Intelligence equal to LVL.
|
4 (3+1)
| 53
| Ice Born
| Winter
| +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
| 4 (3+1)
| 54
| Job Satisfaction
| Labour
| +LVL on TH, dmg and AC provided you have done a good days work the previous day.
| 4 (3+1)
| 55
| Justice Bringer
| Law
| +LVL to TH, dmg and AC while
|
4 (3+1)
| 56
| Method behind the Madness
| Madness
| +LVL on TH, dmg and AC when facing intelligent opponents.
| 4 (3+1)
| 57
| Music Born
| Music
| +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
| 4 (3+1)
| 58
| Night Born
| Darkness
| +LVL to TH, damage and AC while fighting from within total darkness.
|
4 (3+1)
| 59
| Ocean Born
| Sea
| +LVL on TH, dmg and AC if both you and your opponent are underwater.
| 4 (3+1)
| 60
| Orc Slayer
| Elf
| +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
| 4 (3+1)
| 61
| Philanthropist
| Charity
| +2 to each ability score, but you get only half money from now on.
|
4 (3+1)
| 62
| Prince of Swords
| Sword
| +LVL on TH, dmg and AC when you wield a sword.
| 4 (3+1)
| 63
| ProtoLich 3-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-2nd level Wizard spell
| 4 (3+1)
| 64
| ProtoLich 3-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-2nd level Priest spell
|
4 (3+1)
| 65
| ProtoLich 3-3
| ProtoLich/Lich
| 1M, LVL/d: Grant Undead Status
| 4 (3+1)
| 66
| ProtoLich 3-4
| ProtoLich/Lich
| +10*LVL MR
| 4 (3+1)
| 67
| ProtoLich 3-5
| ProtoLich/Lich
| 1F: Create x1 Special 5*LVL%
|
4 (3+1)
| 68
| ProtoLich 3-6
| ProtoLich/Lich
| 0, Gaze: Life Trapping (as per Mirror) (save)
| 4 (3+1)
| 69
| ProtoLich 3-7
| ProtoLich/Lich
| Immune to Twilight
| 4 (3+1)
| 70
| ProtoLich 3-8
| ProtoLich/Lich
| 1M, touch: Imprisonment (save)
|
4 (3+1)
| 71
| ProtoLich 3-9
| ProtoLich/Lich
| 1M: LVLd10 Colorless Fire dmg to one target (no save)
| 4 (3+1)
| 72
| ProtoLich 3-10
| ProtoLich/Lich
| Troll-like Regen LVL hp /s
| 4 (3+1)
| 73
| ProtoLich 3-11
| ProtoLich/Lich
| Double the memorization of 1 SL (Wizard or Priest)
|
4 (3+1)
| 74
| ProtoLich 3-12
| ProtoLich/Lich
| Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
| 4 (3+1)
| 75
| Rune Touched
| Magic
| +LVL on spell focus, spell penetration and SR.
| 4 (3+1)
| 76
| Skill Born
| Skill
| +LVL on TH, dmg and AC against opponents more powerful than yourself.
|
4 (3+1)
| 77
| Sky Born
| Sky
| +LVL on TH, dmg and AC when both you and your opponent are flying.
| 4 (3+1)
| 78
| Son of the Forest
| Nature
| +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
| 4 (3+1)
| 79
| Storm Born
| Thunder
| +LVL on TH, dmg and AC as long as there is no roof over your head.
|
4 (3+1)
| 80
| Strength in Numbers
| Community
| + to saving throws equal to the number of allies in your group. (max=LVL)
| 4 (3+1)
| 81
| Stygian
| Secrets
| +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
| 4 (3+1)
| 82
| Sun Blessed
| Sun
| +LVL on TH, dmg and AC providing the sun is shining on you.
|
4 (3+1)
| 83
| Terrifying Opponent
| Fear
| +LVL on TH, damage and AC against all opponents you frighten.
| 4 (3+1)
| 84
| Time Phase
| Time
| +LVL on TH, dmg and AC provided you win initiative against your opponents.
| 4 (3+1)
| 85
| Travel Born
| Travel
| +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
|
4 (3+1)
| 86
| True Grit
| Stoicism
| +LVL on attack and dmg provided you are at half hit points or less.
| 4 (3+1)
| 87
| Void Born
| Entropy
| +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
| 4 (3+1)
| 88
| Warrior Born
| War
| +LVL on TH, dmg and AC while engaged in combat.
|
4 (3+1)
| 89
| Wisdom Block
| Wisdom
| You are immune to any type of wisdom damage/draining.
| 4 (2+2)
| 90
| Summon UltraBlack/White 2
| UltraBlack/White
| Summons a DL III UltraBlack/White creature, AC = (1d20)*(1d4+1), HD = 3m4, hp = HD*(1d8). It will do a spell level = 2d3 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 5
| 1
| Angelic Chorus
| MTG W
| Whenever you summon a creature, cure it's hp on yourself
|
5
| 2
| Blue Grass (SL=5)
| Drugs
| Ethereal Projection
| 5
| 3
| Devil Summoning 5
| Summoning
| Summons an evil Outer DL V creature
| 5
| 4
| Dispel Good
| Evil
| +4 bonus against attacks by good creatures.
|
5
| 5
| Doubling Season
| MTG G
| Whenever you summon a creature, you get 2 instead (+1 slot too)
| 5
| 6
| Extinction
| MTG B
| Slay all creatures of one race in a group (PPD save)
| 5
| 7
| False Vision
| Secrets, Thievery
| Fools scrying with an illusion.
|
5
| 8
| Folding Dimensional Doom
| Travellers
| Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
| 5
| 9
| Inflict Light Wounds, Mass
| Destruction
| Deals 1d8 damage +1/level to many creatures.
| 5
| 10
| Insect Plague
| Disease
| Locust swarms attack creatures
|
5
| 11
| Kick (SL=5)
| Drugs
| +5 CL with Radiation powers (e.g. Psi9)
| 5
| 12
| LSD (SL=5)
| Drugs
| 75% chance of Astral Projection; 15% Fear
| 5
| 13
| Mark of Justice
| Revenge
| Designates action that will trigger curse on subject.
|
5
| 14
| Nightmare
| Darkness, Fear
| Sends vision dealing 1d10 damage, fatigue.
| 5
| 15
| Panacea (SL=5)
| Drugs
| Miracle for spell level 0-5 Healing spell
| 5
| 16
| Poison Spittle 5
| Snake
| Breathe poison: one group, dmg=(current hp)/4, no save
|
5
| 17
| Prismatic Strike
| Sun
| Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
| 5
| 18
| Reelly Put Out of Misery
| Eel
| Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
| 5
| 19
| Reptile Summoning 5
| Snake
| Summons a DL VI Reptile.
|
5
| 20
| Revive 5
| Necromancy
| Revive a DL V monster.
| 5
| 21
| Slay Living
| Death
| Touch attack kills subject.
| 5
| 22
| Space Mead (SL=5)
| Drugs
| Suspend Animation; Astral Projection; High Freq. Sample
|
5
| 23
| Sticks to Snakes 5
| Snake
| Reptile Swarm Summoning for CL*4/3 reptiles of DL=4.
| 5
| 24
| Summon Eelemental 5
| Eel
| Summon a DL V Eelemental (DM has table)
| 5
| 25
| Summon Leech 5
| Eel
| Summon a DL V Leech (DM has table)
|
5
| 26
| Synthcoke (SL=5)
| Drugs
| Regen 10 hp/s; +10 Dex; -15 Will saves
| 5
| 27
| True Storm
| War
| Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
| 5 (4+1)
| 28
| Aligned Friend
| SemiDivine/Divine
| Same aligned beings must save (vs. Will) to attack you
|
5 (4+1)
| 29
| Anaretic
| SemiDivine/Divine
| 1 attack: Dispel Magic, Radiation, or Innate
| 5 (4+1)
| 30
| Band of Brothers
| Community
| You can summon twice as many summoned creatures than the spell typically permits.
| 5 (4+1)
| 31
| Best Money Can Buy
| Wealth
| Any constructs you summon have 50% more hit dice than normal.
|
5 (4+1)
| 32
| Brethren of Love
| Love
| Any creatures you summon gain an charisma bonus equal to LVL.
| 5 (4+1)
| 33
| Brothers of Vengeance
| Revenge
| Any creatures you summon gain a favoured enemy bonus equal to double LVL.
| 5 (4+1)
| 34
| Brothers-at-Arms
| War
| Any creatures you summon gain a bonus to their TH equal to double LVL.
|
5 (4+1)
| 35
| Call of the Wild
| Moon
| Any animals or lycanthropes you summon have 50% more hit die than usual.
| 5 (4+1)
| 36
| Chaos Brethren
| Chaos
| Chaos-aligned creatures you summon always have 50% more hit dice than usual.
| 5 (4+1)
| 37
| Chrono
| Time
| Any creatures you summon gain an initiative bonus equal to double LVL.
|
5 (4+1)
| 38
| Cosmic Insight
| SemiDivine/Divine
| 0, 1/r: Dispel Invisibility or Illusion
| 5 (4+1)
| 39
| Counter-attack
| SemiDivine/Divine
| +1 to number of parting shots you are allowed
| 5 (4+1)
| 40
| Diseased Brethren
| Disease
| Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
|
5 (4+1)
| 41
| Earthen Brethren
| Mountain
| Any earth-based creatures you summon possess 50% more hit dice than normal.
| 5 (4+1)
| 42
| Evil Brethren
| Evil
| Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 43
| Fey Brethren
| Elf
| Fey summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 44
| Fire Brethren
| Fire
| Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 45
| Forge Brethren
| Metalworking
| Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
| 5 (4+1)
| 46
| Guardians of Magic
| Magic
| Any constructs you summon have 50% more hit dice than normal.
|
5 (4+1)
| 47
| Hard Working Brethren
| Labour
| Any creatures you summon cannot be banished until the task is done.
| 5 (4+1)
| 48
| Healthy Brethren
| Healing
| Any creatures you summon possess fast healing equal to LVL.
| 5 (4+1)
| 49
| Holy Brethren
| Good
| Good-aligned creatures summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 50
| Horrific Breathren
| Fear
| Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
| 5 (4+1)
| 51
| Horticulturist
| Nature
| Any plants summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 52
| Icy Brethren
| Winter
| Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 53
| Improve Ability Score
| SemiDivine/Divine
| +CL to one ability score
| 5 (4+1)
| 54
| Improve Summoning
| SemiDivine/Divine
| Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
| 5 (4+1)
| 55
| Intelligent Brethren
| Knowledge
| Any creatures you summon gain an intelligence bonus equal to LVL.
|
5 (4+1)
| 56
| Lawful Brethren
| Law
| Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 57
| Lithe Brethren
| Skill
| Any creatures you summon gain an Dexterity bonus equal to LVL.
| 5 (4+1)
| 58
| Logic Born
| Wisdom
| You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
|
5 (4+1)
| 59
| Lucky Brethren
| Luck
| You always summon the maximum number of creatures.
| 5 (4+1)
| 60
| Mad Brethren
| Madness
| Any aberrations you summon have 50% more hit dice than normal.
| 5 (4+1)
| 61
| Musical Brethren
| Music
| Sonic-based creatures you summon always have 50% more hit dice than usual.
|
5 (4+1)
| 62
| Natural Selection
| Science
| Any animals summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 63
| Numerous Brethren
| Fertility
| You summon double the number of creatures.
| 5 (4+1)
| 64
| Oblation
| Charity
| Any creatures you summon always remain twice as long.
|
5 (4+1)
| 65
| Occult Brethren
| Secrets
| Any creatures you summon benefit from having greater invisibility cast upon them.
| 5 (4+1)
| 66
| Peaceful Brethren
| Peace
| Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
| 5 (4+1)
| 67
| ProtoLich 4-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-3rd level Wizard spell
|
5 (4+1)
| 68
| ProtoLich 4-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-3rd level Priest spell
| 5 (4+1)
| 69
| ProtoLich 4-3
| ProtoLich/Lich
| 1M, 1/r: Any psionic minor
| 5 (4+1)
| 70
| ProtoLich 4-4
| ProtoLich/Lich
| +10*LVL PaPR
|
5 (4+1)
| 71
| ProtoLich 4-5
| ProtoLich/Lich
| 1M: Dispel Innate or Racial ability effect
| 5 (4+1)
| 72
| ProtoLich 4-6
| ProtoLich/Lich
| 1M, 1/d: Reset
| 5 (4+1)
| 73
| ProtoLich 4-7
| ProtoLich/Lich
| 1M, 1/d: Contact Alternate Reality
|
5 (4+1)
| 74
| ProtoLich 4-8
| ProtoLich/Lich
| 1M, 1/d: Create Any DL 4 Monster
| 5 (4+1)
| 75
| ProtoLich 4-9
| ProtoLich/Lich
| 1M, touch: Steal all spells (save)
| 5 (4+1)
| 76
| ProtoLich 4-10
| ProtoLich/Lich
| 1M, touch: Lose LVLd4 stat pts
|
5 (4+1)
| 77
| ProtoLich 4-11
| ProtoLich/Lich
| 1bF: Fork
| 5 (4+1)
| 78
| ProtoLich 4-12
| ProtoLich/Lich
| Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
| 5 (4+1)
| 79
| Radiant Brethren
| Sun
| Any light or positive energybased creatures you summon have 50% more hit dice than usual.
|
5 (4+1)
| 80
| Semi-Quixotic
| SemiDivine/Divine
| 0,1/r: You can re-roll any dice roll (yours or friend's)
| 5 (4+1)
| 81
| Semi-Slipstream
| SemiDivine/Divine
| Resist time
| 5 (4+1)
| 82
| Semi-Soniferous
| SemiDivine/Divine
| 0, when using a magic item spend 4 times the charges: double the effect
|
5 (4+1)
| 83
| Shadow Brethren
| Darkness
| Shadow-based creatures you summon always have 50% more hit dice than usual.
| 5 (4+1)
| 84
| Shroud of Harm
| SemiDivine/Divine
| Anyone attacking you loses 50% of their current hp (for each attack)
| 5 (4+1)
| 85
| Sky Brethren
| Sky
| Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
|
5 (4+1)
| 86
| Sneaky Brethren
| Thievery
| Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
| 5 (4+1)
| 87
| Spawn of the Deep
| Sea
| Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 88
| Stoic Brethren
| Stoicism
| Any creatures you summon gain an Constitution bonus equal to LVL.
|
5 (4+1)
| 89
| Stormtroopers
| Thunder
| Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
| 5 (4+1)
| 90
| Strong Brethren
| Strength
| Any creatures you summon gain an strength bonus equal to LVL.
| 5 (4+1)
| 91
| Sword Brethren
| Sword
| You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
|
5 (4+1)
| 92
| Time Dilate
| SemiDivine/Divine
| Can use 2M (no P's or V's) instead of 1S+1V actions per segment
| 5 (4+1)
| 93
| Travel Companions
| Travel
| Any creatures you summon have their movement rate doubled.
| 5 (4+1)
| 94
| Undead Brethren
| Death
| All undead created within the radius of your divine aura have 50% more hit dice than usual.
|
5 (4+1)
| 95
| Underhand
| SemiDivine/Divine
| Backstab x(CL/3), round up
| 5 (4+1)
| 96
| Violent Offenders
| Destruction
| Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
| 5 (4+1)
| 97
| Void Brethren
| Entropy
| Summoned creatures within the radius of your divine aura are automatically banished.
|
5 (3+2)
| 98
| Summon UltraBlack/White 3
| UltraBlack/White
| Summons a DL IV UltraBlack/White creature, AC = (1d20)*(1d4+2), HD = 3m6, hp = HD*(1d12). It will do a spell level = 2d4 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 6
| 1
| Army Teleport
| War
| Teleports any number of (willing) beings within sight.
| 6
| 2
| Banishment
| Revenge
| Banishes 2 HD/level of extraplanar creatures.
|
6
| 3
| Beacon of Immortality
| MTG W
| Double current hp (like a Tenser's, but a different source)
| 6
| 4
| Create Undead
| Death, Evil
| Create ghouls, ghasts, mummies or mohrgs.
| 6
| 5
| Dark Offering
| MTG B
| Slay a creature (PPD save), you gain it's hp to current hp
|
6
| 6
| Desert Twister
| MTG G
| Destroy something (PP save, like a Disintegrate spell)
| 6
| 7
| Devil Summoning 6
| Summoning
| Summons an evil Outer DL VI creature
| 6
| 8
| Dust
| Sun
| Dusts (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
|
6
| 9
| Harm
| Destruction, Disease
| Deals 10 points/level damage to target.
| 6
| 10
| Heel
| Eel
| Remove all hp of dmg and remove 1 [C] section effect
| 6
| 11
| Mislead
| Luck, Secrets, Thievery
| Turns you invisible and creates illusory double.
|
6
| 12
| Poison Spittle 6
| Snake
| Breathe poison: one group, dmg=(current hp)/3, no save
| 6
| 13
| Reptile Summoning 6
| Snake
| Summons a DL VII Reptile.
| 6
| 14
| Revive 6
| Necromancy
| Revive a DL VI monster.
|
6
| 15
| Shadow Walk
| Darkness, Travel
| Step into shadows to travel rapidly.
| 6
| 16
| Sticks to Snakes 6
| Snake
| Reptile Swarm Summoning for CL reptiles of DL=5.
| 6
| 17
| Summon Eelemental 6
| Eel
| Summon a DL VI Eelemental (DM has table)
|
6
| 18
| Summon Leech 6
| Eel
| Summon a DL VI Leech (DM has table)
| 6
| 19
| Symbol of Fear
| Fear
| Triggered rune panics nearby creatures.
| 6
| 20
| True Teleport
| Travellers
| Your party teleports on your side of the segment (no delay).
|
6 (5+1)
| 21
| Bribery
| Wealth
| Immunities and resistances are only 50% effective against your enchantment effects.
| 6 (5+1)
| 22
| Chink In The Armor
| Metalworking
| You ignore magic armor or shields whose enhancement bonus is less than LVL.
| 6 (5+1)
| 23
| Drowning
| Sea
| You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
|
6 (5+1)
| 24
| Escamotage
| Thievery
| Opponents immune to critical hits still suffer half your sneak attack bonus damage.
| 6 (5+1)
| 25
| Extension of Elvenkind
| Elf
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| 6 (5+1)
| 26
| Green-Blooded
| Nature
| You can poison even those magically immune to poison.
|
6 (5+1)
| 27
| Instrument of Change
| Moon
| Your transmutation effects can affect those otherwise immune, at half effect.
| 6 (5+1)
| 28
| Instrument of Chaos
| Chaos
| Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
| 6 (5+1)
| 29
| Instrument of Charity
| Charity
| Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
|
6 (5+1)
| 30
| Instrument of Cold
| Winter
| Immunities and resistances are only 50% effective against your cold-based attacks.
| 6 (5+1)
| 31
| Instrument of Darkness
| Darkness
| Immunities and resistances are only 50% effective against your negative energy-based attacks.
| 6 (5+1)
| 32
| Instrument of Death
| Death
| Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
|
6 (5+1)
| 33
| Instrument of Destruction
| Destruction
| Damage reduction is only 50% effective against your attacks.
| 6 (5+1)
| 34
| Instrument of Disease
| Disease
| Immunities and resistances are only 50% effective against your disease-based attacks.
| 6 (5+1)
| 35
| Instrument of Education
| Knowledge
| You know all skills.
|
6 (5+1)
| 36
| Instrument of Enchantment
| Love
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| 6 (5+1)
| 37
| Instrument of Fate
| Luck
| Opponents in your group have any luck bonuses reduced by 50%.
| 6 (5+1)
| 38
| Instrument of Fire
| Fire
| Immunities and resistances are only 50% effective against your fire-based attacks.
|
6 (5+1)
| 39
| Instrument of Labour
| Labour
| You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
| 6 (5+1)
| 40
| Instrument of Madness
| Madness
| Immunities are only 50% effective against your mind affecting effects and spells.
| 6 (5+1)
| 41
| Instrument of Magic
| Magic
| Your magic works on those supposedly immune to magic, at half effect.
|
6 (5+1)
| 42
| Instrument of Music
| Music
| Immunities and resistances are only 50% effective against your sonic based attacks.
| 6 (5+1)
| 43
| Instrument of Peace
| Peace
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| 6 (5+1)
| 44
| Instrument of Revenge
| Revenge
| You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
|
6 (5+1)
| 45
| Instrument of Science
| Science
| Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
| 6 (5+1)
| 46
| Instrument of Secrecy
| Secrets
| Your illusions have a 50% chance of fooling even true seeing or similar magic.
| 6 (5+1)
| 47
| Instrument of Skill
| Skill
| You gain a Dexterity bonus equal to LVL.
|
6 (5+1)
| 48
| Instrument of Stoicism
| Stoicism
| You gain a Constitution bonus equal to LVL.
| 6 (5+1)
| 49
| Instrument of Strength
| Strength
| You gain a Strength bonus equal to LVL.
| 6 (5+1)
| 50
| Instrument of Terror
| Fear
| Immunities and resistances are only 50% effective against your fear-based attacks.
|
6 (5+1)
| 51
| Instrument of the Air
| Sky
| You can automatically revoke the ability of flight in your group.
| 6 (5+1)
| 52
| Instrument of the Law
| Law
| Immunities and resistances are only 50% effective against your law-based attacks.
| 6 (5+1)
| 53
| Instrument of the Void
| Entropy
| You do not suffer any miss chance against incorporeal targets.
|
6 (5+1)
| 54
| Instrument of Thunder
| Thunder
| Immunities and resistances are only 50% effective against your electricity-based attacks.
| 6 (5+1)
| 55
| Instrument of Travel
| Travel
| You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
| 6 (5+1)
| 56
| Instrument of War
| War
| Damage Reduction is only 50% effective against your attacks.
|
6 (5+1)
| 57
| Lightbearer
| Sun
| Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
| 6 (5+1)
| 58
| Meeting of Minds
| Community
| Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
| 6 (5+1)
| 59
| Monumental
| Mountain
| Your damage reduction has no negating factors.
|
6 (5+1)
| 60
| ProtoLich 5-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-4th level Wizard spell
| 6 (5+1)
| 61
| ProtoLich 5-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-4th level Priest spell
| 6 (5+1)
| 62
| ProtoLich 5-3
| ProtoLich/Lich
| +10*LVL aMR
|
6 (5+1)
| 63
| ProtoLich 5-4
| ProtoLich/Lich
| 1M: Project Image
| 6 (5+1)
| 64
| ProtoLich 5-5
| ProtoLich/Lich
| 1M: Teleport
| 6 (5+1)
| 65
| ProtoLich 5-6
| ProtoLich/Lich
| 1M: Contact Other Plane
|
6 (5+1)
| 66
| ProtoLich 5-7
| ProtoLich/Lich
| Conduct M actions through psi link (range sight)
| 6 (5+1)
| 67
| ProtoLich 5-8
| ProtoLich/Lich
| 1M, touch: Drain all psionic pools (save)
| 6 (5+1)
| 68
| ProtoLich 5-9
| ProtoLich/Lich
| 1M, touch: Slay Living (save)
|
6 (5+1)
| 69
| ProtoLich 5-10
| ProtoLich/Lich
| 1F: Get 2M you can use this segment
| 6 (5+1)
| 70
| ProtoLich 5-11
| ProtoLich/Lich
| +LVL/5 QM actions
| 6 (5+1)
| 71
| ProtoLich 5-12
| ProtoLich/Lich
| Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
|
6 (5+1)
| 72
| Rapid Rejuvenation
| Fertility
| You rejuvenates as if of the next highest divine status.
| 6 (5+1)
| 73
| Recovery
| Healing
| Your healing powers can restore even vile damage.
| 6 (5+1)
| 74
| Riddle of Steel
| Sword
| When attacking with a sword you ignore half the opponent's damage reduction.
|
6 (5+1)
| 75
| Stain of Evil
| Evil
| Any damage you deal can only be healed within a consecrated area.
| 6 (5+1)
| 76
| Stigmatism
| Good
| Any damage you deal can only be healed within a consecrated area.
| 6 (5+1)
| 77
| Time Shard
| Time
| Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
|
6 (5+1)
| 78
| Wisdom Touched
| Wisdom
| Any creatures you summon gain a Wisdom bonus equal to double LVL.
| 6 (4+2)
| 79
| Summon UltraBlack/White 4
| UltraBlack/White
| Summons a DL V UltraBlack/White creature, AC = (1d20)*(1d4+3), HD = 3m8, hp = HD*(1d16). It will do a spell level = 2d5 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 7
| 1
| Blasphemy
| Evil
| Kills, paralyzes, weakens, or dazes nonevil subjects.
|
7
| 2
| Destruction
| Death
| Kills subject and destroys remains.
| 7
| 3
| Devil Summoning 7
| Summoning
| Summons an evil Outer DL VII creature
| 7
| 4
| Disintegrate
| Destruction
| Makes one creature or object vanish.
|
7
| 5
| Eyebite
| Fear
| Target becomes panicked, sickened and comatose.
| 7
| 6
| Holy Word Battle
| War
| Entire party (incl. summons and henchmen) get +1QS action this segment.
| 7
| 7
| Holy Word Blind
| Sun
| Target is blinded, and cannot target or attack anything (no save, no MR).
|
7
| 8
| Holy Word Shift
| Travellers
| Target is plane shifted to a plane of your choice (no save, no MR).
| 7
| 9
| Hovercraft Full of Eels
| Eel
| Like a Chariot of Sustarre, but it's Eels!
| 7
| 10
| Look at Me, I'm the DCI
| MTG W
| An effect is banned from the room (x1 Special)
|
7
| 11
| Multi Eel
| Eel
| Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
| 7
| 12
| Poison Spittle 7
| Snake
| Breathe poison: one group, dmg=(current hp)/2, no save
| 7
| 13
| Power Word Blind
| Darkness, Love, War
| Blinds creature with 200 hp or less.
|
7
| 14
| Reptile Summoning 7
| Snake
| Summons a DL VIII Reptile.
| 7
| 15
| Revive 7
| Necromancy
| Revive a DL VII monster.
| 7
| 16
| Screen
| Secrets, Thievery
| Illusion hides area from vision, scrying.
|
7
| 17
| Spell Turning
| Luck, Magic, Revenge, Stoicism
| Reflect 1d4+6 spell levels back at the caster.
| 7
| 18
| Sticks to Snakes 7
| Snake
| Reptile Swarm Summoning for CL*2/3 reptiles of DL=6.
| 7
| 19
| Summon Eelemental 7
| Eel
| Summon a DL VII Eelemental (DM has table)
|
7
| 20
| Summon Leech 7
| Eel
| Summon a DL VII Leech (DM has table)
| 7
| 21
| Tooth and Nail
| MTG G
| Summon DL VII, can pick type, or can pick creature within type
| 7
| 22
| Waves of Exhaustion
| Disease, Entropy
| Several targets become exhausted.
|
7 (6+1)
| 23
| Edifying Beam
| SemiDivine/Divine
| Target's alignment changes (save)
| 7 (6+1)
| 24
| Induction Skins
| SemiDivine/Divine
| Gain infinite Stoneskins
| 7 (6+1)
| 25
| Interdimension
| SemiDivine/Divine
| MWaWR 75%
|
7 (6+1)
| 26
| Luminal
| SemiDivine/Divine
| xCL movement rate
| 7 (6+1)
| 27
| Magic Dead Zone
| SemiDivine/Divine
| Drain the MF by 1 in the area (except to you; you are unaffected)
| 7 (6+1)
| 28
| Omega Effect
| SemiDivine/Divine
| Pick a spell you know. It does vile damage (or vile harming).
|
7 (6+1)
| 29
| ProtoLich 6-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-5th level Wizard spell
| 7 (6+1)
| 30
| ProtoLich 6-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-5th level Priest spell
| 7 (6+1)
| 31
| ProtoLich 6-3
| ProtoLich/Lich
| 1M, 1/r: Any psionic major
|
7 (6+1)
| 32
| ProtoLich 6-4
| ProtoLich/Lich
| 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
| 7 (6+1)
| 33
| ProtoLich 6-5
| ProtoLich/Lich
| 1M: Teleport without Error
| 7 (6+1)
| 34
| ProtoLich 6-6
| ProtoLich/Lich
| +10*LVL IR
|
7 (6+1)
| 35
| ProtoLich 6-7
| ProtoLich/Lich
| 1M, touch: Steal a random powers for 1 round (no save)
| 7 (6+1)
| 36
| ProtoLich 6-8
| ProtoLich/Lich
| 1M, touch: Erase Truename (must know their Truename first)
| 7 (6+1)
| 37
| ProtoLich 6-9
| ProtoLich/Lich
| Troll-like regen LVL hp (including vile) /s
|
7 (6+1)
| 38
| ProtoLich 6-10
| ProtoLich/Lich
| Conduct effects through psi link (within sight)
| 7 (6+1)
| 39
| ProtoLich 6-11
| ProtoLich/Lich
| +LVL/10 number of segments per round
| 7 (6+1)
| 40
| ProtoLich 6-12
| ProtoLich/Lich
| Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
|
7 (6+1)
| 41
| Rectify Misery
| SemiDivine/Divine
| Anyone slain by you is Capital S Slain instead
| 7 (6+1)
| 42
| Transilient
| SemiDivine/Divine
| Get 2 saves for each save, choose better result
| 7 (6+1)
| 43
| Transmortal
| SemiDivine/Divine
| Your body cannot be destroyed (e.g. immune disintegrate)
|
7 (5+2)
| 44
| Summon UltraBlack/White 5
| UltraBlack/White
| Summons a DL VI UltraBlack/White creature, AC = (1d20)*(1d4+4), HD = 3m10, hp = HD*(1d20). It will do a spell level = 2d6 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 8
| 1
| Biorhythm
| MTG G
| Each person in a group's current hp = (Number of summons)*10
| 8
| 2
| Create Greater Undead
| Darkness, Death
| Create shadows, wraiths, spectres or devourers.
|
8
| 3
| Decree of Pain
| MTG B
| Slay all creatures in two groups (PPD save) or one group (no save)
| 8
| 4
| Devil Summoning 8
| Summoning
| Summons an evil Outer DL VIII creature
| 8
| 5
| Discern Location
| Knowledge, Revenge
| Reveals exact location of creature or object.
|
8
| 6
| Earthquake
| Destruction
| Intense tremor shakes 5-ft./level radius.
| 8
| 7
| Higher Ground
| War
| Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
| 8
| 8
| Horrid Wilting
| Disease, Entropy, Sea
| Deals 1d6/level damage within 30 ft.
|
8
| 9
| Mind Blank
| Secrets, Stoicism
| Subject is immune to mental/emotional magic and scrying.
| 8
| 10
| Poison Spittle 8
| Snake
| Breathe poison: one group, dmg=(current hp), no save
| 8
| 11
| Polymorph Any Object
| Thievery
| Changes any subject into anything else.
|
8
| 12
| Reptile Summoning 8
| Snake
| Summons a DL IX Reptile.
| 8
| 13
| Reverse the Sands
| MTG W
| Switch current hp totals with someone (no save)
| 8
| 14
| Revive 8
| Necromancy
| Revive a DL VIII monster.
|
8
| 15
| Star Travel
| Sun, Travellers
| You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| 8
| 16
| Sticks to Snakes 8
| Snake
| Reptile Swarm Summoning for CL/3 reptiles of DL=7.
| 8
| 17
| Summon Eelemental 8
| Eel
| Summon a DL VIII Eelemental (DM has table)
|
8
| 18
| Summon Leech 8
| Eel
| Summon a DL VIII Leech (DM has table)
| 8
| 19
| Trap the Soul
| Fear, Wealth
| Imprisons subject within gem.
| 8
| 20
| Unholy Aura
| Evil
| +4 to AC, +4 resistance, SR 25 against good spells.
|
8 (7+1)
| 21
| ProtoLich 7-1
| ProtoLich/Lich
| 1M, 1/r: Any 0th-6th level Wizard spell
| 8 (7+1)
| 22
| ProtoLich 7-2
| ProtoLich/Lich
| 1M, 1/r: Any 0th-6th level Wizard spell
| 8 (7+1)
| 23
| ProtoLich 7-3
| ProtoLich/Lich
| +10*LVL EaER
|
8 (7+1)
| 24
| ProtoLich 7-4
| ProtoLich/Lich
| 1M, touch: Annihilation (save)
| 8 (7+1)
| 25
| ProtoLich 7-5
| ProtoLich/Lich
| 1M, touch: Incursion (save)
| 8 (7+1)
| 26
| ProtoLich 7-6
| ProtoLich/Lich
| Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
|
8 (6+2)
| 27
| Summon UltraBlack/White 6
| UltraBlack/White
| Summons a DL VII UltraBlack/White creature, AC = (1d20)*(1d4+5), HD = 3m12, hp = HD*(1d24). It will do a spell level = 2d7 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 9
| 1
| Beset
| Travellers
| Target is Set and his home plane becomes this plane (no save, no MR)
| 9
| 2
| Blessed Wind
| MTG W
| Target's current hp becomes 200.
|
9
| 3
| Devil Summoning 9
| Summoning
| Summons an evil Outer DL IX creature
| 9
| 4
| Energy Drain
| Disease
| Subject gains 2d4 negative levels.
| 9
| 5
| Implosion
| Destruction
| Kills one creature/round.
|
9
| 6
| Imprisonment
| Secrets
| Entombs subject beneath the earth.
| 9
| 7
| Mass Mass Heal
| War
| Heals up to 100 groups of creatures. (Yes, this can be reversed.)
| 9
| 8
| Power Word Kill
| Darkness, War
| Kills creatures with 100 hp or less.
|
9
| 9
| Revive 9
| Necromancy
| Revive a DL IX monster.
| 9
| 10
| Star Swarm
| Sun
| Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
| 9
| 11
| Storm of Vengeance
| Revenge, Thunder
| Storm rains acid, lightning and hail.
|
9
| 12
| Summon Eelemental 9
| Eel
| Summon a DL IX Eelemental (DM has table)
| 9
| 13
| Summon Leech 9
| Eel
| Summon a DL IX Leech (DM has table)
| 9
| 14
| Summon Monster IX
| Chaos, Evil, Good, Labour, Law
| Calls extraplanar creatures to fight for you.
|
9
| 15
| Time Stop
| Thievery, Time
| You act freely for 1d4+1 rounds.
| 9
| 16
| Wail of the Banshee
| Death, Entropy
| Kills one creatre/level.
| 9
| 17
| Weird
| Fear, Madness
| As phantasmal killer, but affecst all within 30 ft.
|
9 (8+1)
| 18
| Akashic
| SemiDivine/Divine
| Lower Multiplier target by 1 (no save)
| 9 (8+1)
| 19
| Indissolve
| SemiDivine/Divine
| Regeneration CL hp/s
| 9 (8+1)
| 20
| Nullification
| SemiDivine/Divine
| Pick an N<=6. Immune to Nth level spell effects
|
9 (8+1)
| 21
| Oblivi-Permanency
| SemiDivine/Divine
| 0, 1/r: Make a spell you're casting permanent.
| 9 (8+1)
| 22
| Omnific Tough
| SemiDivine/Divine
| +1 ihp
| 9 (8+1)
| 23
| Omnispectacles
| SemiDivine/Divine
| Your sight can go around corners
|
9 (7+2)
| 24
| Summon UltraBlack/White 7
| UltraBlack/White
| Summons a DL VIII UltraBlack/White creature, AC = (1d20)*(1d4+6), HD = 3m14, hp = HD*(1d28). It will do a spell level = 2d8 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 10
| 1
| Automatic Metamagic Capacity (S)
| SemiDivine/Divine
| Gain a free spell level of metamagic
| 10
| 2
| Automatic Writing
| SemiDivine/Divine
| Any spells you witness are automatically added to your spellbook
|
10
| 3
| Cats Fall
| SemiDivine/Divine
| You can fall from any distance without injury
| 10
| 4
| Combat Mastery
| SemiDivine/Divine
| Trade any amount of BAB to AC
| 10
| 5
| Damnation
| Evil
| Send your foe to hell.
|
10
| 6
| Divine Retribution [Divine]
| SemiDivine/Divine
| You gain one additional action after your death
| 10
| 7
| Eclectic Shot
| SemiDivine/Divine
| You can fire irregular objects as if they were missiles
| 10
| 8
| Eclipse
| Darkness
| A solar eclipse follows you.
|
10
| 9
| Epic Potency (S)
| SemiDivine/Divine
| Your damage increases by +2
| 10
| 10
| Epic Shield Focus
| SemiDivine/Divine
| Your shield protects yourself and one adjacent ally
| 10
| 11
| Ether Goer
| SemiDivine/Divine
| You can become ethereal at will
|
10
| 12
| Expert Strike
| SemiDivine/Divine
| Gain a cumulative +1 to attacks against the same target
| 10
| 13
| Fire Baptism
| SemiDivine/Divine
| Gain a cumulative +1 to AC against the same target
| 10
| 14
| Greater Critical
| SemiDivine/Divine
| Your critical threat range is trebled
|
10
| 15
| Greater Critical Multiplier
| SemiDivine/Divine
| Your critical multiplier is trebled
| 10
| 16
| Hellball
| Evil
| You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
| 10
| 17
| Improved Finesse
| SemiDivine/Divine
| Use your dexterity bonus for damage
|
10
| 18
| Improved Spellcasting (S)
| SemiDivine/Divine
| Gain two new spell slots (any non-Concordant SL you have)
| 10
| 19
| Improved Toughness (S)
| SemiDivine/Divine
| You gain an additional hit point per hit die
| 10
| 20
| Legendary Archer
| SemiDivine/Divine
| Opponents cannot deflect your missiles
|
10
| 21
| Lord of Nightmares
| Fear
| You are possessed by a dream larva for 20 rounds and take 12d6 damage.
| 10
| 22
| Pestilence
| Disease
| Inflict slimy doom on all creatures and plants within a half mile diameter area.
| 10
| 23
| Pre-emptive Strike
| SemiDivine/Divine
| You can make one attack in segment 0 (before segment 1)
|
10
| 24
| ProtoLich 10-1
| ProtoLich/Lich
| 0, 1/r: Any 0th-5th level Wizard spell
| 10
| 25
| ProtoLich 10-2
| ProtoLich/Lich
| 0, 1/r: Any 0th-4th level Priest spell
| 10
| 26
| ProtoLich 10-3
| ProtoLich/Lich
| 0, 1/r: Any psionic cantrip
|
10
| 27
| ProtoLich 10-4
| ProtoLich/Lich
| +5*(Lich level)% WR (not irreducible) that can't be ignored
| 10
| 28
| ProtoLich 10-5
| ProtoLich/Lich
| Resist Turning (you are double the rating)
| 10
| 29
| ProtoLich 10-6
| ProtoLich/Lich
| 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
|
10
| 30
| Soothsayer
| SemiDivine/Divine
| You always hear the truth
| 10
| 31
| Star Child (S)
| SemiDivine/Divine
| You gain a wish 1/reset
| 10
| 32
| Superior Quivering Palm
| SemiDivine/Divine
| Use the quivering palm attack once per round
|
10
| 33
| Superior Whirlwind Attack
| SemiDivine/Divine
| Make a 5 ft. step as part of a whirlwind attack
| 10
| 34
| Tempest of Vengeance
| Revenge, Thunder
| Tempest rains acid, lightning and hail.
| 10
| 35
| Three-Weapon Fighting
| SemiDivine/Divine
| You fight three-weapon style, juggling a third weapon
|
10
| 36
| Weapon Abatement
| SemiDivine/Divine
| You are immune to the first successful blow dealt from a weapon
| 10 (8+2)
| 37
| Summon UltraBlack/White 8
| UltraBlack/White
| Summons a DL IX UltraBlack/White creature, AC = (1d20)*(1d4+7), HD = 3m16, hp = HD*(1d32). It will do a spell level = 2d9 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
| 11
| 1
| ProtoLich 11-1
| ProtoLich/Lich
| 0, 1/r: Any 1st-6th level Wizard spell
|
11
| 2
| ProtoLich 11-2
| ProtoLich/Lich
| 0, 1/r: Any 1st-5th level Priest spell
| 11
| 3
| ProtoLich 11-3
| ProtoLich/Lich
| 0, 1/r: Any psionic minor
| 11
| 4
| ProtoLich 11-4
| ProtoLich/Lich
| 1M: Banish Undead
|
11
| 5
| ProtoLich 11-5
| ProtoLich/Lich
| Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
| 11
| 6
| ProtoLich 11-6
| ProtoLich/Lich
| +10*(Lich level)% iWR that can't be ignored
| 11
| 7
| ProtoLich 11-7
| ProtoLich/Lich
| Mask Undead status; Can't be turned
|
11
| 8
| ProtoLich 11-8
| ProtoLich/Lich
| Detect Artifacts; 1M: Legend Lore Artifact
| 11
| 9
| ProtoLich 11-9
| ProtoLich/Lich
| 1M, (lich level)/d: Gain +10 XP
| 11
| 10
| ProtoLich 11-10
| ProtoLich/Lich
| 0: Create Traps 15*(Lich level)%
|
11
| 11
| ProtoLich 11-11
| ProtoLich/Lich
| All spells cost 0 P actions; Material componenting does not cost 1 V action
| 11
| 12
| ProtoLich 11-12
| ProtoLich/Lich
| +(Lich level) OppV or QM actions
| 11
| 13
| ProtoLich 11-13
| ProtoLich/Lich
| Negative Cold (Lich level)d10 dmg by touch
|
11
| 14
| ProtoLich 11-14
| ProtoLich/Lich
| +(Lich level) Research Points per reset (see [P12])
| 11
| 15
| ProtoLich 11-15
| ProtoLich/Lich
| 1F or 1X: Duplicate any level 0 Concordant spell
| 11 (9+2)
| 16
| Summon UltraBlack/White 9
| UltraBlack/White
| Summons a DL X UltraBlack/White creature, AC = (1d20)*(1d4+8), HD = 3m18, hp = HD*(1d36). It will do a spell level = 2d10 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
|
|
[PC3] Priest Classes Group
Arch-Priest
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 100 --- ---
| 2
| 3
| 200 --- ---
| 3
| 6
| 210 0-- ---
|
4
| 12
| 320 0-- ---
| 5
| 26
| 421 00- ---
| 6
| 55
| 422 00- ---
|
7
| 110
| 432 100 ---
| 8
| 220
| 433 200 ---
| 9
| 450
| 433 210 0--
|
10
| 900
| 443 220 0--
| 11
| 1350
| 444 330 0--
| 12
| 1800
| 444 441 00-
|
13
| 2250
| 555 442 00-
| 14
| 2700
| 555 442 100
| 15
| 3150
| 555 552 100
|
16
| 3600
| 555 553 210
| 17
| 4050
| 555 553 320
| 18
| 4500
| 555 553 321
|
19
| 4950
| 555 553 331
| 20
| 5400
| 555 554 332
| 21
| 5850
| 555 554 442
|
22
| 6300
| 555 555 443
| 23
| 6750
| 555 555 553
| 24
| 7200
| 555 555 554
|
25
| 7650
| 555 555 555
| 26
| 8100
| 666 655 555
| 27
| 8550
| 666 666 655
|
28
| 9000
| 666 666 666
| 29
| 9450
| 777 766 666
| 30
| 9900
| 777 777 766
|
31
| 10350
| 777 777 777
| 32
| 10800
| 888 877 777
| 33
| 11250
| 888 888 877
|
34
| 11700
| 888 888 888
| 35
| 12150
| 999 988 888
| 36
| 12600
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 4 4 1 1 4
| +2
| 10 6 7 5 5 2 2 5
|
+3
| 11 7 9 6 6 2 2 6
| +4
| 12 8 9 6 7 3 3 7
| +5
| 13 9 10 7 8 4 4 8
|
+6
| 14 9 11 8 9 5 4 9
| +7
| 14 10 11 9 9 6 5 10
| +8
| 15 11 12 10 11 6 6 11
|
+9
| 16 12 13 11 12 7 6 12
| +10
| 16 13 14 12 12 8 7 13
| +11
| 16 14 14 13 13 9 8 14
|
+12
| 16 14 15 14 14 10 8 15
| +13
| 17 15 16 14 14 10 9 16
| +14
| 17 15 16 15 15 11 10 17
|
+15
| 17 16 16 15 16 12 10 18
| +16
| 17 16 16 16 16 13 11 19
| +17
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Str 9, Wis 18
| Alignment:
| any
| HD/level:
| d9
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| 2xPri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with grand spheres.
| Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Priest and another Priest class, this rule has priority.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 sphere for free. Can specialize in another sphere, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the sphere each level).
| Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Priest being too low level. If the Arch-Priest's Willpower score isn't high enough to cast the spell, he suffers the normal effects as per a normal Priest.
| Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Priest's level (for this rule only).
| Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
| Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
| Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
| Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
| Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
| Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
|
|
[PC3] Priest Classes Group
Armorer
Level
| KXP
| Priest 123 456 789 ABC
| TH
|
1
| 0
| 0-- --- ---
| +0
| 2
| 2.75
| 10- --- ---
| +1
| 3
| 5.5
| 210 --- ---
| +2
|
4
| 12
| 321 --- ---
| +3
| 5
| 24
| 432 0-- ---
| +4
| 6
| 45
| 433 1-- ---
| +5
|
7
| 95
| 443 20- ---
| +6
| 8
| 175
| 444 31- ---
| +7
| 9
| 350
| 444 42a ---
| +8
|
10
| 700
| 444 430 ---
| +9
| 11
| 1050
| 444 441 ---
| +10
| 12
| 1400
| 544 442 b--
| +11
|
13
| 1750
| 554 443 a--
| +12
| 14
| 2100
| 555 444 0--
| +13
| 15
| 2450
| 655 544 1--
| +14
|
16
| 2800
| 665 554 20-
| +15
| 17
| 3150
| 666 555 31-
| +16
| 18
| 3500
| 766 655 420
| +17
|
19
| 3850
| 776 665 521
| +18
| 20
| 4200
| 777 666 522
| +19
| 21
| 4550
| 877 766 632
| +20
|
22
| 4900
| 887 776 633
| +21
| 23
| 5250
| 888 777 643
| +22
| 24
| 5600
| 988 877 744
| +23
|
25
| 5950
| 998 887 754
| +24
| 26
| 6300
| 999 888 755
| +25
| 27
| 6650
| A99 988 865
| +26
|
28
| 7000
| AA9 998 866
| +27
| 29
| 7350
| AAA 999 876
| +28
| 30
| 7700
| BAA A99 977
| +29
|
31
| 8050
| BBA AA9 987
| +30
| 32
| 8400
| BBB AAA 988
| +31
| 33
| 8750
| CBB BAA A98
| +32
|
34
| 9100
| CCC BBA A99
| +33
| 35
| 9450
| CCC CCB AA9
| +34
| 36
| 9800
| CCC CCC CAA 1
| +35
|
37
| 19600
| CCC CCC CAA 2
| +36
| 38
| 29400
| CCC CCC CAA 3
| +37
| 39
| 39200
| CCC CCC CAA 4
| +38
|
45
| 98000
| CCC CCC CAA A
| +44
| 54
| 186200
| DDC CCC CCC C1
| +53
| 63
| 274400
| DDC CCC CCC CA
| +62
|
72
| 362600
| DDD DDD DDC CC1
| +71
|
|
Requisites:
| Str 16, Con 12, Wis 16
| Alignment:
| any
| HD/level:
| d12
| Weapon Prof.:
| 3+level
| To Hit Table:
| War
| Reference:
| DM
| Groups:
| Warrior, Priest
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+2
| Fort:
| level+4
| Reflex:
| level+0
| Will:
| level+7
|
|
|
Gets your choice of Str or Wis bonus to spell progression.
| Divide the cost of non-magical armor items (in section [E3]) by LVL+1. This does apply to variable costs and Dragon Armor. Your sale value is also divided by this amount (you can't use this ability to gain money).
| Level N (every level): +1 wear location for an armor type (suit of armor, shield, helm, or cloak).
| Level 1: Your armor may use +1 Armor Adjective each.
| Level 1: 0: Put on a piece of armor. 1N: Remove a piece of armor.
| Level 1 ¶: Spend 1000 gp: Buy one armor item off the (non-magical) [E3] armor list regardless of it's cost. This does not affect costs that are variable (so no Cloakers, Dragon Armors, etc.)
| Level 1 ¶: Spend 1000 gp: Get a half-plus (+1 AC or +1 saves) on an armor item (no upper limit).
| Level 2 ¶: Divide the cost of [E4.3] Armor Flags by LVL.
| Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent armor items.
| Level 3, CF=3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
| Level 4: You may convert your AC to |AC| (absolute AC) by taking the square root (i.e. AC 64 = |AC| 8). You may switch systems during round break.
| Level 9: You may give yourself and/or others two Armor spells instead of one.
| Level 9, CF=3 ¶: May "Sphere Robe" (-1 SL) in Protection, Guardian, or Healing.
| Level 18: Enemies do not automatically hit you on a natural 20.
|
| New Priest Spells:
| Armor of Faith (SL=1, Protection): Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
| Holy Armor (SL=1, Protection): Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
| Armor Thrull (SL=3, Summoning): Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
| Urza's Armor (SL=6, Protection): Take -10 dmg from each spell, psionic effect, or physical attack.
|
|
[PC3] Priest Classes Group
Astral Priest
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 20- --- --
| 2
| 2
| 210 --- --
| 3
| 4
| 321 --- --
|
4
| 7.5
| 422 --- --
| 5
| 12.5
| 432 0-- --
| 6
| 20
| 432 1-- --
|
7
| 35
| 443 1-- --
| 8
| 60
| 443 20- --
| 9
| 90
| 543 21- --
|
10
| 125
| 543 320 --
| 11
| 200
| 553 321 0-
| 12
| 300
| 554 432 1-
|
13
| 750
| 655 543 2-
| 14
| 1150
| 666 654 3-
| 15
| 1550
| 666 666 4-
|
16
| 1950
| 666 666 5-
| 17
| 2350
| 666 666 6-
| 18
| 2750
| 666 666 60
|
19
| 3150
| 666 666 61
| 20
| 3550
| 666 666 62
| 21
| 3950
| 666 666 63
|
22
| 4350
| 666 666 64
| 23
| 4750
| 666 666 65
| 24
| 5150
| 766 666 65
|
25
| 5550
| 776 666 65
| 26
| 5950
| 777 666 65
| 27
| 6350
| 777 766 65
|
28
| 6750
| 777 776 65
| 29
| 7150
| 777 777 65
| 30
| 7550
| 777 777 75
|
31
| 7950
| 777 777 76
| 32
| 8350
| 777 777 77
| 33
| 8750
| 887 777 77
|
34
| 9150
| 888 877 77
| 35
| 9550
| 888 888 77
| 36
| 9950
| 888 888 88
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
|
+3
| 6 4 5 4 3 2 2 1
| +4
| 7 5 6 5 4 3 2 1
| +5
| 8 5 7 6 4 3 3 2
|
+6
| 8 6 7 7 5 4 3 2
| +7
| 9 7 8 8 6 4 4 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +10
| 11 9 10 11 8 6 5 3
| +11
| 12 10 11 12 9 6 5 4
|
+12
| 13 11 12 13 10 7 6 4
| +13
| 14 11 13 14 10 7 6 4
| +14
| 14 12 13 14 11 8 6 5
|
+15
| 14 12 14 14 11 8 7 5
| +16
| 14 13 14 14 12 9 7 5
| +17
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Int 15, Wis 12
| Alignment:
| any
| HD/level:
| 2d3
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Planar
|
|
| Gets Int (not Wis) bonus to spells.
| Gets Exceptional Int bonus.
| Bonus grand in Astral sphere.
| +1 summon slot that holds up to LVL Astral Constructs (or their variants).
|
|
|
|
Level N (every level): Using the list below, pick an ability.
| A. +1M Action.
| B. Barbarian Int bonus instead of Exceptional.
| C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
| D. Immune to aging attacks, or effects that would damage your Silver Cord.
| E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
| F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
| G. ½V: Controlled Blink.
| H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
| I. Your summons do special effects (innates, spells) as if one DL better than they are.
| J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
| K. Free GGL (Specialty God) pick in a god that has an Int requirement.
| L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
| M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
| O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
|
| New Astral Spells:
| Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
| Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
| Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
| Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
| Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
| Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
| Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
| Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
|
|
[PC3] Priest Classes Group
Atheist(-7)
Level
| KXP
| Priest X(-7) 123 456 78 mMG S
|
1
| 7
| --- a-- -- 1-- -
| 2
| 17
| --0 0a- -- 1-- -
| 3
| 27
| -a1 00- -- 1-- -
|
4
| 40
| -01 10- -- 2-- -
| 5
| 61
| a01 10a -- 2-- -
| 6
| 97
| 011 110 -- 21- -
|
7
| 159
| 111 111 -- 31- -
| 8
| 276
| 111 111 a- 31- -
| 9
| 513
| 111 111 0- 31- -
|
10
| 970
| 111 111 1- 42- -
| 11
| 1427
| 222 211 1- 42- -
| 12
| 1884
| 222 222 1- 42- -
|
13
| 2341
| 222 222 2- 521 -
| 14
| 2798
| 333 322 2- 531 -
| 15
| 3255
| 333 333 2- 531 -
|
16
| 3712
| 333 333 3- 631 -
| 17
| 4169
| 444 433 3- 631 -
| 18
| 4626
| 444 444 3- 642 -
|
19
| 5083
| 444 444 4- 742 -
| 20
| 5540
| 555 544 4- 742 -
| 21
| 5997
| 555 555 4- 742 -
|
22
| 6454
| 555 555 5- 852 -
| 23
| 6911
| 666 655 5- 853 -
| 24
| 7368
| 666 666 5- 853 1
|
25
| 7825
| 666 666 6- 953 1
| 26
| 8282
| 777 766 6- 963 1
| 27
| 8739
| 777 777 6- 963 1
|
28
| 9196
| 777 777 7- A64 1
| 29
| 9653
| 777 777 70 A64 1
| 30
| 10110
| 777 777 71 A74 2
|
31
| 10567
| 777 777 72 B74 2
| 32
| 11024
| 777 777 73 B74 2
| 33
| 11481
| 777 777 74 B75 2
|
34
| 11938
| 777 777 75 C85 2
| 35
| 12395
| 777 777 76 C85 2
| 36
| 12852
| 777 777 77 C85 3
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+5
| 11 7 9 6 6 2 2 6
| +6
| 12 8 9 6 7 3 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+9
| 14 9 11 8 9 5 4 9
| +10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
+13
| 16 12 13 11 12 7 6 12
| +14
| 16 13 14 12 12 8 7 13
| +15
| 16 14 14 13 13 9 8 14
|
+17
| 16 14 15 14 14 10 8 15
| +18
| 17 15 16 14 14 10 9 16
| +19
| 17 15 16 15 15 11 10 17
|
+21
| 17 16 16 15 16 12 10 18
| +22
| 17 16 16 16 16 13 11 19
| +23
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Con 19, Wis 26
| Alignment:
| non-S
| HD/level:
| 0d0+13
| Weapon Prof.:
| -1+level*2
| To Hit Table:
| 2xPri
| Save Table:
| 2xPri
| Reference:
| DM
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Cannot have a specialty priest choice in any classes.
| Gets Con bonus to spells.
| The [X(-7)] progression is not automatically provided. Each power you choose costs you one "pick" below (minor=a-l, major=m-v, grand=w-aa, super=bb-ii). The [X(-7)] progression cannot have any kind of bonus (stat or magic item).
|
|
Levels
| Pick
| Description
|
Level 1-5:
| a
| 1M (can borrow): Counter a Divine Intervention
| b
| Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
| c
| 1M: Turn off all specialty priest abilities on target for 1 turn
| d
| LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
| e
| You defend as a x2 being (this effect cannot be dispelled/twisted)
| f
| 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
| g
| The "Lady's Smile" ability does not function within sight
| h
| Opposing actions cannot be used within sight. (Drop this only at reset)
| i
| 0, LVL/d: Anti-Concordant Shell (0th-1st)
| j
| Specials of x2 or greater have their effect's multiplier dropped to x1
| k
| iXR CL*10% (iXR is irreducible Spirit Resistance)
| l
| 0, LVL/d: Halve hp on a creature with at least 1000 hp
|
Level 6-10:
| m
| Undead divide their HD by your LVL when calculating what they turn as
| n
| 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
| o
| 1M (can borrow): Counter an Avoid Fate
| p
| +1 QOpp0 only for Atheist powers
| q
| You defend as a x5 being (this effect cannot be dispelled/twisted)
| r
| 0, 2*LVL/d: Dispel a Concordant effect
| s
| Artifacts divide their ego by their multiplier when picked up by you
| t
| 0, LVL/d: Target creature is not Time/Reality Stable
| u
| 0, LVL/d: Anti-Concordant Shell (0th-3rd)
| v
| 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
|
Level 11-15:
| w
| Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
| x
| You defend as a x8 being (this effect cannot be dispelled/twisted)
| y
| 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
| z
| 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
| aa
| 0, LVL/d: Anti-Concordant Shell (0th-5th)
|
Level 16-20:
| bb
| 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
| cc
| Immune to Forbiddance Zones, Alignment Change, Opposition
| dd
| Abilities as per Anti-Druid of half level
| ee
| Ignore non-racial immunity to fear, suggestion, possession, charm
| ff
| L segments of talking: Hijack the level L follower of someone else, he becomes your follower
| gg
| 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
| hh
| You defend as a x11 being (this effect cannot be dispelled/twisted)
| ii
| 0, LVL/d: Anti-Concordant Shell (0th-7th)
|
|
[PC3] Priest Classes Group
Wild Talents: Psi(-7) PSPs = (Lowest stat) + (HNCL)/2 + (LNCL = Lowest Non-Concordant Level)
| Take your LNCL, and read on the Atheist(-7) progression for number of X-7 powers.
|
| This frequency has no minors or majors.
| 1 Psi(-7) PSP = 20 Psi1 PSPs.
| This frequency is resisted using aXR or aGR.
|
|
[PC3] Priest Classes Group
X-7 Grand Powers
#
| Name
| Cost
| Power
|
1
| Defender 2
| 2/d
| You defend as a x2 being (this effect cannot be dispelled/twisted)
| 2
| Ignore Immunity
| 2
| Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
| 3
| Lady's Frown
| 2/d
| The "Lady's Smile" ability does not function within sight
|
4
| Lockdown Opp
| 2/d
| Opposing actions cannot be used within sight. (Drop this only at reset)
| 5
| Shell 1
| 1/t
| Anti-Concordant Shell (0th-1st)
| 6
| Special Prot.
| 2/d
| Specials of x2 or greater have their effect's multiplier dropped to x1
|
7
| Spirit Resistance
| 1/t
| iXR CL*10%
| 8
| XCell Adjust. 1
| 1
| Halve hp on a creature with at least 1000 hp
|
|
X-7 Super Powers
#
| Name
| Cost
| Power
|
1
| Action Accel.
| 4/t
| +1 OppM only for Psi(-7)
| 2
| Defender 5
| 5/d
| You defend as a x5 being (this effect cannot be dispelled/twisted)
| 3
| Dispel Conc.
| 3
| Dispel a Concordant effect
|
4
| Ego Prot.
| 3/d
| Artifacts divide their ego by their multiplier when picked up by you
| 5
| Instability
| 3
| Target creature is not Time/Reality Stable
| 6
| Shell 3
| 1/t
| Anti-Concordant Shell (0th-3rd)
|
7
| XCell Adjust. 2
| 3
| Deal 1 idmg to a creature with at least 1 ihp
|
|
X-7 Ultra Powers
#
| Name
| Cost
| Power
|
1
| Defender 8
| 8/d
| You defend as a x8 being (this effect cannot be dispelled/twisted)
| 2
| Go Away
| 8
| Target defeated creature is put in the hole, no escape for M years (M=Mult)
| 3
| Lockdown All
| 8/r
| Both you and a target get no actions; if you go below 0 hp this effect ends
|
4
| Shell 5
| 1/t
| Anti-Concordant Shell (0th-5th)
|
|
X-7 Ultra+1 (V) Powers
#
| Name
| Cost
| Power
|
1
| Defender 11
| 11/d
| You defend as a x11 being (this effect cannot be dispelled/twisted)
| 2
| Shell 7
| 1/t
| Anti-Concordant Shell (0th-7th)
|
|
[PC3] Priest Classes Group
Attendant
Level
| KXP
| Priest 123 456 78
|
1
| 0
| abc def gh
| 2
| 1.75
| 0ab cde fg
| 3
| 3.5
| 10a bcd ef
|
4
| 7
| 20a bcd ef
| 5
| 14
| 310 bcd ef
| 6
| 28
| 420 abc de
|
7
| 56
| 530 abc de
| 8
| 112
| 641 0ab cd
| 9
| 224
| 752 0ab cd
|
10
| 399
| 863 0ab cd
| 11
| 574
| 974 0ab cd
| 12
| 749
| A85 10a bc
|
13
| 924
| B96 20a bc
| 14
| 1099
| CA7 30a bc
| 15
| 1274
| DB8 40a bc
|
16
| 1624
| EC9 50a bc
| 17
| 1799
| FDA 610 ab
| 18
| 2149
| GEB 720 ab
|
19
| 2499
| HFC 830 ab
| 20
| 2849
| IGD 940 ab
| 21
| 3199
| JHE A50 ab
|
22
| 3549
| KIF B60 ab
| 23
| 3899
| LJG C71 0a
| 24
| 4249
| MKH D82 0a
|
25
| 4599
| NLI E93 0a
| 26
| 4949
| OMJ FA4 0a
| 27
| 5649
| PNK GB5 0a
|
28
| 6349
| QOL HC6 0a
| 29
| 7049
| RPM ID7 0a
| 30
| 7749
| SQN JE8 10
|
31
| 8449
| TRO KF9 20
| 32
| 9149
| USP LGA 30
| 33
| 9849
| VTQ MHB 40
|
34
| 10549
| WUR NIC 50
| 35
| 11249
| XVS OJD 60
| 36
| 12649
| YWT PKE 70
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 9 5 6 3 4 0 1 3
| +2
| 9 5 6 4 4 1 1 4
|
+3
| 10 6 7 5 5 2 2 5
| +4
| 11 7 8 5 6 2 2 5
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 9 10 7 8 4 4 8
| +8
| 13 9 10 7 8 4 4 8
|
+9
| 14 10 11 8 9 5 5 9
| +10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
+12
| 16 12 13 10 11 7 6 11
| +13
| 16 13 13 11 12 8 7 12
| +14
| 16 13 14 12 12 8 7 13
|
+15
| 16 14 14 13 13 9 8 14
| +16
| 16 14 15 13 13 9 8 14
| +17
| 16 15 15 14 14 10 9 15
|
|
Requisites:
| Wis 11, Chr 9
| Alignment:
| any
| HD/level:
| 2d3
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| 1½xPri
| Save Table:
| 1½xPri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
After selecting your spheres, apply the following changes:
| Drop Astral, Chaos, Sun, Travelers, War, Weather. These are always unavailable spheres to you.
| Increase Creation, Law, and Protection by 1 category (unavailable to minor, minor to major, major to grand).
| Guardian and Wards become Grand.
|
|
[PC3] Priest Classes Group
Avatar
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 100 --- ---
| 2
| 7
| 200 --- ---
| 3
| 14
| 210 0-- ---
|
4
| 28
| 320 0-- ---
| 5
| 56
| 421 00- ---
| 6
| 112
| 422 00- ---
|
7
| 224
| 432 100 ---
| 8
| 448
| 433 200 ---
| 9
| 700
| 433 210 0--
|
10
| 1050
| 443 220 0--
| 11
| 1400
| 444 330 0--
| 12
| 1750
| 444 441 00-
|
13
| 2100
| 555 442 00-
| 14
| 2450
| 555 442 100
| 15
| 2800
| 555 552 100
|
16
| 3150
| 555 553 210
| 17
| 3500
| 555 553 320
| 18
| 3850
| 555 553 321
|
19
| 4200
| 555 553 331
| 20
| 4550
| 555 554 332
| 21
| 4900
| 555 554 442
|
22
| 5250
| 555 555 443
| 23
| 5600
| 555 555 553
| 24
| 5950
| 555 555 554
|
25
| 6300
| 555 555 555
| 26
| 6650
| 666 655 555
| 27
| 7000
| 666 666 655
|
28
| 7350
| 666 666 666
| 29
| 7700
| 777 766 666
| 30
| 8050
| 777 777 766
|
31
| 8400
| 777 777 777
| 32
| 8750
| 888 877 777
| 33
| 9100
| 888 888 877
|
34
| 9450
| 888 888 888
| 35
| 9800
| 999 988 888
| 36
| 10150
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 9 5 6 3 4 0 1 3
| +2
| 9 5 6 4 4 1 1 4
|
+3
| 10 6 7 5 5 2 2 5
| +4
| 11 7 8 5 6 2 2 5
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 9 10 7 8 4 4 8
| +8
| 13 9 10 7 8 4 4 8
|
+9
| 14 10 11 8 9 5 5 9
| +10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
+12
| 16 12 13 10 11 7 6 11
| +13
| 16 13 13 11 12 8 7 12
| +14
| 16 13 14 12 12 8 7 13
|
+15
| 16 14 14 13 13 9 8 14
| +16
| 16 14 15 13 13 9 8 14
| +17
| 16 15 15 14 14 10 9 15
|
|
Requisites:
| Wis 20, Chr 22
| Alignment:
| any
| HD/level:
| d12
| Weapon Prof.:
| 7+level/4
| To Hit Table:
| 1½xPri
| Save Table:
| 1½xPri; 1/9xDemigod
| Reference:
| DM (and a little MTG)
| Groups:
| Priest, Demigod (x1)
|
|
|
|
May weapon specialize using the "Non-War" line.
| Gets Wis and Chr bonus to spells.
| Level 1 ¶: Whatever your "Cheat Code" ("Player Pick") is, you get two of them. See section [X3] for definition of Cheat Codes / Player Picks.
| Level 1 ¶: Overwrite the Alignment requirement of another class to be "any".
| Level 2: Flying LVL*3".
| Level 2: For any N, you may cast Monster Summoning (N) as three SL=(N-2) spells in the Animal sphere. For example, you may cast Monster Summoning V as three 3rd level spells. Note you get Monster Summoning, not Animal Summoning.
| Level 3: Vampiric Regeneration 50%.
| Level 3: 0, 1/r: Unspend a spell slot.
| Level 4: 0, lose N current hp (max N=10*LVL): Cure N hp to one target (not above max).
| Level 4: 0, sacrifice a summon: Unsummon a summoned creature.
| Level 5: 0, sacrifice a summon: Heal or Harm one target.
| Level 5: 1F: Restore the MF/PF/TF in a LVL*10' radius, or +1 to a factor for 1r (may run this multiple times).
| Level 6: Whenever one of your summons dies, it deals 10*DL*DL holy fire dmg to one target.
| Level 6: 0, lose 2 SL in memorization: +10 TH and dmg this round. You may run this effect more than once, you are limited only by 0 actions and SL's.
| Level 7: 1bV: Interpose self in front of another person. This may be done against a P action of attacks, or a special effect. You must spend another 1bV action to get in the other person's group (if you aren't there already), so you would lose 2V actions from the rest of the round.
| Level 7: You have one Revive slot. If you kill a creature (you put it at negative hp and/or you dealt the "slay" effect to it), you may spend 1M within 1r to revive it.
| Level 8: When you cast "Slay Living" or "Slay Living Fully", they give no saving throw.
| Level 8: Choose one: Your physical attacks or your spells are Vile.
| Level 9 ¶: The saves of 1/9xDemigod means you actually get a P Save or an M Save against G action / [X] section effects.
| Level 9 ¶: Get a third instance of your "Cheat Code" ("Player Pick").
| Level 10: 1F: Cast one of your spells, but it affects three groups.
| Level 10: 1F: Pick aMR, RR, PR, IR, CR, NR, or aNR. Your spells are resisted using that resistance type (instead of MR) until you change this ability again.
|
|
[PC3] Priest Classes Group
Barney Emissary
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 3a- --- ---
| 3
| 6
| 42b --- ---
|
4
| 12
| 441 c-- ---
| 5
| 24
| 744 0d- ---
| 6
| 48
| 764 3ae ---
|
7
| 96
| 775 42b f--
| 8
| 192
| 777 441 cg-
| 9
| 384
| 777 744 0dh
|
10
| 750
| 777 744 1cg
| 11
| 1500
| 777 754 2bf
| 12
| 2000
| 777 764 3ae
|
13
| 2500
| 777 774 40d
| 14
| 3000
| 777 774 41c
| 15
| 3500
| 777 775 42b
|
16
| 4000
| 777 776 43a
| 17
| 4500
| 777 777 440
| 18
| 5000
| 777 777 441
|
19
| 5500
| 777 777 542
| 20
| 6000
| 777 777 643
| 21
| 6500
| 777 777 744
|
22
| 7000
| 777 777 754
| 23
| 7500
| 777 777 755
| 24
| 8000
| 777 777 765
|
25
| 8500
| 777 777 766
| 26
| 9000
| 777 777 776
| 27
| 9500
| 777 777 777
|
28
| 10000
| 777 777 777
| 29
| 10500
| 777 777 777
| 30
| 11000
| 777 777 777
|
31
| 11500
| 777 777 777
| 32
| 12000
| 777 777 777
| 33
| 12500
| 777 777 777
|
34
| 13000
| 777 777 777
| 35
| 13500
| 777 777 777
| 36
| 14000
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 6 3 4 0 0 3
| +3
| 9 5 6 4 4 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+7
| 11 7 9 6 6 2 2 6
| +9
| 12 8 9 6 7 3 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+13
| 14 9 11 8 9 5 4 9
| +15
| 14 10 11 9 9 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
+19
| 16 12 13 11 12 7 6 12
| +21
| 16 13 14 12 12 8 7 13
| +23
| 16 14 14 13 13 9 8 14
|
+25
| 16 14 15 14 14 10 8 15
| +27
| 17 15 16 14 14 10 9 16
| +29
| 17 15 16 15 15 11 10 17
|
+31
| 17 16 16 15 16 12 10 18
| +33
| 17 16 16 16 16 13 11 19
| +35
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Int 16, Wis 18, Chr 17
| Alignment:
| any
| HD/level:
| 2d2
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Pri
| Save Table:
| 2xPri
| Reference:
| DM {Lost Divine Emissary}
| Groups:
| Priest, Custom, Lost
|
|
|
|
Level N (every level): +1 Specialty God pick per level, in a Barneyed God. You may pick the same Barneyed God more than once.
| Each reset, the DM will give you access to 3 new Barneyed gods. If at any time you have fewer than your LVL in Barneyed god choices (even in the dungeon), ask the DM and he will generate 3 more for you.
| For each Barneyed god, you can pick a sphere:
| All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charity, Charm, Combat, Community, Cosmos, Creation, Darkness, Death, Destruction, Disease, Divination, Elemental, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Guardian, Healing, Incantatrix, Innates, Knowledge, Labour, Law, Love, Luck, Luck/Fate/Fortune, Madness, Magic, Metalworking, Meta-Magic, Moon, Mountain, Music, Nature, Necromantic, Numbers, Peace, Plant, Protection, Psionics, Radiation, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Summoning, Sun, Sword, Technology, Thievery, Thought, Thunder, Time, Travel, Travelers, Undead, War, Wards, Wealth, Weather, Wild Magic, Winter, Wisdom
| And you can pick an alignment of the Barneyed God if desired.
|
|
[PC3] Priest Classes Group
Battle Priest
Level
| KXP
| Warrior/Priest 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +1
| 2
| 2.5
| 2a- --- ---
| +2
| 3
| 5
| 31c --- ---
| +3
|
4
| 10
| 41a e-- ---
| +4
| 5
| 20
| 521 cg- ---
| +5
| 6
| 41
| 621 aei ---
| +6
|
7
| 82
| 731 1cg k--
| +7
| 8
| 166
| 832 1ae im-
| +8
| 9
| 333
| 942 11c gko
| +9
|
10
| 666
| 953 21a eim
| +10
| 11
| 1033
| 963 211 cgk
| +11
| 12
| 1366
| 974 211 aei
| +12
|
13
| 1733
| 984 321 1cg
| +13
| 14
| 2066
| 995 321 1ae
| +14
| 15
| 2433
| 996 422 11c
| +15
|
16
| 2766
| 997 432 11a
| +16
| 17
| 3133
| 998 532 111
| +17
| 18
| 3466
| 999 542 211
| +18
|
19
| 3833
| 999 643 211
| +19
| 20
| 4166
| 999 753 221
| +20
| 21
| 4533
| 999 853 221
| +21
|
22
| 4866
| 999 964 321
| +22
| 23
| 5233
| 999 974 322
| +23
| 24
| 5566
| 999 985 332
| +24
|
25
| 5933
| 999 995 332
| +25
| 26
| 6266
| 999 996 432
| +26
| 27
| 6633
| 999 997 443
| +27
|
28
| 6966
| 999 998 543
| +28
| 29
| 7333
| 999 999 543
| +29
| 30
| 7666
| 999 999 654
| +30
|
31
| 8033
| 999 999 754
| +31
| 32
| 8366
| 999 999 864
| +32
| 33
| 8733
| 999 999 975
| +33
|
34
| 9066
| 999 999 985
| +34
| 35
| 9433
| 999 999 996
| +35
| 36
| 9766
| 999 999 997 1
| +36
|
37
| 19532
| 999 999 997 2
| +37
| 38
| 29298
| 999 999 997 3
| +38
| 39
| 39064
| 999 999 997 4
| +39
|
45
| 97660
| 999 999 999 8
| +45
| 54
| 185554
| AAA AAA A99 91
| +54
| 63
| 273448
| AAA AAA AA9 99
| +63
|
72
| 361342
| BBB BBA AAA AA1
| +72
|
|
Requisites:
| Str 16, Dex 13, Wis 16,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| d12 or &d8 (pick one)
| Weapon Prof.:
| 4+level/2
| Reference:
| DM {Planeshifted Harmer}
| Groups:
| Warrior, Priest, Alternate
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+9
| Fort:
| level+4
| RSW:
| level+8
| Reflex:
| level+3
| PP:
| level+7
| Will:
| level+7
| BW:
| level+6
| Spell:
| level+5
|
|
|
|
Intermediate Str, Dex, and Wis bonus. [At CF=3 this is +3 over Normal bonus; At CF=4 this is (stat-13)*3/2.]
| May use Str or Dex bonus to spell progression.
| Can use the "War" spells unique to War Priest.
| Level 1: Grand in spells that are range touch.
| Level 1 ¶: May cast one spell per segment using 1 arm's P action, instead of 1M.
| Level 1 ¶: For each spell memorized from base progression (without using spell bonuses from ability scores), you may have one instance of the spell "on your hands" before combat. You may distribute these effects as you see fit (along with a weapon strike, with a touch, etc.).
| Level 1: May wear two suits of armor.
|
| Level 2 (and every even level): Using the list below, pick an ability.
| A. +1P Action.
| B. Barbarian Str bonus instead of Exceptional.
| C. All weapons are considered 1 size smaller for what you can wield.
| D. Immune to attacks from siege machines.
| E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
| F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
| G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
| H. You and your henchmen ignore plusses needed to hit, WR, and DR.
| I. Your henchmen attack as if one DL better than they are.
| J. Your henchmen defend as if one DL better than they are.
| K. Free GGL (Specialty God) pick in a god that has a Str requirement.
| L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
| M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
|
|
[PC3] Priest Classes Group
War Spells: (* = new)
| War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
| * Betrayal Touch (SL=1): Charm Monster (range touch; Spell save).
| Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
| * Battle Arsenal (SL=2): All your weapons and armor get +1/+1. (Cannot material component or cast on others)
| Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
| * Dancing Shield (SL=3): You may have one of your Shields be Dancing (doesn't require an arm). (Cannot material component or cast on others)
| Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
| * Sharp Arsenal (SL=4): All of your weapons are Sharpness. Immune Sharpness. Resist Vorpal (you need to be Vorpaled twice).
| True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
| * Twilight Touch (SL=5): Touch to Twilight (Psionic Blast save at -CL)
| Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
| Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
| Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
| Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
| * Mass Mass Cureall (SL=10): Curealls up to 100 groups of creatures. (Yes, this can be reversed.)
|
| CF=4:
| Level 9 ¶: May cast one spell per segment using an arm's P action instead of 1M, per set of arms.
| Level 9 ¶: May cast Battlelord spells as if one SL higher. (At CF=5 this becomes the same SL.)
|
|
[PC3] Priest Classes Group
Beast Arch-Priest
Level
| KXP
| Priest 123 456 789 ABC
|
1
| 0
| 0b- --- --- ---
| 2
| 4.5
| 00c --- --- ---
| 3
| 9
| 000 d-- --- ---
|
4
| 18
| 000 0e- --- ---
| 5
| 39
| 000 00f --- ---
| 6
| 82.5
| 000 000 g-- ---
|
7
| 165
| 000 000 0h- ---
| 8
| 330
| 111 111 1f- ---
| 9
| 675
| 111 111 10i ---
|
10
| 1350
| 111 111 100 j--
| 11
| 2025
| 222 222 211 h--
| 12
| 2700
| 222 222 211 0k-
|
13
| 3375
| 333 333 322 1i-
| 14
| 4050
| 444 444 433 2g-
| 15
| 4725
| 444 444 433 20l
|
16
| 5400
| 555 555 544 31j
| 17
| 6075
| 666 666 655 42h
| 18
| 6750
| 666 666 655 420
|
19
| 7425
| 777 777 766 531
| 20
| 8100
| 777 777 777 652
| 21
| 8775
| 777 777 777 763
|
22
| 9450
| 777 777 777 774
| 23
| 10125
| 777 777 777 775
| 24
| 10800
| 777 777 777 776
|
25
| 11475
| 777 777 777 777
| 26
| 12150
| 877 777 777 777
| 27
| 12825
| 887 777 777 777
|
28
| 13500
| 888 777 777 777
| 29
| 14175
| 888 877 777 777
| 30
| 14850
| 888 887 777 777
|
31
| 15525
| 888 888 777 777
| 32
| 16200
| 888 888 877 777
| 33
| 16875
| 888 888 887 777
|
34
| 17550
| 888 888 888 777
| 35
| 18225
| 888 888 888 877
| 36
| 18900
| 888 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 4 4 1 1 4
| +2
| 10 6 7 5 5 2 2 5
|
+3
| 11 7 9 6 6 2 2 6
| +4
| 12 8 9 6 7 3 3 7
| +5
| 13 9 10 7 8 4 4 8
|
+6
| 14 9 11 8 9 5 4 9
| +7
| 14 10 11 9 9 6 5 10
| +8
| 15 11 12 10 11 6 6 11
|
+9
| 16 12 13 11 12 7 6 12
| +10
| 16 13 14 12 12 8 7 13
| +11
| 16 14 14 13 13 9 8 14
|
+12
| 16 14 15 14 14 10 8 15
| +13
| 17 15 16 14 14 10 9 16
| +14
| 17 15 16 15 15 11 10 17
|
+15
| 17 16 16 15 16 12 10 18
| +16
| 17 16 16 16 16 13 11 19
| +17
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Str 16, Wis 26; Class slots 2
| Alignment:
| any
| HD/level:
| d11
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| 2xPri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Gets +1 GGL pick per level (including level 1). Stat and alignment requirements are ignored. All must be from the same pantheon, but you can add pantheons for 1 pick each. So the formula is:
| (GGL picks) + (GGL pantheons) = 2 + (level)
| Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with grand spheres.
| Level 1: Free material componenting. Can double material component if 1V is spent.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 sphere for free. Can specialize in another sphere, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the sphere each level).
| Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Priest being too low level. If the Arch-Priest's Willpower score isn't high enough to cast the spell, he suffers the normal effects as per a normal Priest.
| Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Priest's level (for this rule only).
| Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
| Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
| Level 15: That's an "l" (lower case "L") in 12th's, i.e. -12 (before bonus).
| Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
| Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
| Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
| Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
|
|
[PC3] Priest Classes Group
Beast Cleric
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 0-- --- --
| 2
| 1.5
| 00- --- --
| 3
| 3
| 000 --- --
|
4
| 6
| 000 0-- --
| 5
| 12
| 000 00- --
| 6
| 24
| 000 000 --
|
7
| 48
| 000 000 0-
| 8
| 96
| 100 000 0-
| 9
| 192
| 110 000 0-
|
10
| 342
| 111 000 0-
| 11
| 492
| 111 100 0-
| 12
| 642
| 111 110 0-
|
13
| 792
| 111 111 0-
| 14
| 942
| 111 111 1-
| 15
| 1092
| 221 111 1-
|
16
| 1392
| 222 211 1-
| 17
| 1542
| 222 222 1-
| 18
| 1842
| 222 222 2-
|
19
| 2142
| 333 222 2-
| 20
| 2442
| 333 333 2-
| 21
| 2742
| 333 333 3h
|
22
| 3042
| 444 433 3g
| 23
| 3342
| 444 444 4f
| 24
| 3642
| 555 554 4e
|
25
| 3942
| 555 555 5d
| 26
| 4242
| 666 666 5c
| 27
| 4842
| 666 666 6b
|
28
| 5442
| 777 777 7a
| 29
| 6042
| 888 888 80
| 30
| 6642
| 999 999 91
|
31
| 7242
| AAA AAA A2
| 32
| 7842
| BBB BBB B3
| 33
| 8442
| CCC CCC C4
|
34
| 9042
| DDD DDD D5
| 35
| 9642
| EEE EEE E6
| 36
| 10842
| FFF FFF F7
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 11
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Treat this as a Cleric (1 or 2) with a different XP and spell progression.
| This class does get the free Material Componenting of Cleric.
|
|
[PC3] Priest Classes Group
Boros Swiftblade (MTG R/W)
Level
| KXP
| Wiz/Pri/Psi11RW 123 456 789
| TH
|
1
| 0
| 2-- --- ---
| +0
| 2
| 5.125
| 21- --- ---
| +1
| 3
| 10.25
| 22g --- ---
| +2
|
4
| 20.5
| 221 g-- ---
| +3
| 5
| 41
| 222 f-- ---
| +4
| 6
| 82
| 322 1f- ---
| +5
|
7
| 164
| 332 2e- ---
| +6
| 8
| 328
| 333 21e ---
| +7
| 9
| 656
| 333 32d ---
| +8
|
10
| 1312
| 433 321 ---
| +9
| 11
| 1968
| 444 321 ---
| +10
| 12
| 2624
| 444 322 d--
| +11
|
13
| 3280
| 444 432 c--
| +12
| 14
| 3936
| 544 432 1--
| +13
| 15
| 4592
| 555 432 2c-
| +14
|
16
| 5248
| 655 443 2b-
| +15
| 17
| 5904
| 655 443 21-
| +16
| 18
| 6560
| 655 543 22b
| +17
|
19
| 7216
| 655 544 32a
| +18
| 20
| 7872
| 655 544 321
| +19
| 21
| 8528
| 665 554 322
| +20
|
22
| 9184
| 666 654 332
| +21
| 23
| 9840
| 776 655 432
| +22
| 24
| 10496
| 776 655 443
| +23
|
25
| 11152
| 777 665 543
| +24
| 26
| 11808
| 777 665 554
| +25
| 27
| 12464
| 887 666 654
| +26
|
28
| 13120
| 887 776 655
| +27
| 29
| 13776
| 888 777 665
| +28
| 30
| 14432
| 888 777 766
| +29
|
31
| 15088
| 988 887 776
| +30
| 32
| 15744
| 999 888 777
| +31
| 33
| 16400
| 999 988 887
| +32
|
34
| 17056
| 999 999 888
| +33
| 35
| 17712
| 999 999 998 a
| +34
| 36
| 18368
| 999 999 999 1
| +35
|
37
| 36736
| 999 999 999 2
| +36
| 38
| 55104
| 999 999 999 3
| +37
| 39
| 73472
| 999 999 999 4
| +38
|
45
| 183680
| A99 999 999 9
| +44
| 54
| 348992
| AAA AAA AAA 91
| +53
| 63
| 514304
| AAA AAA AAA A9
| +62
|
72
| 679616
| BBB BBB BAA AA1
| +71
|
|
Requisites:
| Str 14, Dex 14, Int 16, Wis 13, Chr 14,
|
| Class Slots 2
| Alignment:
| NG, CG, CN, or LE
| HD/level:
| d8 (or Others +0d+6)
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Reference:
| DM
| Groups:
| Warrior, Wizard, Priest
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+5
| RSW:
| level+5
| PP:
| level+5
| BW:
| level+5
| Spell:
| level+8
| Fort:
| level+2
| Reflex:
| level+5
| Will:
| level+5
|
|
|
Hit Dice: "Others +0d+6" means you add 6 to all your other classes' HD types.
| Specialized in Wizard Invocation school. Grand in Priest Healing Sphere.
| Level 3: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
| Level 4: 1M: You will win initiative next segment.
| Level 9: 1M: Target gains Free Action until end of turn.
|
| New MTG Spells (count as Wizard Invocation, Priest Healing, or Psi11R/W):
| Duergar Assailant (SL=1): Summon CL Dwarves of DL I; As each one dies, it deals 10 dmg or 1 rdmg to one target.
| Double Cleave (SL=2): One target does double physical damage this segment (this spell has duration 1 segment)
| Lightning Helix (SL=2): Deal 30 fire dmg to one target, cure another target 30 hp.
| Energy Bolt N (SL=N, min SL=3): Deal 10*(N-2) magic dmg to one group, cure that amount to another target
| Glory of Warfare (SL=4): Your subordinates get +2 offensive DL on the top of each segment, and +2 defensive DL on the bottom of each segment.
| Master Warcraft (SL=4): 1bM: A group of monsters changes their mind who they attack (you decide who, but it must be one of their enemies).
| Brightflame N (SL=N, min SL=5): Deal 10*(N-4) dmg to a group, you cure the total amount of damage done (to all creatures) to one target.
| Reflect Damage (SL=5): 1bM: Reflect all damage done by one effect to one target.
| Waves of Aggression (SL=5): Your subordinates can use 2S+1V actions this segment (this spell has duration 1 segment)
|
|
[PC3] Priest Classes Group
Bringer5
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 2
| 20- --- -
| 3
| 4
| 31- --- -
|
4
| 8
| 42- --- -
| 5
| 16
| 530 --- -
| 6
| 32
| 541 --- -
|
7
| 64
| 552 --- -
| 8
| 128
| 553 0-- -
| 9
| 256
| 554 1-- -
|
10
| 500
| 555 2-- -
| 11
| 750
| 555 30- -
| 12
| 1000
| 555 41- -
|
13
| 1250
| 555 52- -
| 14
| 1500
| 555 530 -
| 15
| 1750
| 555 541 -
|
16
| 2000
| 555 552 -
| 17
| 2250
| 555 553 0
| 18
| 2500
| 555 554 1
|
19
| 2750
| 555 555 2
| 20
| 3000
| 555 555 3
| 21
| 3250
| 555 555 4
|
22
| 3500
| 555 555 5
| 23
| 3750
| 655 555 5
| 24
| 4000
| 665 555 5
|
25
| 4250
| 666 555 5
| 26
| 4500
| 666 655 5
| 27
| 4750
| 666 665 5
|
28
| 5000
| 666 666 5
| 29
| 5250
| 666 666 6
| 30
| 5500
| 766 666 6
|
31
| 5750
| 776 666 6
| 32
| 6000
| 777 666 6
| 33
| 6250
| 777 766 6
|
34
| 6500
| 777 776 6
| 35
| 6750
| 777 777 6
| 36
| 7000
| 777 777 7
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 9, Wis 17
| Alignment:
| any E
| HD/level:
| 2d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| Buffyverse / DM
| Groups:
| Priest
|
|
|
|
Exceptional Wis bonus to spells.
| Bringers may command (but not turn) undead. Bringers may also command outer-planar evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
| Bringers may specialize in All, Astral, Divination, and Necromantic (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
| Each level, get one "5th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Detect/Identify Radiation & Magic (as per the spells)
| B
| Immune to illusions (the effect, not the whole school)
| C
| Immune to blindness (can see all-around without eyes)
| D
| Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
| E
| Species Enemy: Choose as per Ranger, your harmful spell effects are doubled on them
|
Level 4:
| Pick two from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or one Psi(-5) minor
|
Level 5-7:
| F
| Detect/Identify Psionics & Innates (as per the spells)
| G
| All of your edged weapons are "Sharpness" branded
| H
| Telepathy & Comprehend Languages (cut out tongue here!)
| I
| Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
| J
| Immune to disease and reversed Healing sphere spells
|
Level 8:
| Pick two from: Bringer5 Level 5-7, Spellshaper5 Level 1-3, Psi(-5) minor
|
Level 9-12:
| K
| Detect/Identify Anti-Magic & Anti-Psi (as per spells)
| L
| Strength of Caleb: +LVL Str; you get Barbarian Str
| M
| Health of Caleb: +LVL Con; all of your classes get Barbarian Con
| N
| Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
| O
| Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E
|
Level 13:
| Pick 2: Bringer5 Level 9-12, Spellshaper5 Level 5-7, Psi(-5) major, other5 Level 1-3
|
Level 14-18:
| P
| Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)
| Q
| Knowledge of the First Evil: +LVL Int; 1F, 1/t: Replay of the past / Commune with dead
| R
| Insubstantial (Physical): Immune matter
| S
| Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
| T
| Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E
|
Level 18:
| Pick 2: Spellshaper5 Level 9-12, Psi(-5) grand, other5 level 5-7
|
Level 20-26:
| U
| Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
| V
| +LVL CL with Priest spells
| W
| Insubstantial (Force): Immune energy
| X
| Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
| Y
| Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class
| Z
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.
|
|
[PC3] Priest Classes Group
Buffer
Level
| KXP
| Priest 123 456 789 ABC
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 3.5
| 2-- --- ---
| +1
| 3
| 7
| 21- --- ---
| +1
|
4
| 14
| 32- --- ---
| +2
| 5
| 28
| 421 --- ---
| +3
| 6
| 56
| 422 --- ---
| +3
|
7
| 84
| 432 1-- ---
| +4
| 8
| 126
| 433 2-- ---
| +5
| 9
| 189
| 433 21- ---
| +5
|
10
| 350
| 443 22- ---
| +6
| 11
| 525
| 444 33- ---
| +7
| 12
| 1050
| 444 441 ---
| +7
|
13
| 1575
| 555 442 ---
| +8
| 14
| 2100
| 555 442 1--
| +9
| 15
| 2625
| 555 552 1--
| +9
|
16
| 3150
| 555 553 21-
| +10
| 17
| 3675
| 555 553 32-
| +11
| 18
| 4200
| 555 553 321
| +11
|
19
| 4725
| 555 553 331
| +12
| 20
| 5250
| 555 554 332
| +13
| 21
| 5775
| 555 554 442
| +13
|
22
| 6300
| 555 555 443
| +14
| 23
| 6825
| 555 555 553
| +15
| 24
| 7350
| 555 555 554
| +15
|
25
| 7875
| 555 555 555
| +16
| 26
| 8400
| 666 655 555
| +17
| 27
| 8925
| 666 666 655
| +17
|
28
| 9450
| 666 666 666
| +18
| 29
| 9975
| 777 766 666
| +19
| 30
| 10500
| 777 777 766
| +19
|
31
| 11025
| 777 777 777
| +20
| 32
| 11550
| 888 877 777
| +21
| 33
| 12075
| 888 888 877
| +21
|
34
| 12600
| 888 888 888
| +22
| 35
| 13125
| 999 988 888
| +23
| 36
| 13650
| 999 999 999 1
| +23
|
37
| 27300
| 999 999 999 2
| +24
| 38
| 40950
| 999 999 999 3
| +25
| 39
| 54600
| 999 999 999 4
| +25
|
45
| 136500
| A99 999 999 9
| +30
| 54
| 259350
| AAA AAA AAA 91
| +36
| 63
| 382200
| AAA AAA AAA A9
| +42
|
72
| 505050
| BBB BBB BAA AA1
| +48
|
|
Requisites:
| Con 14, Int 14, Wis 18
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+6
| RSW:
| level+5
| PP:
| level+3
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level+5
| Reflex:
| level+0
| Will:
| level+6
|
|
|
Grand in Buff Sphere.
| The Buff sphere spells have duration 1 day. They use LVL instead of CL.
| You may cast a Buff sphere spell on 1 person (instead of the whole party), if you do, it has double effect.
| Each Buff can be ran only once.
|
| Buff Sphere spells (all of these spells are duration 1d):
| Armor Class (SL=1): The party gets +LVL AC.
| Damage (SL=1): The party gets +LVL dmg with attacks.
| Hit Points (SL=1): The party gets +LVL*6 max hp.
| Proficiencies (SL=1): The party gets +LVL proficiencies.
| Saving Throws (SL=1): The party gets +LVL saving throws.
| To Hit (SL=1): The party gets +LVL to hit.
| BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
| Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
| Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
| Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
| Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
| Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
| B Actions (SL=3): The party gets +LVL-2 B actions.
| BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
| Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
| Caster Level (SL=5): The party gets +LVL-4 CL.
| Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
| Chr (SL=6): The party gets +LVL-5 Chr.
| Con (SL=6): The party gets +LVL-5 Con.
| Dex (SL=6): The party gets +LVL-5 Dex.
| Int (SL=6): The party gets +LVL-5 Int.
| Str (SL=6): The party gets +LVL-5 Str.
| Wis (SL=6): The party gets +LVL-5 Wis.
| True Saves (SL=7): The party gets ++LVL-6 saves.
| True To Hit (SL=7): The party gets ++LVL-6 to hit.
| Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
| Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
| Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
| Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).
|
|
[PC3] Priest Classes Group
Buff Sphere spells (all of these spells are duration 1d): (* = new)
| Armor Class (SL=1): The party gets +LVL AC.
| Damage (SL=1): The party gets +LVL dmg with attacks.
| Hit Points (SL=1): The party gets +LVL*6 max hp.
| Proficiencies (SL=1): The party gets +LVL proficiencies.
| Saving Throws (SL=1): The party gets +LVL saving throws.
| To Hit (SL=1): The party gets +LVL to hit.
| BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
| Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
| Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
| Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
| Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
| * Turn Undead (SL=2): The entire party can turn undead at your LVL-1. (Do not adjust this for your GGL picks.)
| Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
| B Actions (SL=3): The party gets +LVL-2 B actions.
| BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
| * Summons (SL=3): The party is allowed +1 monster per summon slot (e.g. "normal" summon slots can now hold 2 monsters).
| Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
| * Attacks (SL=4): The party gets +1 attack per weapon per P action.
| Caster Level (SL=5): The party gets +LVL-4 CL.
| Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
| * Lampreys (SL=5): Each party member gets 1 Lamprey (combined Eel-Leech, moves on its own, removes a [C] section effect)
| Chr (SL=6): The party gets +LVL-5 Chr.
| Con (SL=6): The party gets +LVL-5 Con.
| Dex (SL=6): The party gets +LVL-5 Dex.
| Int (SL=6): The party gets +LVL-5 Int.
| Str (SL=6): The party gets +LVL-5 Str.
| Wis (SL=6): The party gets +LVL-5 Wis.
| * Buff Lens (SL=6): Your Buffs also affect subordinates.
| True Saves (SL=7): The party gets ++LVL-6 saves.
| True To Hit (SL=7): The party gets ++LVL-6 to hit.
| Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
| Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
| Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
| Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).
| * Research (SL=10): The party gets +1 research point per character per reset.
|
|
[PC3] Priest Classes Group
Cleric0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 7 6 4 2 3 0 0 2
| +1
| 7 6 4 3 3 0 0 3
| +1
| 7 6 4 3 4 0 1 3
|
+2
| 7 6 5 3 4 1 1 4
| +3
| 9 8 6 4 5 1 1 4
| +3
| 9 8 6 5 5 2 2 5
|
+3
| 9 8 6 5 6 2 2 5
| +4
| 9 8 7 5 6 2 2 6
| +5
| 11 10 8 6 7 3 3 6
|
+5
| 11 10 8 7 7 3 3 7
| +5
| 11 10 8 7 8 4 3 7
| +6
| 11 10 9 7 8 4 4 8
|
+7
| 12 11 10 8 9 4 4 8
| +7
| 12 11 10 9 9 5 4 9
| +7
| 12 11 10 9 10 5 5 9
|
+8
| 12 11 11 9 10 6 5 10
| +9
| 13 12 12 10 11 6 5 10
| +9
| 13 12 12 11 11 6 6 11
|
|
Requisites:
| Wis 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Clr0
| Reference:
| RC0-13
| Groups:
| Priest
|
|
|
|
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
| Level 1: Turn Undead, see [S3]
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Classes Group
Cleric1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.5
| 20- --- -
| 3
| 3
| 21- --- -
|
4
| 6
| 320 --- -
| 5
| 13
| 331 --- -
| 6
| 27.5
| 332 0-- -
|
7
| 55
| 332 1-- -
| 8
| 110
| 333 20- -
| 9
| 225
| 443 21- -
|
10
| 450
| 443 320 -
| 11
| 675
| 544 321 -
| 12
| 900
| 655 322 -
|
13
| 1125
| 666 422 0
| 14
| 1350
| 666 532 1
| 15
| 1575
| 666 642 1
|
16
| 1800
| 777 643 1
| 17
| 2025
| 777 753 2
| 18
| 2250
| 888 864 2
|
19
| 2475
| 998 864 2
| 20
| 2700
| 999 875 2
| 21
| 2925
| 999 986 2
|
22
| 3150
| 999 996 3
| 23
| 3375
| 999 997 3
| 24
| 3600
| 999 998 3
|
25
| 3825
| 999 998 4
| 26
| 4050
| 999 999 4
| 27
| 4275
| 999 999 5
|
28
| 4500
| 999 999 6
| 29
| 4725
| 999 999 7
| 30
| 4950
| 999 999 8
|
31
| 5175
| 999 999 9
| 32
| 5400
| AAA A99 9
| 33
| 5625
| AAA AAA 9
|
34
| 5850
| AAA AAA A
| 35
| 6075
| BBB BAA A
| 36
| 6300
| BBB BBB B
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 9
| Alignment:
| non-TN
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH1-20
| Groups:
| Priest
|
|
|
|
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
| Level 1: Turn Undead, see [S3]
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Classes Group
Cleric1JG
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.8
| 20- --- -
| 3
| 3.6
| 21- --- -
|
4
| 7.2
| 320 --- -
| 5
| 14.4
| 331 --- -
| 6
| 28.8
| 332 0-- -
|
7
| 57.6
| 332 1-- -
| 8
| 115.2
| 333 20- -
| 9
| 230.4
| 443 21- -
|
10
| 590.4
| 443 320 -
| 11
| 950.4
| 544 321 -
| 12
| 1310.4
| 655 322 -
|
13
| 1670.4
| 666 422 0
| 14
| 2030.4
| 666 532 1
| 15
| 2390.4
| 666 642 1
|
16
| 2750.4
| 777 643 1
| 17
| 3110.4
| 777 753 2
| 18
| 3470.4
| 888 864 2
|
19
| 3830.4
| 998 864 2
| 20
| 4190.4
| 999 875 2
| 21
| 4550.4
| 999 986 2
|
22
| 4910.4
| 999 996 3
| 23
| 5270.4
| 999 997 3
| 24
| 5630.4
| 999 998 3
|
25
| 5990.4
| 999 998 4
| 26
| 6350.4
| 999 999 4
| 27
| 6710.4
| 999 999 5
|
28
| 7070.4
| 999 999 6
| 29
| 7430.4
| 999 999 7
| 30
| 7790.4
| 999 999 8
|
31
| 8150.4
| 999 999 9
| 32
| 8510.4
| AAA A99 9
| 33
| 8870.4
| AAA AAA 9
|
34
| 9230.4
| AAA AAA A
| 35
| 9590.4
| BBB BAA A
| 36
| 9950.4
| BBB BBB B
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 12
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| FGE1JG
| Groups:
| Priest
|
|
|
|
Level 1: 1M, 1/d: Summon Aid LVL*5%
| Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
| Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
| Level 3: +LVL/3 damage.
|
|
[PC3] Priest Classes Group
Cleric2
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.5
| 20- --- -
| 3
| 3
| 21- --- -
|
4
| 6
| 320 --- -
| 5
| 13
| 331 --- -
| 6
| 27.5
| 332 0-- -
|
7
| 55
| 332 1-- -
| 8
| 110
| 333 20- -
| 9
| 225
| 443 21- -
|
10
| 450
| 443 320 -
| 11
| 675
| 544 321 -
| 12
| 900
| 655 322 -
|
13
| 1125
| 666 422 0
| 14
| 1350
| 666 532 1
| 15
| 1575
| 666 642 1
|
16
| 1800
| 777 643 1
| 17
| 2025
| 777 753 2
| 18
| 2250
| 888 864 2
|
19
| 2475
| 998 864 2
| 20
| 2700
| 999 875 2
| 21
| 2925
| 999 986 2
|
22
| 3150
| 999 996 3
| 23
| 3375
| 999 997 3
| 24
| 3600
| 999 998 3
|
25
| 3825
| 999 998 4
| 26
| 4050
| 999 999 4
| 27
| 4275
| 999 999 5
|
28
| 4500
| 999 999 6
| 29
| 4725
| 999 999 7
| 30
| 4950
| 999 999 8
|
31
| 5175
| 999 999 9
| 32
| 5400
| AAA A99 9
| 33
| 5625
| AAA AAA 9
|
34
| 5850
| AAA AAA A
| 35
| 6075
| BBB BAA A
| 36
| 6300
| BBB BBB B
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 9
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH2-33
| Groups:
| Priest
|
|
|
|
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
| Level 1: Turn Undead, see [S3]
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Classes Group
Cleric3
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 10
| 30- --- ---
| 3
| 30
| 32- --- ---
|
4
| 60
| 430 --- ---
| 5
| 100
| 432 --- ---
| 6
| 150
| 443 0-- ---
|
7
| 210
| 543 2-- ---
| 8
| 280
| 544 30- ---
| 9
| 360
| 554 32- ---
|
10
| 450
| 554 43- ---
| 11
| 550
| 655 432 ---
| 12
| 660
| 655 443 0--
|
13
| 780
| 665 543 2--
| 14
| 910
| 665 544 30-
| 15
| 1050
| 666 554 32-
|
16
| 1200
| 666 554 430
| 17
| 1360
| 666 655 432
| 18
| 1530
| 666 655 443
|
19
| 1710
| 666 665 544
| 20
| 1900
| 666 665 555
| 21
| 2100
| 666 666 555
|
22
| 2310
| 666 666 655
| 23
| 2530
| 666 666 665
| 24
| 2760
| 666 666 666
|
25
| 3000
| 766 666 666
| 26
| 3250
| 776 666 666
| 27
| 3510
| 777 666 666
|
28
| 3780
| 777 766 666
| 29
| 4060
| 777 776 666
| 30
| 4350
| 777 777 666
|
31
| 4650
| 777 777 766
| 32
| 4960
| 777 777 776
| 33
| 5280
| 777 777 777
|
34
| 5610
| 877 777 777
| 35
| 5950
| 887 777 777
| 36
| 6300
| 888 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +4
| 10 6 7 5 5 2 2 5
|
+5
| 11 7 8 5 6 2 2 5
| +6
| 11 7 9 6 6 2 2 6
| +6
| 12 7 9 6 7 3 3 6
|
+7
| 12 8 9 6 7 3 3 7
| +8
| 13 8 10 7 8 4 3 7
| +9
| 13 9 10 7 8 4 4 8
|
+9
| 13 9 10 7 8 4 4 8
| +10
| 14 9 11 8 9 5 4 9
| +11
| 14 10 11 8 9 5 5 9
|
+12
| 14 10 11 9 9 6 5 10
| +12
| 15 11 12 9 10 6 5 10
| +13
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Con 0, Wis 0 (10), Chr 0
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Pri
| Reference:
| PH3-29
| Groups:
| Priest
|
|
|
|
Wisdom bonus to spell memorization.
| Level 1: Spontaneous Casting: If using spell memorization, can replace any spell with a spell with "cure" in its name at will.
| Level 1: Can Turn Undead.
| Level 1: Extra Languages: Celestial (G), Abyssal (CE), and Infernal (LE).
|
|
[PC3] Priest Classes Group
Cleric30
Level
| KXP
| Priest 123 456 789 ABC D
| TH
|
1
| 0
| 10a c-- --- -
| +0 (d30)
| 2
| 3.6
| 200 b-- --- -
| +1 (d30)
| 3
| 14.4
| 210 ac- --- -
| +1 (d30)
|
4
| 36
| 320 0b- --- -
| +2 (d30)
| 5
| 72
| 421 0ac --- -
| +3 (d30)
| 6
| 126
| 422 00b --- -
| +3 (d30)
|
7
| 201.6
| 432 10a c-- -
| +4 (d30)
| 8
| 302.4
| 433 200 b-- -
| +5 (d30)
| 9
| 432
| 433 210 ac- -
| +5 (d30)
|
10
| 594
| 443 220 0b- -
| +6 (d30)
| 11
| 792
| 444 330 0a- -
| +7 (d30)
| 12
| 1029.6
| 444 441 0ac -
| +7 (d30)
|
13
| 1310.4
| 555 442 00b -
| +8 (d30)
| 14
| 1638
| 555 442 100 -
| +9 (d30)
| 15
| 2016
| 555 552 100 -
| +9 (d30)
|
16
| 2448
| 555 553 210 -
| +10 (d30)
| 17
| 2928
| 555 553 320 -
| +11 (d30)
| 18
| 3408
| 555 553 321 c
| +11 (d30)
|
19
| 3888
| 555 553 331 c
| +12 (d30)
| 20
| 4368
| 555 554 332 b
| +13 (d30)
| 21
| 4848
| 555 554 442 b
| +13 (d30)
|
22
| 5328
| 555 555 443 a
| +14 (d30)
| 23
| 5808
| 555 555 553 a
| +15 (d30)
| 24
| 6288
| 555 555 554 0
| +15 (d30)
|
25
| 6768
| 555 555 555 0
| +16 (d30)
| 26
| 7248
| 666 655 555 1
| +17 (d30)
| 27
| 7728
| 666 666 655 1
| +17 (d30)
|
28
| 8208
| 666 666 666 2
| +18 (d30)
| 29
| 8688
| 777 766 666 2
| +19 (d30)
| 30
| 9168
| 777 777 766 3
| +19 (d30)
|
31
| 9648
| 777 777 777 3
| +20 (d30)
| 32
| 10128
| 888 877 777 4
| +21 (d30)
| 33
| 10608
| 888 888 877 4
| +21 (d30)
|
34
| 11088
| 888 888 888 5
| +22 (d30)
| 35
| 11568
| 999 988 888 5
| +23 (d30)
| 36
| 12048
| 999 999 999 61
| +23 (d30)
|
37
| 24096
| 999 999 999 62
| +24 (d30)
| 38
| 36144
| 999 999 999 63
| +25 (d30)
| 39
| 48192
| 999 999 999 64
| +25 (d30)
|
45
| 120480
| 999 999 999 88
| +29 (d30)
| 54
| 228912
| AAA AAA 999 991
| +35 (d30)
| 63
| 337344
| AAA AAA A99 999
| +41 (d30)
|
72
| 445776
| BBB AAA AAA AAA 1
| +47 (d30)
|
|
Requisites:
| Con 10, Wis 20, Chr 10
| Alignment:
| any
| HD/level:
| ½d30
| Weapon Prof.:
| 3+level*2
| To Hit Table:
| Pri (d30)
| Reference:
| DM
| Groups:
| Priest, Futureshifted
| Complexity:
| CF=4
|
|
| Saving Throws:
|
| PPD:
| 7+level (d30)
| RSW:
| 3+level (d30)
| PP:
| 4+level (d30)
| BW:
| 1+level (d30)
| Spell:
| 2+level (d30)
| Fort:
| 3+level (d30)
| Reflex:
| 0+level (d30)
| Will:
| 5+level (d30)
|
|
|
Gets only 1/2 of a HD per level, so you get only 1/2 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/2, round up.
| Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
| Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
| All dice in all spells is replaced by d30 (so Cure Light Wounds is 1d30+LVL, Blade Barrier is 8d30, etc.)
| Rolls 1d30-10 for proficiency checks.
| Replaces all dice with d30's for Turn Undead (both the turning roll and the result), and for Omens.
| Level N (every level): +1 Grand sphere.
|
|
[PC3] Priest Classes Group
Cloistered Arch-Cleric1
Level
| KXP
| Priest 123 456 789 ABC DE
|
1
| 0
| 000 --- --- --- --
| 2
| 1.6
| 100 0-- --- --- --
| 3
| 3.2
| 210 00- --- --- --
|
4
| 6.4
| 321 00- --- --- --
| 5
| 12.8
| 432 000 --- --- --
| 6
| 25.6
| 433 100 --- --- --
|
7
| 51.2
| 443 200 0-- --- --
| 8
| 102.4
| 444 310 00- --- --
| 9
| 200
| 444 420 000 --- --
|
10
| 400
| 444 430 000 --- --
| 11
| 600
| 444 441 000 0-- --
| 12
| 800
| 544 442 000 0-- --
|
13
| 1000
| 554 443 000 00- --
| 14
| 1200
| 555 444 000 00- --
| 15
| 1400
| 655 544 100 000 --
|
16
| 1600
| 665 554 200 000 --
| 17
| 1800
| 666 555 300 000 0-
| 18
| 2000
| 766 655 410 000 0-
|
19
| 2200
| 776 665 521 000 00
| 20
| 2400
| 777 666 532 100 00
| 21
| 2600
| 877 766 643 210 00
|
22
| 2800
| 887 776 654 321 00
| 23
| 3000
| 888 777 665 432 10
| 24
| 3200
| 988 877 776 543 21
|
25
| 3400
| 998 887 777 654 32
| 26
| 3600
| 999 888 777 765 43
| 27
| 3800
| A99 988 888 876 54
|
28
| 4000
| AA9 998 888 887 65
| 29
| 4200
| AAA 999 888 888 76
| 30
| 4400
| BAA A99 999 999 87
|
31
| 4600
| BBA AA9 999 999 98
| 32
| 4800
| BBB AAA 999 999 99
| 33
| 5000
| CBB BAA AAA AAA AA
|
34
| 5200
| CCC BBA AAA AAA AA
| 35
| 5400
| CCC CCB AAA AAA AA
| 36
| 5600
| CCC CCC CBB BBB BB
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +0
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 4 5 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+1
| 11 7 8 5 6 2 2 5
| +2
| 11 7 9 6 6 2 2 6
| +2
| 12 7 9 6 7 3 3 6
|
+3
| 12 8 9 6 7 3 3 7
| +3
| 13 8 10 7 8 4 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+3
| 13 9 10 7 8 4 4 8
| +4
| 14 9 11 8 9 5 4 9
| +4
| 14 10 11 8 9 5 5 9
|
+5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 9 10 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Int 12, Wis 18; Class slots 2
| Alignment:
| any
| HD/level:
| 2d4
| Weapon Prof.:
| 0+level/16
| To Hit Table:
| ½xPri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Gets double your Wisdom score in bonus to spell progression (i.e. if your Wisdom is 26, you read on the Wis=52 line).
| All Healing sphere spells cost ½ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast. Non-Healing spells of SL>9 cost an additional CL-9 spells beyond this amount (e.g. a 14th level Combat spell would cost 2+14-9 = 7 spell slots).
| Level 1: All range "Touch" healing spells become "Sight". If your campaign uses Healing spells as range Sight already, Healing spells become area effect.
| Level 4: You may pick another sphere to cost only 1 spell each to cast.
| Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
| Level 9: All healing spells are doubled in effect.
| Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
| Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
| Level 18: Automatically roll maximum on all variable healing spells.
| Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.
|
|
[PC3] Priest Classes Group
Cloistered Cleric1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 0.8
| 10- --- -
| 3
| 1.6
| 210 --- -
|
4
| 3.2
| 321 --- -
| 5
| 6.4
| 432 0-- -
| 6
| 12.8
| 433 1-- -
|
7
| 25.6
| 443 20- -
| 8
| 51.2
| 444 31- -
| 9
| 100
| 444 42- -
|
10
| 200
| 444 430 -
| 11
| 300
| 444 441 -
| 12
| 400
| 544 442 -
|
13
| 500
| 554 443 -
| 14
| 600
| 555 444 0
| 15
| 700
| 655 544 1
|
16
| 800
| 665 554 2
| 17
| 900
| 666 555 3
| 18
| 1000
| 766 655 4
|
19
| 1100
| 776 665 5
| 20
| 1200
| 777 666 5
| 21
| 1300
| 877 766 6
|
22
| 1400
| 887 776 6
| 23
| 1500
| 888 777 6
| 24
| 1600
| 988 877 7
|
25
| 1700
| 998 887 7
| 26
| 1800
| 999 888 7
| 27
| 1900
| A99 988 8
|
28
| 2000
| AA9 998 8
| 29
| 2100
| AAA 999 8
| 30
| 2200
| BAA A99 9
|
31
| 2300
| BBA AA9 9
| 32
| 2400
| BBB AAA 9
| 33
| 2500
| CBB BAA A
|
34
| 2600
| CCC BBA A
| 35
| 2700
| CCC CCB A
| 36
| 2800
| CCC CCC C
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +0
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 4 5 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 8 5 6 2 2 5
| +2
| 11 7 9 6 6 2 2 6
| +2
| 12 7 9 6 7 3 3 6
|
+3
| 12 8 9 6 7 3 3 7
| +3
| 13 8 10 7 8 4 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 13 9 10 7 8 4 4 8
| +4
| 14 9 11 8 9 5 4 9
| +4
| 14 10 11 8 9 5 5 9
|
+5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 9 10 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Int 6, Wis 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/9
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| BoD4
| Groups:
| Priest
|
|
|
|
Level 1: All Healing sphere spells cost ½ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast.
| Level 1: All range "Touch" healing spells become "Sight". If your campaign uses Healing spells as range Sight already, Healing spells become area effect.
| Level 4: You may pick another sphere to cost only 1 spell each to cast.
| Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
| Level 9: All healing spells are doubled in effect.
| Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
| Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
| Level 18: Automatically roll maximum on all variable healing spells.
| Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.
|
|
[PC3] Priest Classes Group
Cosmos Priest
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 20- --- --
| 2
| 4
| 210 --- --
| 3
| 8
| 321 --- --
|
4
| 15
| 422 --- --
| 5
| 25
| 432 0-- --
| 6
| 40
| 432 1-- --
|
7
| 70
| 443 1-- --
| 8
| 120
| 443 20- --
| 9
| 180
| 543 21- --
|
10
| 250
| 543 320 --
| 11
| 400
| 553 321 0-
| 12
| 600
| 554 432 1-
|
13
| 1500
| 655 543 2-
| 14
| 2300
| 666 654 3-
| 15
| 3100
| 666 666 4-
|
16
| 3900
| 666 666 5-
| 17
| 4700
| 666 666 6-
| 18
| 5500
| 666 666 60
|
19
| 6300
| 666 666 61
| 20
| 7100
| 666 666 62
| 21
| 7900
| 666 666 63
|
22
| 8700
| 666 666 64
| 23
| 9500
| 666 666 65
| 24
| 10300
| 766 666 65
|
25
| 11100
| 776 666 65
| 26
| 11900
| 777 666 65
| 27
| 12700
| 777 766 65
|
28
| 13500
| 777 776 65
| 29
| 14300
| 777 777 65
| 30
| 15100
| 777 777 75
|
31
| 15900
| 777 777 76
| 32
| 16700
| 777 777 77
| 33
| 17500
| 887 777 77
|
34
| 18300
| 888 877 77
| 35
| 19100
| 888 888 77
| 36
| 19900
| 888 888 88
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
|
+3
| 6 4 5 4 3 2 2 1
| +4
| 7 5 6 5 4 3 2 1
| +5
| 8 5 7 6 4 3 3 2
|
+6
| 8 6 7 7 5 4 3 2
| +7
| 9 7 8 8 6 4 4 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +10
| 11 9 10 11 8 6 5 3
| +11
| 12 10 11 12 9 6 5 4
|
+12
| 13 11 12 13 10 7 6 4
| +13
| 14 11 13 14 10 7 6 4
| +14
| 14 12 13 14 11 8 6 5
|
+15
| 14 12 14 14 11 8 7 5
| +16
| 14 13 14 14 12 9 7 5
| +17
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 14, Dex 14, Int 14, Wis 12, Chr 14
| Alignment:
| any
| HD/level:
| +d9
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Planar
|
|
|
|
Gets an ability score of your choice as bonus to spell progression.
| Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
| Can specialize in weapons using the "Non-War" line.
| +(LVL+2)/3 slots for Henchmen.
| Never loses control of Henchmen (auto-make Chr and Morale checks).
| Divide the cost of Henchment by LVL.
| Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
| Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
| Astral-A. +1M Action.
| Astral-B. Barbarian Int bonus instead of Exceptional.
| Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
| Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
| Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
| Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
| Astral-G. ½V: Controlled Blink.
| Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
| Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
| Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
| Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
| Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
| Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
| Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
| Sun-A. Immune to Blindness
| Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
| Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
| Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
| Sun-E. Immune to Gravity (but not TK / falling damage)
| Sun-F. Immune to Light (and all variants)
| Sun-G. Immune to Plasma and Natural Plasma.
| Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
| Sun-I. Immune to Prismatic effects.
| Sun-J. Immune to Sun sphere spells.
| Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
| Sun-L. Immune to Vacuum. Need not breathe.
|
Traveller-A. Can get and can use 2Z actions per half segment.
| Traveller-B. Can use 2V actions per segment.
| Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
| Traveller-D. Immune to Wall, Sphere, and Forcefield effects
| Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
| Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
| Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
| Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
| Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
| Traveller-J. Immune to Traveller sphere spells.
| Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
| Traveller-L. Immune to Vacuum. Need not breathe.
| Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
| War-A. +1P Action.
| War-B. Barbarian Str bonus instead of Exceptional.
| War-C. All weapons are considered 1 size smaller for what you can wield.
| War-D. Immune to attacks from siege machines.
| War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
| War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
| War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
| War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
| War-I. Your henchmen attack as if one DL better than they are.
| War-J. Your henchmen defend as if one DL better than they are.
| War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
| War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
| War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
|
New Astral Spells:
| Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
| Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
| Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
| Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
| Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
| Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
| Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
| Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
| New Sun Spells:
| Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
| Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
| Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
| Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
| Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
| Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
| Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
| New Traveller Spells:
| Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
| TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
| Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
| Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
| Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
| True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
| Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
|
New War Spells:
| War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
| Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
| Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
| Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
| True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
| Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
| Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
| Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
| Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
|
|
[PC3] Priest Classes Group
Cosmotician
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 0-- --- --
| 2
| 3
| 1-- --- --
| 3
| 6
| 20- --- --
|
4
| 12
| 21- --- --
| 5
| 25
| 220 --- --
| 6
| 50
| 221 --- --
|
7
| 100
| 322 0-- --
| 8
| 200
| 332 1-- --
| 9
| 400
| 333 20- --
|
10
| 800
| 443 21- --
| 11
| 1200
| 443 320 --
| 12
| 1600
| 444 321 --
|
13
| 2000
| 554 322 --
| 14
| 2400
| 555 332 --
| 15
| 2800
| 655 333 --
|
16
| 3200
| 655 443 0-
| 17
| 3600
| 665 443 1-
| 18
| 4000
| 665 443 2-
|
19
| 4400
| 765 444 2-
| 20
| 4800
| 765 444 3-
| 21
| 5200
| 765 554 3-
|
22
| 5600
| 765 554 4-
| 23
| 6000
| 776 654 4-
| 24
| 6400
| 876 655 40
|
25
| 6800
| 876 655 51
| 26
| 7200
| 877 665 52
| 27
| 7600
| 887 666 52
|
28
| 8000
| 887 776 53
| 29
| 8400
| 887 776 63
| 30
| 8800
| 888 777 63
|
31
| 9200
| 888 887 64
| 32
| 9600
| 988 887 64
| 33
| 10000
| 998 888 74
|
34
| 10400
| 999 888 84
| 35
| 10800
| 999 998 85
| 36
| 11200
| 999 999 95
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 27
| Alignment:
| any
| HD/level:
| +d8
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Level 1: Specialized in Cosmos (all spells which aren't "bizarre specialty spells" in rare spheres cost only 1/2 a spell to cast).
| Level 1: All spells in the sphere "All" are sphere robed (-1 SL).
| Level 9: All spells in the sphere "All" cost only 1/2 a mental to cast.
|
|
[PC3] Priest Classes Group
Creation Priest
Level
| KXP
| Priest 123 456 78
| TH
|
1
| 0
| 2*- --- --
| +0
| 2
| 2
| 21* --- --
| +1
| 3
| 4
| 321 --- --
| +1
|
4
| 7.5
| 422 --- --
| +2
| 5
| 12.5
| 432 0-- --
| +3
| 6
| 20
| 432 1-- --
| +3
|
7
| 35
| 443 1-- --
| +4
| 8
| 60
| 443 20- --
| +5
| 9
| 90
| 543 21- --
| +5
|
10
| 125
| 543 320 --
| +6
| 11
| 200
| 553 321 0-
| +7
| 12
| 300
| 554 432 1-
| +7
|
13
| 750
| 655 543 2-
| +8
| 14
| 1150
| 666 654 3-
| +9
| 15
| 1550
| 666 666 4-
| +9
|
16
| 1950
| 666 666 5-
| +10
| 17
| 2350
| 666 666 6-
| +11
| 18
| 2750
| 666 666 60
| +11
|
19
| 3150
| 666 666 61
| +12
| 20
| 3550
| 666 666 62
| +13
| 21
| 3950
| 666 666 63
| +13
|
22
| 4350
| 666 666 64
| +14
| 23
| 4750
| 666 666 65
| +15
| 24
| 5150
| 766 666 65
| +15
|
25
| 5550
| 776 666 65
| +16
| 26
| 5950
| 777 666 65
| +17
| 27
| 6350
| 777 766 65
| +17
|
28
| 6750
| 777 776 65
| +18
| 29
| 7150
| 777 777 65
| +19
| 30
| 7550
| 777 777 75
| +19
|
31
| 7950
| 777 777 76
| +20
| 32
| 8350
| 777 777 77
| +21
| 33
| 8750
| 887 777 77
| +21
|
34
| 9150
| 888 877 77
| +22
| 35
| 9550
| 888 888 77
| +23
| 36
| 9950
| 888 888 881
| +23
|
37
| 19900
| 888 888 882
| +24
| 38
| 29850
| 888 888 883
| +25
| 39
| 39800
| 888 888 884
| +25
|
45
| 99500
| 998 888 888
| +30
| 54
| 189050
| A99 999 999 1
| +36
| 63
| 278600
| AA9 999 999 9
| +42
|
72
| 368150
| AAA AAA AAA A1
| +48
|
|
Requisites:
| Int 12, Wis 15, Chr 12
| Alignment:
| L any [or] any G
| HD/level:
| d4+1
| Weapon Prof.:
| 1+level/6
| Reference:
| DM
| Groups:
| Priest, Non-Combatant
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+5
| Fort:
| level+0
| RSW:
| level+3
| Reflex:
| level+0
| PP:
| level+6
| Will:
| level+4
| BW:
| level+2
| Spell:
| level+4
|
|
CF=3 or less: The *'s on the spell progression are - (dash).
| CF=4 or more: The *'s on the spell progression are 0 (zero).
| Gets Int or Chr (not Wis) bonus to spell progression.
| Exceptional Int and Chr bonus.
| Bonus grand in Creation sphere.
| Level N (every level): Using the list below, pick an ability.
| A. Gets +1 segment per round (can act on segment 11).
| B. Intermediate Int and Chr bonus.
| C. Immune to Destruction sphere, Destruction.
| D. 1bM: One creature deals no combat damage this segment.
| E. 100F, 1/reset: Create a LVL/2 KXP magic item.
| F. Can "Frugal" potions (x1.5 number of doses)
| G. 1P: Cast a Wall spell of any E=LVL or less element; it does LVL^2 dmg.
| H. 1M: Repair a x0 or x1 magic item.
| I. 1M: Add a charge to an item.
| J. Immune to Creation sphere, Clone, Opposition.
| K. Free GGL (Specialty God) pick in a god that has an Int or Chr requirement.
| L. 1M: Restore the MF, PF, TF, PsiF, or TechF by 1.
| M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| N. Your summons and created monsters get +1 DL.
| O. 1M: Restore an effect that was dispelled within the last round.
|
| New Creation Spells:
| Ethereal Repair N (SL=N): Summon an Ethereal Repair of DL=N.
| Party Cure (SL=1): The party is cured CL hp.
| Mistletoe Leaf (SL=2): You have x2 hp.
| Create an Item (SL=3): Create any item of CL^3 gp or less; it lasts for 1 turn.
| Create a Monster (SL=4): Creates a DL=1d5 monster. It is friendly. You have an extra "Created Creature" summon slot, which can hold up to LVL of them.
| Coin (SL=5): Creates 1 cp, sp, ep, gp, or pp. It is real and permanent.
| Create Offensive Monster (SL=6): Creates a DL=1e10 monster. It is not friendly (it is hostile), but you do get XP if you kill it.
| Holy Word Enhance (SL=7): Target does x2 effect with combat, spells, and psi for 1s.
| Sphere of Creation (SL=8): Creates a Sphere of Creation.
| Create Plane (SL=9): Create a plane; it lasts for 1 day.
|
|
[PC3] Priest Classes Group
Cross Mage
Level
| KXP
| Wizard/Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 20- --- ---
| 3
| 3
| 21- --- ---
|
4
| 9
| 320 --- ---
| 5
| 27
| 421 --- ---
| 6
| 81
| 422 0-- ---
|
7
| 243
| 432 1-- ---
| 8
| 486
| 433 20- ---
| 9
| 972
| 433 21- ---
|
10
| 1458
| 443 22- ---
| 11
| 1944
| 444 330 ---
| 12
| 2430
| 444 441 ---
|
13
| 2916
| 555 442 0--
| 14
| 3402
| 555 442 1--
| 15
| 3888
| 555 552 10-
|
16
| 4374
| 555 553 21-
| 17
| 4860
| 555 553 320
| 18
| 5346
| 555 553 321
|
19
| 5832
| 555 553 331
| 20
| 6318
| 555 554 332
| 21
| 6804
| 555 554 442
|
22
| 7290
| 555 555 443
| 23
| 7776
| 555 555 553
| 24
| 8262
| 555 555 554
|
25
| 8748
| 555 555 555
| 26
| 9234
| 666 655 555
| 27
| 9720
| 666 666 655
|
28
| 10206
| 666 666 666
| 29
| 10692
| 777 766 666
| 30
| 11178
| 777 777 766
|
31
| 11664
| 777 777 777
| 32
| 12150
| 888 877 777
| 33
| 12636
| 888 888 877
|
34
| 13122
| 888 888 888
| 35
| 13608
| 999 988 888
| 36
| 14094
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +1
| 8 7 6 3 7 0 1 3
| +1
| 9 8 6 4 7 0 1 3
|
+2
| 9 8 6 4 7 1 2 4
| +3
| 10 9 7 4 8 1 2 4
| +3
| 10 9 7 5 8 2 3 5
|
+4
| 11 10 8 5 9 2 3 5
| +5
| 11 10 9 6 9 2 3 6
| +5
| 12 10 9 6 9 3 4 6
|
+6
| 12 11 9 6 10 3 4 7
| +7
| 13 11 10 7 10 4 5 7
| +7
| 13 12 10 7 11 4 5 8
|
+8
| 13 12 10 8 11 4 5 8
| +9
| 14 13 11 8 11 5 6 9
| +9
| 14 13 11 8 12 5 6 9
|
+10
| 14 13 11 9 12 6 7 10
| +11
| 15 14 12 9 13 6 7 10
| +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 10, Wis 17
| Alignment:
| any
| HD/level:
| d4+d8
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| DM
| Groups:
| Wizard, Priest
|
|
|
|
The save entry means "take the better of Wizard and Priest for each category".
| You may cast either Wizard or Priest spells from your memorization.
| Priest spells for this class use schools, not spheres, and any Priest spell falling under a school of your specialization (if any) is considered specialized.
| Cross Mage also gets the Wisdom bonus to spells.
| Gets "Channeling" [P4.9] for free.
|
|
[PC3] Priest Classes Group
Death Grant
Level
| KXP
| Priest/Psi60 123 456 789 ABC
| TH
|
1
| 0
| 1-g --- ---
| +1
| 2
| 2.875
| 11- f-- ---
| +2
| 3
| 5.75
| 21- e-- ---
| +3
|
4
| 11.5
| 211 -e- ---
| +4
| 5
| 23
| 321 -d- ---
| +5
| 6
| 46
| 321 1-d ---
| +6
|
7
| 92
| 432 1-c ---
| +7
| 8
| 184
| 432 11- c--
| +8
| 9
| 368
| 543 21- b--
| +9
|
10
| 736
| 543 211 a--
| +10
| 11
| 1104
| 654 321 0--
| +11
| 12
| 1472
| 654 321 1--
| +12
|
13
| 1840
| 654 322 1--
| +13
| 14
| 2208
| 654 322 2--
| +14
| 15
| 2576
| 654 332 2c-
| +15
|
16
| 2944
| 654 333 2b-
| +16
| 17
| 3312
| 654 333 3a-
| +17
| 18
| 3680
| 654 433 30-
| +18
|
19
| 4048
| 654 433 31-
| +19
| 20
| 4416
| 654 443 31-
| +20
| 21
| 4784
| 654 444 31c
| +21
|
22
| 5152
| 654 444 32b
| +22
| 23
| 5520
| 654 444 42a
| +23
| 24
| 5888
| 655 444 420
| +24
|
25
| 6256
| 655 544 421
| +25
| 26
| 6624
| 655 554 421
| +26
| 27
| 6992
| 655 555 421
| +27
|
28
| 7360
| 655 555 431
| +28
| 29
| 7728
| 655 555 532
| +29
| 30
| 8096
| 665 555 532
| +30
|
31
| 8464
| 666 555 532
| +31
| 32
| 8832
| 666 655 532
| +32
| 33
| 9200
| 666 665 532
| +33
|
34
| 9568
| 666 666 532
| +34
| 35
| 9936
| 666 666 542
| +35
| 36
| 10304
| 666 666 642 1
| +36
|
37
| 20608
| 666 666 642 2
| +37
| 38
| 30912
| 666 666 643 2
| +38
| 39
| 41216
| 666 666 643 3
| +39
|
45
| 103040
| 666 666 665 5
| +45
| 54
| 195776
| 777 777 666 61
| +54
| 63
| 288512
| 777 777 777 76
| +63
|
72
| 381248
| 888 888 877 771
| +72
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+LVL
| +LVL
| +LVL
| +LVL
| +LVL
| +LVL
| +LVL
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Wis 20, Chr 14,
|
| Race Slots 1, Class Slots 2
| Alignment:
| LE, NE, NG, or CN
| HD/level:
| 2d1 {Wis} (see note)
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Mon
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Technology, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level-1
| Reflex:
| level-1
| Will:
| level+1
|
|
|
Considered a "Vampire" race.
| Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
| Exceptional Wis bonus.
| May specialize in weapons using the "Non-Warrior" line. Can purchase Musketeer/Cannoneer items at ÷LVL cost.
| Grand in Priest Necromancy and Healing spells.
| Knows Proto-Lich spells as if they were a normal Priest sphere.
| May use Psi60 powers as if they were spells with the following SL's: 1=Minor, 3=Major, 5=Grand, 7=Super, 9=Ultra.
| May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
| A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
| A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
|
| New spells:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
[PC3] Priest Classes Group
Death Grant (Musketeer/Cannoneer Weapons)
Weapon
| Cost [gp]
| Size
| #Att
| Base dmg
| Critical
| Notes
|
Grenade, concussion
| 280 (each)
| S
| 1/1
| 4d6 [group]
| none
| Group is also stunned for 1d4 s (PPD save)
| Grenade, EMP
| 400 (each)
| S
| 1/1
| dispel [group]
| none
| Dispels Technology/Psi8/Psi16 in a group
| Grenade, fragmentation
| 44 (each)
| S
| 1/1
| 3e6 [group]
| none
|
|
Grenade, gravitic
| 180 (each)
| S
| 1/1
| 60' fall [group]
| none
| Group takes 60' of falling (TK/gravity) dmg
| Grenade, psionic
| 100 (each)
| S
| 1/1
| psi blast [group]
| none
| Psi1 Psionic Blast (Psi Blast save as usual)
| Grenade, shrapnel
| 120 (each)
| S
| 1/1
| 5e6 [group]
| none
| Damage is of type shards
|
Grenade, singularity
| 1300 (each)
| S
| 1/1
| 15d6 [group]
| 20/x10
| Creates a miniature black hole for 1s
| Grenade, smoke
| 10 (each)
| S
| 1/1
| smoke [group]
| none
| Makes smoke (group cannot see and is under cover)
| Grenade, sonic pulse
| 54 (each)
| S
| 1/1
| 3d6 [group]
| none
| Group is also deaf (Fort save)
|
Grenade, tangler
| 30 (each)
| S
| 1/1
| web [group]
| none
| As per a Web spell
| Grenade, tear gas
| 20 (each)
| S
| 1/1
| tear gas [group]
| none
| PPD save or nauseated (-10 all actions) for 1d20 s
| Grenade, thermite
| 29 (each)
| S
| 1/1
| 2d6 [group]
| none
| x5 dmg vs. items/structures
|
Grenade, white phosphorus
| 39 (each)
| S
| 1/1
| 2d6 [group]
| none
| Group takes 1e6 dmg /s for 1d10 s
| Grenade launcher, medium
| 2000
| M
| 1/1
| (grenade)
| (grenade)
| Longer range with grenades.
| Grenade launcher, large
| 6000
| L
| 2/1
| (grenade)
| (grenade)
| Longer range and faster fire rate with grenades.
|
Explosive, C-4 (plastic)
| 78 (each)
| S
| 1/1
| 4e6 [group]
| none
|
| Explosive, det cord
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
| Does a "line" instead of an explosion.
| Explosive, dynamite
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
|
|
Handgun, small, semi auto (Walther PPK .32)
| 1200
| S
| 2/1
| 2e4
| 20/x4
|
| Handgun, medium, semi auto (Beretta 9mm)
| 2200
| S
| 2/1
| 2e6
| 20/x4
|
| Handgun, large, semi auto (Desert Eagle .50)
| 3400
| M
| 2/1
| 2e8
| 20/x4
|
|
Handgun, small, full auto
| 1600
| S
| 3/1
| 2e3
| 20/x3
|
| Handgun, medium, full auto (Skorpion .32)
| 2400
| M
| 3/1
| 2e4
| 20/x3
|
| Handgun, large, full auto (MAC Ingrim .45)
| 4500
| M
| 3/1
| 2e6
| 20/x3
|
|
Rifle, medium, semi auto
| 3500
| L
| 2/1
| 2e8
| 20/x5
|
| Rifle, large, semi auto
| 5100
| L
| 2/1
| 2e10
| 20/x5
|
| Rifle, medium, full auto (AK-47 7.62mm)
| 4600
| L
| 3/1
| 2e6
| 20/x4
|
|
Rifle, large, full auto (M-60 machine gun)
| 7500
| L
| 3/1
| 2e8
| 20/x4
|
| Rifle, shotgun (12-gague)
| 2100
| L
| 1/1
| 1e20
| 16-20/x3
| Has a 1e4 "splash" damage in target's group.
| Rifle, sniper (Barrett Light .50)
| 12600
| L (H)
| 1/1
| 4e6
| 18-20/x6
| On tripod (size H) has a built-in ++1 to hit.
|
Flamethrower
| 1900
| L
| 1/1
| 3d6 [group]
| none
| Hits a group. Targets can save for half damage.
| Laser pistol
| 67000
| S
| 4/1
| 2m8
| 17-20/x5
| Range is 2700' (1/2 of a mile)
| Laser rifle
| 295000
| M
| 4/1
| 3m6
| 17-20/x6
| Range is 4000' (3/4 of a mile)
|
Mine, shrapnel
| 180 (each)
| M
| 1V act
| 6e6 [group]
| none
| Treat as a x1 Technological Trap (-200%)
| Rocket Launcher (M72A3 LAW)
| 490 (each)
| L
| 1/1
| 10d6 [group]
| none
| Cost is per shot. Hits a group.
| Taser
| 570
| S
| 1/1
| 1d4+stun
| none
| PPD save for stunned for 1d20 s
|
Cannon, large (new)
| 4000
| L
| 1/2
| 2e20 [1] + 1e20 [group]
| 19-20/x2
| So 1 target takes 3e20, the rest in group take 1e20.
| Cannon, huge (new)
| 10000
| H
| 1/2
| 3e20 [1] + 2e20 [group]
| 18-20/x3
| So 1 target takes 5e20, the rest in group take 2e20.
| Cannon, giant (new)
| 25000
| G
| 1/2
| 4e20 [1] + 3e20 [group]
| 17-20/x4
| So 1 target takes 7e20, the rest in group take 3e20.
|
Weapon, Psi8
| TechL*400
| (varies)
| (varies)
| (varies)
| (varies)
| See [Q8]. TechL is limited to your LVL*2.
|
|
[PC3] Priest Classes Group
Death Grant (Proto-Lich Spells)
Level
| #
| Spell
|
1
| 1
| 1M, 1/r: Any 0th level Wizard spell
| 1
| 2
| 1M, 1/r: Any 0th level Priest spell
| 1
| 3
| 1M, 1/r: Any 0th level psionic effect
|
1
| 4
| 1M: Turn Undead at CL=LVL
| 1
| 5
| 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
| 1
| 6
| +10*LVL% WR
|
1
| 7
| Mask Undead status; Turn as if double HD
| 1
| 8
| Detect Magic Items; 1M: Identify Magic Item
| 1
| 9
| 1M, 1/d: Gain +1 XP
|
1
| 10
| 1P: Create x1 Trap 15*LVL%
| 1
| 11
| Material componenting costs ½V action
| 1
| 12
| +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
|
1
| 13
| Cold LVL dmg by touch
| 1
| 14
| +1 Research Point (or drawn sheet) per reset (see [P12])
| 1
| 15
| 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
|
2
| 1
| 1M, 1/r: Any 0th-1st level Wizard spell
| 2
| 2
| 1M, 1/r: Any 0th-1st level Priest spell
| 2
| 3
| 1M, 1/r: Any 0th-1st level psionic effect
|
2
| 4
| Immune Turning
| 2
| 5
| 1M: Control Undead (as per Turn Undead)
| 2
| 6
| +10*LVL% RaRR
|
2
| 7
| Detect Concordant Beings; 1M: Legend Lore Concordant Being
| 2
| 8
| 1M: Create x1 Trick 15*LVL%
| 2
| 9
| Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
|
2
| 10
| +LVL/3 M actions
| 2
| 11
| 1M, Touch: Energy Drain 2 levels
| 2
| 12
| Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
|
3
| 1
| 1M, 1/r: Any 0th-2nd level Wizard spell
| 3
| 2
| 1M, 1/r: Any 0th-2nd level Priest spell
| 3
| 3
| 1M, LVL/d: Grant Undead Status
|
3
| 4
| +10*LVL MR
| 3
| 5
| 1F: Create x1 Special 5*LVL%
| 3
| 6
| 0, Gaze: Life Trapping (as per Mirror) (save)
|
3
| 7
| Immune to Twilight
| 3
| 8
| 1M, touch: Imprisonment (save)
| 3
| 9
| 1M: LVLd10 Colorless Fire dmg to one target (no save)
|
3
| 10
| Troll-like Regen LVL hp /s
| 3
| 11
| Double the memorization of 1 SL (Wizard or Priest)
| 3
| 12
| Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
|
4
| 1
| 1M, 1/r: Any 0th-3rd level Wizard spell
| 4
| 2
| 1M, 1/r: Any 0th-3rd level Priest spell
| 4
| 3
| 1M, 1/r: Any psionic minor
|
4
| 4
| +10*LVL PaPR
| 4
| 5
| 1M: Dispel Innate or Racial ability effect
| 4
| 6
| 1M, 1/d: Reset
|
4
| 7
| 1M, 1/d: Contact Alternate Reality
| 4
| 8
| 1M, 1/d: Create Any DL 4 Monster
| 4
| 9
| 1M, touch: Steal all spells (save)
|
4
| 10
| 1M, touch: Lose LVLd4 stat pts
| 4
| 11
| 1bF: Fork
| 4
| 12
| Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
|
5
| 1
| 1M, 1/r: Any 0th-4th level Wizard spell
| 5
| 2
| 1M, 1/r: Any 0th-4th level Priest spell
| 5
| 3
| +10*LVL aMR
|
5
| 4
| 1M: Project Image
| 5
| 5
| 1M: Teleport
| 5
| 6
| 1M: Contact Other Plane
|
5
| 7
| Conduct M actions through psi link (range sight)
| 5
| 8
| 1M, touch: Drain all psionic pools (save)
| 5
| 9
| 1M, touch: Slay Living (save)
|
5
| 10
| 1F: Get 2M you can use this segment
| 5
| 11
| +LVL/5 QM actions
| 5
| 12
| Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
|
6
| 1
| 1M, 1/r: Any 0th-5th level Wizard spell
| 6
| 2
| 1M, 1/r: Any 0th-5th level Priest spell
| 6
| 3
| 1M, 1/r: Any psionic major
|
6
| 4
| 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
| 6
| 5
| 1M: Teleport without Error
| 6
| 6
| +10*LVL IR
|
6
| 7
| 1M, touch: Steal a random powers for 1 round (no save)
| 6
| 8
| 1M, touch: Erase Truename (must know their Truename first)
| 6
| 9
| Troll-like regen LVL hp (including vile) /s
|
6
| 10
| Conduct effects through psi link (within sight)
| 6
| 11
| +LVL/10 number of segments per round
| 6
| 12
| Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
|
7
| 1
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 2
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 3
| +10*LVL EaER
|
7
| 4
| 1M, touch: Annihilation (save)
| 7
| 5
| 1M, touch: Incursion (save)
| 7
| 6
| Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
|
|
[PC3] Priest Classes Group
Basic Psi60 Information
P60Ps = Str + Int + Wis - 36 +level*6.
| Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
| 1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
|
|
|
Psi60 Minor Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Armor
| Manip
| 3
| Phys
| L3
| 3
| Melee:+LVL AC, -LVL/2 dmg per hit
| Combat Sense (personal)
| Detect
| 2
| Phys
| L2
| 2
| +LVL move rate, +LVL TH
| Cure Light Wounds
| Health
| Con
| Phys
| L1
| 1
| Cure 1d8+LVL hp
|
Detect Psionics
| Detect
| R-1
| Ment
| L2
| 2
| Gives freq. & field of psi
| Enhanced Touching
| Detect
| 4
| Ment
| L1
| 1
| +LVL foot reach
| Ethereal Perception
| Detect
| 0
| Ment
| L0
| 0
| Ethereal Perception
|
Inaudibility
| Illus
| Int
| Ment
| L2
| 2
| Move Silently 25*LVL%
| N-ray Gem
| Detect
| 3
| Phys
| L2
| 2
| Gem of N-ray vision (LVL')
| Person Mask
| Illus
| Cml
| Ment
| L2
| 2
| Alters appearance, Chr resists
|
Slide Item
| Manip
| W
| Phys
| L2
| 2
| Caster controls left+right
| Stun Touch
| Combat
| Wis
| Ment
| L1
| 1
| LVL*5 dmg + stun (save)
| Treat Mental Drain
| Health
| 7
| Ment
| L34
| 34
| regain 10*succ% Psi (all freq)
|
|
[PC3] Priest Classes Group
Psi60 Major Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Anti-Missile Barrier
| Manip
| 4
| Phys
| M2
| 4
| Ranged: +LVL/2 AC, -LVL dmg per hit/succ
| Avoid Trap
| Manip
| 4
| Phys
| M1
| 2
| You avoid a trap (doesn't include others)
| Blink
| Manip
| R-2
| Phys
| M4
| 8
| Blink (controlled)
|
Clairnasience
| Detect
| R+1
| Ment
| M1
| 2
| Clairnasience,can move
| Combat Sense
| Detect
| 3
| Phys
| M2
| 4
| +LVL move rate, +LVL TH to group
| Control Undead
| Manip
| Str
| Ment
| M4
| 8
| Caster controls ½P action/succ
|
Cure Moderate Wounds
| Health
| Con
| Phys
| M1
| 2
| Cure 3d8+3*LVL hp
| Detect Life
| Detect
| R+2
| Ment
| M1
| 2
| Chr resists,mult.targets
| Ethereal Projection
| Health
| 0
| Ment
| M0
| 0
| Ethereal Projection
|
Ethereal Psi Fingers
| Manip
| 4
| Phys
| M2
| 4
| 1 Str,1 Dex/succ
| Ethereal Touch
| Combat
| Int
| Phys
| M2
| 4
| LVL random stat damage
| Gaseous/Reverse Gaseous
| Manip
| Str
| Phys
| M6
| 12
| Gaseous Form (or Hold Vapor)
|
Grayout
| Illus
| Int
| Ment
| M2
| 4
| Blast:Cause Deafness(as spell)
| Light/Darkness
| Manip
| 3
| Phys
| M1
| 2
| Modifies light in area
| Passwall
| Manip
| 3
| Ment
| M1
| 2
| Passwall
|
Toxin
| Health
| Con
| Phys
| M3
| 6
| Poison (as spell)
|
|
Psi60 Grand Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
AEther Bolt
| Manip
| 4
| Phys
| S4
| 12
| LVL*10 dmg AEther, ignores PsiR
| Cure Insanity
| Health
| Con
| Phys
| S3
| 9
| Cure Insanity
| Cure Serious Wounds
| Health
| Con
| Phys
| S1
| 3
| Cure 6d8+6*LVL hp
|
Deathly Glow
| Health
| Cml
| Phys
| S2
| 6
| LVL Cml damage, other people think target is Undead
| Detect [cr. type] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Int resists,mult.targets
| Detect Life (ext.)
| Detect
| R
| Ment
| S2
| 6
| Chr resists,mult.targets
|
Detect Positive Energy
| Detect
| Chr
| Ment
| S1
| 3
| Detect Positive Energy
| Dimension Walk
| Manip
| 6
| Phys
| S3
| 9
| Ps1N "Dimension Walk"
| Insanity
| Illus
| Int
| Phys
| S1
| 3
| Cause Insanity (save)
|
Luck
| Detect
| 4
| Ment
| S2
| 6
| Gains +1(+5%)*LVL on 1 action
| Movement
| Manip
| Dex
| Phys
| S3
| 9
| Gives +1V action
| Nether Bolt
| Manip
| 3
| Phys
| S3
| 9
| LVL*10 dmg Nether, vile damage
|
Nightvision
| Detect
| 4
| Ment
| S1
| 3
| Can see in magical/psi darkness
| Poltergeist
| Manip
| 4
| Phys
| S2
| 6
| Objects fly around, LVL dmg /s
| Turn to Smoke
| Manip
| Con
| Phys
| S6
| 18
| Polymorphs target to smoke (save)
|
Wraithform
| Manip
| Chr
| Phys
| S1
| 3
| Wraithform
|
|
[PC3] Priest Classes Group
Psi60 Super Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Ethereal Seeing
| Detect
| 9
| Ment
| D1
| 4
| Clairvoyance to Ethereal Plane
| Ethereal Static/Fog
| Manip
| 6
| Ment
| D3
| 12
| -LVL to all actions in area
| Barrier
| Manip
| 5
| Phys
| D2
| 8
| Wall that blocks psionics (1 way)
|
Decrease Comeliness
| Health
| Cml
| Ment
| D1
| 4
| -LVL Cml to target
| Decrease Luck
| Health
| Luck
| Phys
| D3
| 12
| -LVL Luck to target, each beyond Luck=0 is -1 all actions
| Decrease HNCL
| Health
| HNCL
| Phys
| D5
| 20
| -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
|
Detect Friends (ext.)
| Detect
| R-1
| Ment
| D2
| 8
| Locates closest friendly person (not in party)
| Cureall
| Health
| Con
| Phys
| D2
| 8
| Cureall
| Increase Comeliness
| Health
| Cml
| Ment
| D1
| 4
| +LVL Cml to target
|
Increase Luck
| Health
| Luck
| Phys
| D3
| 12
| +LVL Luck to target
| Increase HNCL
| Health
| HNCL
| Phys
| D5
| 20
| +LVL HNCL and +LVL/2 CL to target
| Phantasmagoria
| Illus
| 5
| Ment
| D5
| 20
| as spell
|
Probability Travel
| Manip
| 6+#
| Phys
| D4
| 16
| Ps1N "Probability Travel"
| Telekinesis
| Manip
| 4+#
| Phys
| D3
| 12
| TK LVL*10' falling damage area
| Treat Deadly Wounds
| Health
| Con
| Phys
| D1
| 4
| Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)
|
|
Psi60 Ultra Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Creation Bolt
| Combat
| 20
| Phys
| X10
| 50
| (Str+Int) resists, Creation
| SpellGate
| Manip
| N*3
| Phys
| X2
| 10
| SpellGate (can cast spells through it, but it's 2-way)
| Super Unluck
| Detect
| 5
| Ment
| X3
| 15
| Choose result on next die roll on enemy
|
|
[PC3] Priest Classes Group
Demonist1JG
Level
| KXP
| Priest Psi6E 123 456 7 123 45
|
1
| 0
| 0-- --- - --- --
| 2
| 1.8
| 2-- --- - 1-- --
| 3
| 3.6
| 31- --- - 2-- --
|
4
| 7.2
| 31- --- - 2-- --
| 5
| 14.4
| 420 --- - 21- --
| 6
| 28.8
| 531 a-- - 22- --
|
7
| 57.6
| 531 a-- - 22- --
| 8
| 115.2
| 642 0b- - 221 --
| 9
| 230.4
| 653 1ac - 332 --
|
10
| 590.4
| 653 1ac - 332 --
| 11
| 950.4
| 664 20b - 443 --
| 12
| 1310.4
| 665 31a d 554 --
|
13
| 1670.4
| 665 31a d 554 --
| 14
| 2030.4
| 666 420 c 665 --
| 15
| 2390.4
| 666 531 b 666 --
|
16
| 2750.4
| 666 531 b 666 --
| 17
| 3110.4
| 666 642 a 666 1-
| 18
| 3470.4
| 666 653 0 766 1-
|
19
| 3830.4
| 666 653 0 766 1-
| 20
| 4190.4
| 666 664 1 866 2-
| 21
| 4550.4
| 666 665 2 966 3-
|
22
| 4910.4
| 666 665 2 966 3-
| 23
| 5270.4
| 666 666 3 976 3-
| 24
| 5630.4
| 666 666 4 987 4-
|
25
| 5990.4
| 666 666 4 987 4-
| 26
| 6350.4
| 666 666 5 998 5-
| 27
| 6710.4
| 666 666 6 999 5-
|
28
| 7070.4
| 666 666 6 999 5-
| 29
| 7430.4
| 766 666 6 999 6-
| 30
| 7790.4
| 776 666 6 A99 61-
|
31
| 8150.4
| 776 666 6 A99 61-
| 32
| 8510.4
| 777 666 6 B99 61-
| 33
| 8870.4
| 777 766 6 C99 62-
|
34
| 9230.4
| 777 766 6 C99 62-
| 35
| 9590.4
| 777 776 6 DA9 62-
| 36
| 9950.4
| 777 777 6 DB9 63-
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 0 0 0 0 0 0 0 0
| +1
| 1 1 1 1 1 1 1 1
| +1
| 1 1 1 1 1 1 1 1
|
+2
| 2 2 2 2 2 2 2 2
| +3
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 3 3 3 3 3 3 3 3
| +5
| 4 4 4 4 4 4 4 4
| +5
| 4 4 4 4 4 4 4 4
|
+6
| 5 5 5 5 5 5 5 5
| +7
| 5 5 5 5 5 5 5 5
| +7
| 6 6 6 6 6 6 6 6
|
+8
| 6 6 6 6 6 6 6 6
| +9
| 7 7 7 7 7 7 7 7
| +9
| 7 7 7 7 7 7 7 7
|
+10
| 8 8 8 8 8 8 8 8
| +11
| 8 8 8 8 8 8 8 8
| +11
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Wis 18
| Alignment:
| any E
| HD/level:
| d6+2
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Mon
| Reference:
| FGE1JG
| Groups:
| Priest
|
|
|
|
Demonologist spell and demon powers progression, using 2/3*level (round down, at level 1 has a "0" in 1st level Priest spells and no demon powers).
| Demon Psionic Points (DPPs) = (The lowest of Str, Dex, or Con)*2*level.
| Level 1: Free Martial Arts style
| Level 1: +LVL to hit.
| Level 1: +LVL damage.
| Level 1: 1M, 1/d: Gate in random demon (1+LVL)*5%
| Level 1: 1M, 1/d: Summon Aid LVL*2%
| Level 1: MR (6+LVL)*5%
| Level 3: +LVL/3 AC.
|
|
[PC3] Priest Classes Group
Demonologist
Level
| KXP
| Priest Psi6E 123 456 7 123 456
|
1
| 0
| 2-- --- - 1-- ---
| 2
| 6
| 31- --- - 2-- ---
| 3
| 12
| 420 --- - 21- ---
|
4
| 18
| 531 a-- - 22- ---
| 5
| 24
| 642 0b- - 221 ---
| 6
| 30
| 653 1ac - 332 ---
|
7
| 60
| 664 20b - 443 ---
| 8
| 120
| 665 31a d 554 ---
| 9
| 180
| 666 420 c 665 ---
|
10
| 240
| 666 531 b 666 ---
| 11
| 300
| 666 642 a 666 1--
| 12
| 600
| 666 653 0 766 1--
|
13
| 1200
| 666 664 1 866 2--
| 14
| 1500
| 666 665 2 966 3--
| 15
| 1800
| 666 666 3 976 3--
|
16
| 2100
| 666 666 4 987 4--
| 17
| 2400
| 666 666 5 998 5--
| 18
| 2700
| 666 666 6 999 5--
|
19
| 3000
| 766 666 6 999 6--
| 20
| 3300
| 776 666 6 A99 61-
| 21
| 3600
| 777 666 6 B99 61-
|
22
| 3900
| 777 766 6 C99 62-
| 23
| 4200
| 777 776 6 DA9 62-
| 24
| 4500
| 777 777 6 DB9 63-
|
25
| 4800
| 777 777 7 DC9 73-
| 26
| 5100
| 877 777 7 DDA 84-
| 27
| 5400
| 887 777 7 DDB 94-
|
28
| 5700
| 888 777 7 DDC 95-
| 29
| 6000
| 888 877 7 DDD A5-
| 30
| 6300
| 888 887 7 DDD B6-
|
31
| 6600
| 888 888 7 DDD C61
| 32
| 7200
| 888 888 8 DDD D62
| 33
| 7800
| 998 888 8 DDD DA3
|
34
| 8400
| 999 988 8 DDD DB4
| 35
| 9000
| 999 999 8 DDD DC5
| 36
| 9300
| 999 999 9 DDD DD6
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 4 4 4 4 4 4 4 4
| +5
| 5 5 5 5 5 5 5 5
| +6
| 6 6 6 6 6 6 6 6
|
+7
| 7 7 7 7 7 7 7 7
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
+10
| 10 10 10 10 10 10 10 10
| +11
| 11 11 11 11 11 11 11 11
| +12
| 12 12 12 12 12 12 12 12
|
+13
| 13 13 13 13 13 13 13 13
| +14
| 14 14 14 14 14 14 14 14
| +15
| 15 15 15 15 15 15 15 15
|
+16
| 16 16 16 16 16 16 16 16
| +17
| 17 17 17 17 17 17 17 17
| +18
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 12, Con 12, Wis 13
| Alignment:
| any E
| HD/level:
| d12
| Weapon Prof.:
| 6+level/6
| To Hit Table:
| Mon
| Save Table:
| 2xMon
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Gets both Priest spells and Psi6E abilities.
| You get 6 Major and 3 Minor spheres. Your god may alter this amount.
| Demon Psionic Points (DPPs) = (The highest of Str, Dex, or Con)*2*level.
| If you have both Demonologist and a Psi6E class, take the higher pool and add half the lower.
| Level 1: Can command undead. If you turn undead that have already been turned by a "T" result, they are destroyed (i.e. two "T" results is one "D" result). This cannot be done by other Priests.
| Level 1: CR (Charm Resistance) of level*2%.
| Level 1: MR (Magic Resistance) of level*3%.
| Level 1: RR (Radiation Resistance) of level*5%.
| Level 1: NR (Necromancy Resistance) of level*10%.
| Level 1: 1V, lose X hp: Target is damaged for X hp.
| Level 2: 1M,1P,1V,level/d: Summon a Demon of Dungeon Level (your level/2).
| Level 9: 1V, lose X hp: Target is damaged 2*X hp.
| Level 12: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
|
|
[PC3] Priest Classes Group
Destruction Priest
Level
| KXP
| Priest 123 456 78
| TH
|
1
| 0
| 2*- --- --
| +0
| 2
| 2
| 21* --- --
| +1
| 3
| 4
| 321 --- --
| +1
|
4
| 7.5
| 422 --- --
| +2
| 5
| 12.5
| 432 0-- --
| +3
| 6
| 20
| 432 1-- --
| +3
|
7
| 35
| 443 1-- --
| +4
| 8
| 60
| 443 20- --
| +5
| 9
| 90
| 543 21- --
| +5
|
10
| 125
| 543 320 --
| +6
| 11
| 200
| 553 321 0-
| +7
| 12
| 300
| 554 432 1-
| +7
|
13
| 750
| 655 543 2-
| +8
| 14
| 1150
| 666 654 3-
| +9
| 15
| 1550
| 666 666 4-
| +9
|
16
| 1950
| 666 666 5-
| +10
| 17
| 2350
| 666 666 6-
| +11
| 18
| 2750
| 666 666 60
| +11
|
19
| 3150
| 666 666 61
| +12
| 20
| 3550
| 666 666 62
| +13
| 21
| 3950
| 666 666 63
| +13
|
22
| 4350
| 666 666 64
| +14
| 23
| 4750
| 666 666 65
| +15
| 24
| 5150
| 766 666 65
| +15
|
25
| 5550
| 776 666 65
| +16
| 26
| 5950
| 777 666 65
| +17
| 27
| 6350
| 777 766 65
| +17
|
28
| 6750
| 777 776 65
| +18
| 29
| 7150
| 777 777 65
| +19
| 30
| 7550
| 777 777 75
| +19
|
31
| 7950
| 777 777 76
| +20
| 32
| 8350
| 777 777 77
| +21
| 33
| 8750
| 887 777 77
| +21
|
34
| 9150
| 888 877 77
| +22
| 35
| 9550
| 888 888 77
| +23
| 36
| 9950
| 888 888 881
| +23
|
37
| 19900
| 888 888 882
| +24
| 38
| 29850
| 888 888 883
| +25
| 39
| 39800
| 888 888 884
| +25
|
45
| 99500
| 998 888 888
| +30
| 54
| 189050
| A99 999 999 1
| +36
| 63
| 278600
| AA9 999 999 9
| +42
|
72
| 368150
| AAA AAA AAA A1
| +48
|
|
Requisites:
| Str 12, Dex 12, Wis 15
| Alignment:
| C any [or] any E
| HD/level:
| d6-1
| Weapon Prof.:
| 4+level/3
| Reference:
| DM
| Groups:
| Priest, Overt
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+6
| Fort:
| level+0
| RSW:
| level+4
| Reflex:
| level+3
| PP:
| level+5
| Will:
| level+4
| BW:
| level+3
| Spell:
| level+2
|
|
CF=3 or less: The *'s on the spell progression are - (dash).
| CF=4 or more: The *'s on the spell progression are 0 (zero).
| Gets Str or Dex (not Wis) bonus to spell progression.
| Exceptional Str and Dex bonus.
| Bonus grand in Destruction sphere.
| Level N (every level): Using the list below, pick an ability.
| A. Can trade 5(M or P) -> 1RS action (you can use 1S+1V+1RS /s)
| B. Intermediate Str and Dex bonus.
| C. Immune to Creation sphere, Sphere of Creation.
| D. 1bM: One creature deals double combat damage this segment.
| E. Can "Barbarian Smash" artifacts and items (destroy for XP).
| F. 1P: Destroy an Altar, Magical Pool, or Wall.
| G. 1P: Unsummon a summon.
| H. 1P: Halve the hp on one target (no resistance).
| I. 1M: Drain all changes from an item. If it was your item, do N*2 dmg to one target (N=# charges)
| J. Immune to Destruction sphere, Disintegrate, Annihilation.
| K. Free GGL (Specialty God) pick in a god that has a Str or Dex requirement.
| L. 1P: Defile the MF, PF, TF, PsiF, or TechF by 2.
| M. 1F, 1/h: Remove a x1 Terrain Feature.
| N. Your summons and created monsters explode for DL^3 dmg (to one target) when they are killed.
| O. 1M: Dispel a x1 effect.
|
| New Destruction Spells:
| Astral Destruct N (SL=N): Summon an Astral Destruct of DL=N.
| Mass Infliction (SL=1): Deal CL dmg to a Legion (group of groups)
| Destruction Shield (SL=2): Damaging shield (50% back) of type Destruction.
| Mayhem (SL=3): CLd4 Raw Logrus dmg to one group (no save; aCR to resist)
| Transformation Ball (SL=4): Summons a DL VI Ball of Fire or Ice; it polymorphs things to fire or ice when it hits (PP save or petrified to fire or ice). You have +1 summon slot for this.
| *Disease* (SL=5): Nasty disease with immediate effects on one group (two PPD saves; aNR)
| Oerthquake (SL=6): Two groups touching the ground (and one structure if desired) take CL*20 earth dmg (no save).
| Unholy Word Destroy (SL=7): Target is Destructed and Disintegrated (no save; aNR to resist).
| Planar Scatter (SL=8): Terrain Feature of Random Plane Shift per segment (Spell save).
| Destroy Conduit (SL=9): Destroy a Conduit, Gate, UltraBlack Gate, Whirlpool, Wormhole, Iconian Gateway, Temporal Rift, or Teleportation Chamber.
|
|
[PC3] Priest Classes Group
Devalogist
Level
| KXP
| Priest Psi6G 123 456 7 123 456 7
|
1
| 0
| 0-- --- - 1-- --- -
| 2
| 7
| 1a- --- - 2-- --- -
| 3
| 14
| 20b --- - 3-- --- -
|
4
| 21
| 21a c-- - 31- --- -
| 5
| 28
| 220 bd- - 32- --- -
| 6
| 35
| 221 ace - 33- --- -
|
7
| 70
| 322 0bd f 331 --- -
| 8
| 140
| 322 1ac e 332 --- -
| 9
| 210
| 332 20b d 333 --- -
|
10
| 280
| 332 21a c 444 --- -
| 11
| 350
| 433 220 b 444 1-- -
| 12
| 700
| 433 221 a 444 2-- -
|
13
| 1400
| 443 322 0 444 3-- -
| 14
| 1500
| 443 322 1 444 41- -
| 15
| 1600
| 544 332 2 444 42- -
|
16
| 1700
| 554 433 2 444 43- -
| 17
| 1800
| 655 443 3 444 44- -
| 18
| 1900
| 665 544 3 555 55- -
|
19
| 2000
| 766 554 4 666 66- -
| 20
| 2100
| 776 655 4 777 77- -
| 21
| 2450
| 777 665 5 777 771 -
|
22
| 2800
| 777 766 5 777 772 -
| 23
| 3250
| 777 776 6 777 773 -
| 24
| 3500
| 777 777 6 777 774 -
|
25
| 3850
| 777 777 7 777 775 -
| 26
| 4200
| 888 777 7 777 776 -
| 27
| 4550
| 888 887 7 777 777 -
|
28
| 4900
| 888 888 8 777 777 1
| 29
| 5250
| 999 888 8 777 777 2
| 30
| 5600
| 999 998 8 777 777 3
|
31
| 5950
| 999 999 9 777 777 4
| 32
| 6300
| AAA 999 9 777 777 5
| 33
| 6650
| AAA AA9 9 777 777 6
|
34
| 7000
| AAA AAA A 777 777 7
| 35
| 7350
| BBB BBB B 888 888 8
| 36
| 7700
| CCC CCC C 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 9 6 6 2 2 6
| +3
| 12 8 9 6 7 3 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 14 9 11 8 9 5 4 9
| +5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
+6
| 16 12 13 11 12 7 6 12
| +7
| 16 13 14 12 12 8 7 13
| +7
| 16 14 14 13 13 9 8 14
|
+8
| 16 14 15 14 14 10 8 15
| +9
| 17 15 16 14 14 10 9 16
| +9
| 17 15 16 15 15 11 10 17
|
+10
| 17 16 16 15 16 12 10 18
| +11
| 17 16 16 16 16 13 11 19
| +11
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Int 11, Wis 14, Chr 12
| Alignment:
| any G
| HD/level:
| +d8
| Weapon Prof.:
| 7+level/7
| To Hit Table:
| Pri
| Save Table:
| 2xPri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Gets both Priest spells and Psi6G abilities. You get 1 Grand, 4 Major, and 3 Minor spheres. Your god may alter this amount.
| Deva Psionic Points (DPPs) = (The highest of Chr, Int, or Wis)*2*level.
| If you have both Devologist and a Psi6G class, take the higher pool and add half the lower.
| Level 1: Can turn undead. If you turn undead that have already been turned by a "T" result, they are destroyed (i.e. two "T" results is one "D" result). This cannot be done by other Priests.
| Level 1: CR (Charm Resistance) of level*10%.
| Level 1: MR (Magic Resistance) of level*5%.
| Level 1: RR (Radiation Resistance) of level*3%.
| Level 1: NR (Necromancy Resistance) of level*2%.
| Level 1: 1M: Detect Deception: This allows you to detect the presence of deception-type effects: various Rogue abilities that hide/mask, Illusions, reversed Divination effects, etc. This ability does not tell you exactly what the effect is, only that the target is being deceptive.
| Level 1: 1V, lose X hp: Target is healed X hp.
| Level 3: 1M,1P,1V,level/d: Summon a Deva of Dungeon Level (your level/3).
| Level 9: 1V, lose X hp: Target is healed 2*X hp.
| Level 12: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
|
|
[PC3] Priest Classes Group
Disciple of Asmodeus3
Level
| KXP
| Spells
|
1
| (Wiz/Pri)3
| (none)
| 2
| 10
| (none)
| 3
| 30
| (none)
|
4
| 60
| (none)
| 5
| 100
| (none)
| 6
| 150
| (none)
|
7
| 210
| (none)
| 8
| 280
| (none)
| 9
| 360
| (none)
|
10
| 450
| (none)
| 11
| 550
| (none)
| 12
| 660
| (none)
|
13
| 780
| (none)
| 14
| 910
| (none)
| 15
| 1050
| (none)
|
16
| 1200
| (none)
| 17
| 1360
| (none)
| 18
| 1530
| (none)
|
19
| 1710
| (none)
| 20
| 1900
| (none)
| 21
| 2100
| (none)
|
22
| 2310
| (none)
| 23
| 2530
| (none)
| 24
| 2760
| (none)
|
25
| 3000
| (none)
| 26
| 3250
| (none)
| 27
| 3510
| (none)
|
28
| 3780
| (none)
| 29
| 4060
| (none)
| 30
| 4350
| (none)
|
31
| 4650
| (none)
| 32
| 4960
| (none)
| 33
| 5280
| (none)
|
34
| 5610
| (none)
| 35
| 5950
| (none)
| 36
| 6300
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +4
| 10 6 7 5 5 2 2 5
|
+5
| 11 7 8 5 6 2 2 5
| +6
| 11 7 9 6 6 2 2 6
| +6
| 12 7 9 6 7 3 3 6
|
+7
| 12 8 9 6 7 3 3 7
| +8
| 13 8 10 7 8 4 3 7
| +9
| 13 9 10 7 8 4 4 8
|
+9
| 13 9 10 7 8 4 4 8
| +10
| 14 9 11 8 9 5 4 9
| +11
| 14 10 11 8 9 5 5 9
|
+12
| 14 10 11 9 9 6 5 10
| +12
| 15 11 12 9 10 6 5 10
| +13
| 15 11 12 10 11 6 6 11
|
|
Requisites:
|
| Alignment:
| LE or NE
| HD/level:
| d6
| Weapon Prof.:
| 2+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Pri
| Reference:
| BoVD3-57
| Groups:
| Priest
|
|
|
|
|
[PC3] Priest Classes Group
Disciple of Baalzebul3
Level
| KXP
| Spells
|
1
| (Wiz/Pri)3
| (none)
| 2
| 10
| (none)
| 3
| 30
| (none)
|
4
| 60
| (none)
| 5
| 100
| (none)
| 6
| 150
| (none)
|
7
| 210
| (none)
| 8
| 280
| (none)
| 9
| 360
| (none)
|
10
| 450
| (none)
| 11
| 550
| (none)
| 12
| 660
| (none)
|
13
| 780
| (none)
| 14
| 910
| (none)
| 15
| 1050
| (none)
|
16
| 1200
| (none)
| 17
| 1360
| (none)
| 18
| 1530
| (none)
|
19
| 1710
| (none)
| 20
| 1900
| (none)
| 21
| 2100
| (none)
|
22
| 2310
| (none)
| 23
| 2530
| (none)
| 24
| 2760
| (none)
|
25
| 3000
| (none)
| 26
| 3250
| (none)
| 27
| 3510
| (none)
|
28
| 3780
| (none)
| 29
| 4060
| (none)
| 30
| 4350
| (none)
|
31
| 4650
| (none)
| 32
| 4960
| (none)
| 33
| 5280
| (none)
|
34
| 5610
| (none)
| 35
| 5950
| (none)
| 36
| 6300
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +4
| 10 6 7 5 5 2 2 5
|
+5
| 11 7 8 5 6 2 2 5
| +6
| 11 7 9 6 6 2 2 6
| +6
| 12 7 9 6 7 3 3 6
|
+7
| 12 8 9 6 7 3 3 7
| +8
| 13 8 10 7 8 4 3 7
| +9
| 13 9 10 7 8 4 4 8
|
+9
| 13 9 10 7 8 4 4 8
| +10
| 14 9 11 8 9 5 4 9
| +11
| 14 10 11 8 9 5 5 9
|
+12
| 14 10 11 9 9 6 5 10
| +12
| 15 11 12 9 10 6 5 10
| +13
| 15 11 12 10 11 6 6 11
|
|
Requisites:
|
| Alignment:
| LE or NE
| HD/level:
| d6
| Weapon Prof.:
| 2+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Pri
| Reference:
| BoVD3-57
| Groups:
| Priest
|
|
|
|
|
[PC3] Priest Classes Group
Divine Assassin
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 2.25
| 20- --- -
| 3
| 4.5
| 21- --- -
|
4
| 9
| 320 --- -
| 5
| 18
| 331 --- -
| 6
| 37.5
| 332 0-- -
|
7
| 75
| 332 1-- -
| 8
| 150
| 333 20- -
| 9
| 300
| 443 21- -
|
10
| 450
| 443 320 -
| 11
| 637.5
| 544 321 -
| 12
| 862.5
| 655 322 -
|
13
| 1125
| 666 422 0
| 14
| 1500
| 666 532 1
| 15
| 2000
| 666 642 1
|
16
| 2500
| 777 643 1
| 17
| 3000
| 777 753 2
| 18
| 3500
| 888 864 2
|
19
| 4000
| 998 864 2
| 20
| 4500
| 999 875 2
| 21
| 5000
| 999 986 2
|
22
| 5500
| 999 996 3
| 23
| 6000
| 999 997 3
| 24
| 6500
| 999 998 3
|
25
| 7000
| 999 998 4
| 26
| 7500
| 999 999 4
| 27
| 8000
| 999 999 5
|
28
| 8500
| 999 999 6
| 29
| 9000
| 999 999 7
| 30
| 9500
| 999 999 8
|
31
| 10000
| 999 999 9
| 32
| 10500
| AAA A99 9
| 33
| 11000
| AAA AAA 9
|
34
| 11500
| AAA AAA A
| 35
| 12000
| BBB BAA A
| 36
| 12500
| BBB BBB B
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 6 3 6 1 2 2
| +1
| 8 7 6 3 7 1 3 3
| +2
| 9 8 6 4 7 2 3 3
|
+3
| 9 8 7 4 7 2 4 4
| +4
| 10 9 7 5 8 3 4 4
| +5
| 10 9 7 6 8 3 5 5
|
+6
| 11 10 8 7 9 4 5 5
| +7
| 11 10 9 8 9 4 6 6
| +8
| 12 10 9 9 9 5 6 6
|
+9
| 12 11 10 10 10 5 7 7
| +10
| 13 11 10 11 10 6 7 7
| +11
| 13 12 11 12 11 6 8 8
|
+12
| 13 12 12 13 11 7 8 8
| +13
| 14 13 13 14 11 7 9 9
| +14
| 14 13 13 14 12 8 9 9
|
+15
| 14 13 14 14 12 8 10 10
| +16
| 15 14 14 14 13 9 10 10
| +17
| 15 14 14 14 13 9 11 11
|
|
Requisites:
| Str 10, Dex 14, Int 12, Wis 13
| Alignment:
| any E
| HD/level:
| d8
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| Pri/Rog
| Reference:
| Lexx
| Groups:
| Priest, Rogue
|
|
|
|
Gets "All Priest" and "All Rogue" abilities.
| Gets Dex bonus to Priest spells (yes this is strange).
| Gets 40 Rogue points per level.
| Can weapon specialize using the Non-Warrior line.
| Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
| Level 1: Can Assassinate Undead (even if they are normally immune to this).
| Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
| Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
| Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
| DM Note: This rogue chart is identical to the Executioner1/ArchAssassin1 chart. Note you get only 40 points per level (Executioner1 gets 50).
|
Lvl
| Divine Assassin Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| +rating/50 A actions /r this turn || B actions || C actions
| F
| 0
| Dex-20
| Dex-25
| 1
| Assassination (-3% per HD/level of target)
| ½0
| 0
| Wis-15
| Wis-25
| 1
| Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best)
| V
| 0
| Dex-13
| Dex-16
|
1
| Backstab (each 30% = x1) (increases 10/level)
| ½0
| 50
| Int-6
| Int-20
| 1
| Backstrike (each 30% = x1 TH) (increases 10/lvl)
| ½0
| 50
| Wis-6
| Wis-20
| 1
| Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200))
| V
| 0
| Str-15
| Str-18
|
1
| Find/Remove Wizard Abjurations/Priest Protections
| V
| 0
| Dex-13
| Dex-18
| 1
| Slap (does dmg to one target = % made by)
| P
| 20
| Str-0
| Str-12
| 1
| any 1st level Rogue ability
| -
| -
| -
| -
|
1
| any 1st level Rogue ability
| -
| -
| -
| -
| 2
| Controlled Blink | Controlled Blink 10'r (unwilling get PP save)
| ½V
| 50
| Wis-14
| Wis-14
| 2
| any 2nd level Rogue ability
| -
| -
| -
| -
|
3
| Considered extra +(rating/25) weapon to hit
| V
| 0
| Str-5
| Str-15
| 3
| Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR
| V/N
| 0
| Dex-10
| Dex-20
| 4
| Erase a "?" in dungeon (loses track of party)
| -
| 0
| Dex-13
| Dex-19
|
4
| Song of Battle (+1 TH,dmg,or saves per 10% made)
| V,*M
| 10
| Str-15
| Str-20
| 5
| Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
| 5
| any 5th level Rogue ability
| -
| -
| -
| -
|
6
| Touch : Chill/Pain | Para/Vampiric | Energy Drain
| 0
| 20
| Str-9
| Str-15
| 6
| any 6th level Rogue ability
| -
| -
| -
| -
| 7
| Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation
| #V
| 0
| Int-14
| Int-38
|
7
| Slay (target that you hit saves at +4, -1 per 10% made; or dies)
| V
| 0
| Wis-13
| Wis-19
| 8
| Backstorm (each 50%: +1 att is considered a backstab)
| -
| 0
| Dex-16
| Dex-22
| 8
| Finger of Death | Slay Living | Power Word Kill
| V
| 0
| Int-14
| Int-17
|
9
| Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you
| V
| 0
| Dex-17
| Dex-28
| 9
| +LVL*rating/2 item XP in Weapon flags per day
| F
| 0
| NA
| NA
| 10
| Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc.
| -
| 50
| Chr-18
| Chr-25
|
12
| Disharmonic Blast (1 dmg per 1% made)
| V
| 10
| Con-16
| Con-22
| 15
|
|
|
|
|
| 18
| Backstave (N/2% of your dmg is vile) || Stun (save=N-100)
| -
| 0
| Wis-26
| Wis-32
|
27
| Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole
| V
| 0
| Int-19
| Int-25
|
|
[PC3] Priest Classes Group
Divine Elf0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 3
| 1-- --- -
| 3
| 6
| 20- --- -
|
4
| 12
| 21- --- -
| 5
| 24
| 220 --- -
| 6
| 48
| 221 --- -
|
7
| 90
| 322 0-- -
| 8
| 187.5
| 332 1-- -
| 9
| 300
| 333 20- -
|
10
| 450
| 443 21- -
| 11
| 637.5
| 443 320 -
| 12
| 825
| 444 321 -
|
13
| 1012.5
| 554 322 -
| 14
| 1200
| 555 332 -
| 15
| 1387.5
| 655 333 -
|
16
| 1575
| 655 443 0
| 17
| 1762.5
| 665 443 1
| 18
| 1950
| 665 443 2
|
19
| 2137.5
| 765 444 2
| 20
| 2325
| 765 444 3
| 21
| 2512.5
| 765 554 3
|
22
| 2700
| 765 554 4
| 23
| 2887.5
| 776 654 4
| 24
| 3075
| 876 655 4
|
25
| 3262.5
| 876 655 5
| 26
| 3450
| 877 665 5
| 27
| 3637.5
| 887 666 5
|
28
| 3825
| 887 776 5
| 29
| 4012.5
| 887 776 6
| 30
| 4200
| 888 777 6
|
31
| 4387.5
| 888 887 6
| 32
| 4575
| 988 887 6
| 33
| 4762.5
| 998 888 7
|
34
| 4950
| 999 888 8
| 35
| 5137.5
| 999 998 8
| 36
| 5325
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 6 5 5 3 3 0 1 1
| +1
| 6 5 5 4 3 0 1 1
| +2
| 6 5 5 4 4 0 2 1
|
+3
| 10 8 8 7 7 1 2 2
| +3
| 10 8 8 8 7 1 2 2
| +4
| 10 8 8 8 8 2 3 2
|
+5
| 14 11 11 11 11 2 3 3
| +5
| 14 12 11 11 11 2 4 3
| +6
| 14 12 12 11 11 3 4 3
|
+7
| 16 14 14 15 15 3 4 4
| +7
| 16 14 14 15 15 3 4 4
| +8
| 16 14 14 15 15 3 4 4
|
+9
| 16 14 14 15 15 3 4 4
| +9
| 16 14 14 15 15 3 4 4
| +10
| 16 14 14 15 15 3 4 4
|
+11
| 16 14 14 15 15 3 4 4
| +11
| 16 14 14 15 15 3 5 4
| +12
| 16 14 14 15 15 4 5 4
|
|
Requisites:
| Str 9, Wis 9
| Alignment:
| any
| HD/level:
| d7
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Elf0
| Reference:
| DM {Planeshifted Elf0}
| Groups:
| Priest, Warrior, Alternate
|
|
|
|
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
| Level 1: Turn Undead, see [S3]
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
| Level 1: +1 slot in Weapon Mastery per level.
| Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
| Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
| Level 10 ¶: +8 HNCL
| Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
| Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.
|
|
[PC3] Priest Classes Group
Divine Emissary
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 3a- --- ---
| 3
| 6
| 42b --- ---
|
4
| 12
| 441 c-- ---
| 5
| 24
| 744 0d- ---
| 6
| 48
| 764 3ae ---
|
7
| 96
| 775 42b f--
| 8
| 192
| 777 441 cg-
| 9
| 384
| 777 744 0dh
|
10
| 750
| 777 744 1cg
| 11
| 1500
| 777 754 2bf
| 12
| 2000
| 777 764 3ae
|
13
| 2500
| 777 774 40d
| 14
| 3000
| 777 774 41c
| 15
| 3500
| 777 775 42b
|
16
| 4000
| 777 776 43a
| 17
| 4500
| 777 777 440
| 18
| 5000
| 777 777 441
|
19
| 5500
| 777 777 542
| 20
| 6000
| 777 777 643
| 21
| 6500
| 777 777 744
|
22
| 7000
| 777 777 754
| 23
| 7500
| 777 777 755
| 24
| 8000
| 777 777 765
|
25
| 8500
| 777 777 766
| 26
| 9000
| 777 777 776
| 27
| 9500
| 777 777 777
|
28
| 10000
| 777 777 777
| 29
| 10500
| 777 777 777
| 30
| 11000
| 777 777 777
|
31
| 11500
| 777 777 777
| 32
| 12000
| 777 777 777
| 33
| 12500
| 777 777 777
|
34
| 13000
| 777 777 777
| 35
| 13500
| 777 777 777
| 36
| 14000
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 9, Dex 9, Con 9, Int 9, Wis 19, Chr 9
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Pantheon Worshiper}
| Groups:
| Priest
|
|
|
|
Gets +1 specialty priest pick per level. You may pick the same god more than once, if you do, the god's abilities stack with itself.
| Does not need to meet stat or alignment requirements for specialty priest picks.
| Automatically grand in "All" sphere. Automatically grand in the main sphere for each god you have at least 2 specialty priest picks in.
| Divine Intervention is 5*LVL%.
|
|
[PC3] Priest Classes Group
Divine Interventioner
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 3a- --- ---
| 3
| 6
| 42b --- ---
|
4
| 12
| 441 c-- ---
| 5
| 24
| 744 0d- ---
| 6
| 48
| 764 3ae ---
|
7
| 96
| 775 42b f--
| 8
| 192
| 777 441 cg-
| 9
| 384
| 777 744 0dh
|
10
| 750
| 777 744 1cg
| 11
| 1500
| 777 754 2bf
| 12
| 2000
| 777 764 3ae
|
13
| 2500
| 777 774 40d
| 14
| 3000
| 777 774 41c
| 15
| 3500
| 777 775 42b
|
16
| 4000
| 777 776 43a
| 17
| 4500
| 777 777 440
| 18
| 5000
| 777 777 441
|
19
| 5500
| 777 777 542
| 20
| 6000
| 777 777 643
| 21
| 6500
| 777 777 744
|
22
| 7000
| 777 777 754
| 23
| 7500
| 777 777 755
| 24
| 8000
| 777 777 765
|
25
| 8500
| 777 777 766
| 26
| 9000
| 777 777 776
| 27
| 9500
| 777 777 777
|
28
| 10000
| 777 777 777
| 29
| 10500
| 777 777 777
| 30
| 11000
| 777 777 777
|
31
| 11500
| 777 777 777
| 32
| 12000
| 777 777 777
| 33
| 12500
| 777 777 777
|
34
| 13000
| 777 777 777
| 35
| 13500
| 777 777 777
| 36
| 14000
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 28
| Alignment:
| any
| HD/level:
| d12
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Demigod (x1)
|
|
|
|
Gets the usual GGL (Speciality God) pick, but is considered 9 levels higher for purposes of "Level:" 's, LVL, and CL for the GGL's abilities. This does not affect Turn Undead.
| Bonus Grand in "All" sphere. Sphere Robe (-1 SL per spell) in "All" sphere.
| Level 1 ¶: Divine Intervention is automatic, but still can be done only once per day.
| Level 1 ¶: 1F, LVL/d: Your god does 1G action into this combat. This is treated as a random SL=11+LVL/7 effect from the [X] section. Roll 1d10 for type of power: 1=Str, 2=Dex, 3=Con, 4=Int, 5-7=Wis, 8=Chr, 9-10=One of the requirements for this god's GGL pick at random. You may see what the effect is before you target the effect.
| Level 1 ¶: You always regain all your Priest spells even if you are out of contact with your god, or if your god/intermediary is dead or "Barneyed".
| Level 1 ¶: You may use Omens even if not otherwise available in the current campaign. If they are already available in the current campaign, you can shift the results of Omens by plus or minus 1.
| Level 1: Your "Miracle" spells do not drain the MF.
|
|
[PC3] Priest Classes Group
Doomshaman3
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 10
| +1 ML to one class
| 3
| 30
| +1 ML to one class
|
4
| 60
| +2 ML to one class
| 5
| 100
| +2 ML to one class
| 6
| 150
| +3 ML to one class
|
7
| 210
| +3 ML to one class
| 8
| 280
| +4 ML to one class
| 9
| 360
| +4 ML to one class
|
10
| 450
| +5 ML to one class
| 11
| 550
| +5 ML to one class
| 12
| 660
| +6 ML to one class
|
13
| 780
| +6 ML to one class
| 14
| 910
| +7 ML to one class
| 15
| 1050
| +7 ML to one class
|
16
| 1200
| +8 ML to one class
| 17
| 1360
| +8 ML to one class
| 18
| 1530
| +9 ML to one class
|
19
| 1710
| +9 ML to one class
| 20
| 1900
| +10 ML to one class
| 21
| 2100
| +10 ML to one class
|
22
| 2310
| +11 ML to one class
| 23
| 2530
| +11 ML to one class
| 24
| 2760
| +12 ML to one class
|
25
| 3000
| +12 ML to one class
| 26
| 3250
| +13 ML to one class
| 27
| 3510
| +13 ML to one class
|
28
| 3780
| +14 ML to one class
| 29
| 4060
| +14 ML to one class
| 30
| 4350
| +15 ML to one class
|
31
| 4650
| +15 ML to one class
| 32
| 4960
| +16 ML to one class
| 33
| 5280
| +16 ML to one class
|
34
| 5610
| +17 ML to one class
| 35
| 5950
| +17 ML to one class
| 36
| 6300
| +18 ML to one class
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
& +1
| & +1 (all)
| & +1
| & +2 (all)
| & +2
| & +3 (all)
|
& +2
| & +4 (all)
| & +3
| & +5 (all)
| & +3
| & +6 (all)
|
& +4
| & +7 (all)
| & +4
| & +8 (all)
| & +5
| & +9 (all)
|
& +5
| & +10 (all)
| & +6
| & +11 (all)
| & +6
| & +12 (all)
|
& +7
| & +13 (all)
| & +7
| & +14 (all)
| & +8
| & +15 (all)
|
& +8
| & +16 (all)
| & +9
| & +17 (all)
| & +9
| & +18 (all)
|
|
Requisites:
| Wis 0, (Priest 7)
| Alignment:
| any
| HD/level:
| & d9
| Weapon Prof.:
| & (1+level)/2
| To Hit Table:
| & +(1+level)/2
| Save Table:
| & +level
| Reference:
| DM {Planeshifted Doomguard3}
| Groups:
| Priest, Planar, Alternate
|
|
|
|
Gets Exceptional Wis.
| Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
| Level 1 ¶: +1 Specialty Priest (GGL) pick
| Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
| Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
| Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
| Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
| Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
| Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
| Level 9: Gate: 1M: Gate
|
| Planar Feats:
| Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
| * DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
| Air Heritage: Immune Air; Flying 12"; +2 Dex checks
| * Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
| Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
| Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
| Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
| * Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
| * Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
| * Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
| Natural Heavyweight: Immune Gravity
| * Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
| * Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
| Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
| * Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
| * Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
| Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
| * Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
| Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
| Water Heritage: Immune Water; Water Breathing; Swim 18"
|
|
[PC3] Priest Classes Group
Druid0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 7 6 4 2 3 0 0 2
| +1
| 7 6 4 3 3 0 0 3
| +1
| 7 6 4 3 4 0 1 3
|
+2
| 7 6 5 3 4 1 1 4
| +3
| 9 8 6 4 5 1 1 4
| +3
| 9 8 6 5 5 2 2 5
|
+3
| 9 8 6 5 6 2 2 5
| +4
| 9 8 7 5 6 2 2 6
| +5
| 11 10 8 6 7 3 3 6
|
+5
| 11 10 8 7 7 3 3 7
| +5
| 11 10 8 7 8 4 3 7
| +6
| 11 10 9 7 8 4 4 8
|
+7
| 12 11 10 8 9 4 4 8
| +7
| 12 11 10 9 9 5 4 9
| +7
| 12 11 10 9 10 5 5 9
|
+8
| 12 11 11 9 10 6 5 10
| +9
| 13 12 12 10 11 6 5 10
| +9
| 13 12 12 11 11 6 6 11
|
|
Requisites:
| Wis 9
| Alignment:
| any T
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Clr0
| Reference:
| RC0-28
| Groups:
| Priest
|
|
|
|
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
| Level 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Classes Group
Druid1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 20- --- -
| 2
| 2
| 210 --- -
| 3
| 4
| 321 --- -
|
4
| 7.5
| 422 --- -
| 5
| 12.5
| 432 0-- -
| 6
| 20
| 432 1-- -
|
7
| 35
| 443 1-- -
| 8
| 60
| 443 20- -
| 9
| 90
| 543 21- -
|
10
| 125
| 543 320 -
| 11
| 200
| 553 321 0
| 12
| 300
| 554 432 1
|
13
| 750
| 655 543 2
| 14
| 1500
| 666 654 3
| 15
| 3000
| 666 666 6
|
16
| 3500
| 666 666 6
| 17
| 4000
| 666 666 6
| 18
| 4500
| 666 666 6
|
19
| 5000
| 666 666 6
| 20
| 5500
| 666 666 6
| 21
| 6000
| 666 666 6
|
22
| 6500
| 666 666 6
| 23
| 7000
| 666 666 6
| 24
| 7500
| 766 666 6
|
25
| 8000
| 776 666 6
| 26
| 8500
| 777 666 6
| 27
| 9000
| 777 766 6
|
28
| 9500
| 777 776 6
| 29
| 10000
| 777 777 6
| 30
| 10500
| 777 777 7
|
31
| 11000
| 888 777 7
| 32
| 11500
| 888 887 7
| 33
| 12000
| 888 888 8
|
34
| 12500
| 999 888 8
| 35
| 13000
| 999 998 8
| 36
| 13500
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 12, Chr 15
| Alignment:
| TN
| HD/level:
| d8
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH1-20
| Groups:
| Priest
|
|
|
|
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
| Level 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
|
|
[PC3] Priest Classes Group
Druid1JG
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 20- --- -
| 2
| 2
| 210 --- -
| 3
| 4
| 321 --- -
|
4
| 8
| 422 --- -
| 5
| 16
| 432 0-- -
| 6
| 32
| 432 1-- -
|
7
| 64
| 443 1-- -
| 8
| 128
| 443 20- -
| 9
| 256
| 543 21- -
|
10
| 656
| 543 320 -
| 11
| 1056
| 553 321 0
| 12
| 1456
| 554 432 1
|
13
| 1856
| 655 543 2
| 14
| 2256
| 666 654 3
| 15
| 2656
| 666 666 6
|
16
| 3056
| 666 666 6
| 17
| 3456
| 666 666 6
| 18
| 3856
| 666 666 6
|
19
| 4256
| 666 666 6
| 20
| 4656
| 666 666 6
| 21
| 5056
| 666 666 6
|
22
| 5456
| 666 666 6
| 23
| 5856
| 666 666 6
| 24
| 6256
| 766 666 6
|
25
| 6656
| 776 666 6
| 26
| 7056
| 777 666 6
| 27
| 7456
| 777 766 6
|
28
| 7856
| 777 776 6
| 29
| 8256
| 777 777 6
| 30
| 8656
| 777 777 7
|
31
| 9056
| 888 777 7
| 32
| 9456
| 888 887 7
| 33
| 9856
| 888 888 8
|
34
| 10256
| 999 888 8
| 35
| 10656
| 999 998 8
| 36
| 11056
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Wis 12
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Priest
|
|
|
|
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
| Spell progression as per Druid1, with Wisdom bonus. Specialized in Elemental spells.
| Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
| Level 1: 1V, 2/d: Fly for (level) rounds.
| Level 1: 1V, 2/d: Pass Earth for (level) rounds.
| Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
| Level 1: 1V, 2/d: Immune to fire for (level) rounds.
| Level 1: 1M, 1/d: Summon Animal, (Int+Wis+Con)% chance, typically has (level*3) HD.
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
| Level 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
|
|
[PC3] Priest Classes Group
Druid2
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 20- --- -
| 2
| 2
| 210 --- -
| 3
| 4
| 321 --- -
|
4
| 7.5
| 422 --- -
| 5
| 12.5
| 432 0-- -
| 6
| 20
| 432 1-- -
|
7
| 35
| 443 1-- -
| 8
| 60
| 443 20- -
| 9
| 90
| 543 21- -
|
10
| 125
| 543 320 -
| 11
| 200
| 553 321 0
| 12
| 300
| 554 432 1
|
13
| 750
| 655 543 2
| 14
| 1500
| 666 654 3
| 15
| 3000
| 666 666 6
|
16
| 3500
| 666 666 6
| 17
| 4000
| 666 666 6
| 18
| 4500
| 666 666 6
|
19
| 5000
| 666 666 6
| 20
| 5500
| 666 666 6
| 21
| 6000
| 666 666 6
|
22
| 6500
| 666 666 6
| 23
| 7000
| 666 666 6
| 24
| 7500
| 766 666 6
|
25
| 8000
| 776 666 6
| 26
| 8500
| 777 666 6
| 27
| 9000
| 777 766 6
|
28
| 9500
| 777 776 6
| 29
| 10000
| 777 777 6
| 30
| 10500
| 777 777 7
|
31
| 11000
| 888 777 7
| 32
| 11500
| 888 887 7
| 33
| 12000
| 888 888 8
|
34
| 12500
| 999 888 8
| 35
| 13000
| 999 998 8
| 36
| 13500
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 12, Chr 15
| Alignment:
| T* or *N
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH2-37
| Groups:
| Priest
|
|
|
|
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
| Level 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
|
|
[PC3] Priest Classes Group
Druid3
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 10
| 20- --- ---
| 3
| 30
| 21- --- ---
|
4
| 60
| 320 --- ---
| 5
| 100
| 321 --- ---
| 6
| 150
| 332 0-- ---
|
7
| 210
| 432 1-- ---
| 8
| 280
| 433 20- ---
| 9
| 360
| 443 21- ---
|
10
| 450
| 443 320 ---
| 11
| 550
| 544 321 ---
| 12
| 660
| 544 332 0--
|
13
| 780
| 554 432 1--
| 14
| 910
| 554 433 20-
| 15
| 1050
| 554 443 21-
|
16
| 1200
| 555 443 320
| 17
| 1360
| 555 544 321
| 18
| 1530
| 555 544 332
|
19
| 1710
| 555 554 433
| 20
| 1900
| 555 554 444
| 21
| 2100
| 555 555 444
|
22
| 2310
| 555 555 544
| 23
| 2530
| 555 555 554
| 24
| 2760
| 555 555 555
|
25
| 3000
| 655 555 555
| 26
| 3250
| 665 555 555
| 27
| 3510
| 666 555 555
|
28
| 3780
| 666 655 555
| 29
| 4060
| 666 665 555
| 30
| 4350
| 666 666 555
|
31
| 4650
| 666 666 655
| 32
| 4960
| 666 666 665
| 33
| 5280
| 666 666 666
|
34
| 5610
| 766 666 666
| 35
| 5950
| 776 666 666
| 36
| 6300
| 777 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +4
| 10 6 7 5 5 2 2 5
|
+5
| 11 7 8 5 6 2 2 5
| +6
| 11 7 9 6 6 2 2 6
| +6
| 12 7 9 6 7 3 3 6
|
+7
| 12 8 9 6 7 3 3 7
| +8
| 13 8 10 7 8 4 3 7
| +9
| 13 9 10 7 8 4 4 8
|
+9
| 13 9 10 7 8 4 4 8
| +10
| 14 9 11 8 9 5 4 9
| +11
| 14 10 11 8 9 5 5 9
|
+12
| 14 10 11 9 9 6 5 10
| +12
| 15 11 12 9 10 6 5 10
| +13
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Dex 0, Wis 0 (10)
| Alignment:
| T* or *N
| HD/level:
| d8
| Weapon Prof.:
| 9+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Pri
| Reference:
| PH3-33
| Groups:
| Priest
|
|
|
|
Wisdom bonus to spell memorization.
| Level 1: Extra Languages: Sylvan, Druid.
| Level 1: Nature Sense: Identify plants and animals; Identify pure water.
| Level 1: Animal Companion: Gets a natural familiar.
| Level 2: Woodland Stride: Can move through overgrown areas.
| Level 3: Trackless Step: Leaves no trail; cannot be tracked.
| Level 4: Resist Nature's Lore: +4 saves vs. spell-abilities of feys (dryads, nymphs, sprites, etc.).
| Level 5: Wild Shape: 1M, 1/d: Polymorph Self into a Small or Medium size animal. Regains hit points as if healed for a full day.
| Level 6: Wild Shape (see level 5) can be used 2/d.
| Level 7: Wild Shape (see level 5) can be used 3/d.
| Level 8: Wild Shape (see level 5) can be a Large size animal.
| Level 9: Venom Immunity: Immune to poison.
| Level 10: Wild Shape (see level 5) can be used 4/d.
| Level 11: Wild Shape (see level 5) can be a Tiny size animal.
| Level 12: Wild Shape (see level 5) can be of a dire animal.
| Level 13: A Thousand Faces: 1M: Alter Self.
| Level 14: Wild Shape (see level 5) can be used 5/d.
| Level 15: Wild Shape (see level 5) can be a Huge size animal.
| Level 15: Timeless Body: Immune to aging. No longer ages naturally. Still dies at length of lifespan.
| Level 16: Elemental Shape: 1M, 1/d: Shapechange into a normal element elemental (size L or smaller).
| Level 18: Wild Shape (see level 5) can be used 6/d.
| Level 18: Elemental Shape (see level 16) can be used 3/d.
|
|
[PC3] Priest Classes Group
Dweomershaper5
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 3
| 20- --- -
| 3
| 6
| 31- --- -
|
4
| 12
| 42- --- -
| 5
| 24
| 530 --- -
| 6
| 48
| 541 --- -
|
7
| 96
| 552 --- -
| 8
| 192
| 553 0-- -
| 9
| 384
| 554 1-- -
|
10
| 576
| 555 2-- -
| 11
| 750
| 555 30- -
| 12
| 1000
| 555 41- -
|
13
| 1250
| 555 52- -
| 14
| 1500
| 555 530 -
| 15
| 1750
| 555 541 -
|
16
| 2000
| 555 552 -
| 17
| 2250
| 555 553 0
| 18
| 2500
| 555 554 1
|
19
| 2750
| 555 555 2
| 20
| 3000
| 555 555 3
| 21
| 3250
| 555 555 4
|
22
| 3500
| 555 555 5
| 23
| 3750
| 655 555 5
| 24
| 4000
| 665 555 5
|
25
| 4250
| 666 555 5
| 26
| 4500
| 666 655 5
| 27
| 4750
| 666 665 5
|
28
| 5000
| 666 666 5
| 29
| 5250
| 666 666 6
| 30
| 5500
| 766 666 6
|
31
| 5750
| 776 666 6
| 32
| 6000
| 777 666 6
| 33
| 6250
| 777 766 6
|
34
| 6500
| 777 776 6
| 35
| 6750
| 777 777 6
| 36
| 7000
| 777 777 7
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Dex 9, Wis 17
| Alignment:
| any
| HD/level:
| 2d3
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM {Altered Spellshaper5}
| Groups:
| Priest
|
|
|
|
Dweomershapers may specialize in a sphere of magic, if they do, pick an opposite major sphere. This specialization may be of the "+1 spell per SL" or the "spells cost ½ a spell slot" variety.
| Dweomershaper spells cannot be material componented. Dweomershapers can cast normal Priest spells.
| To “Frugal” something means to give it one extra charge. An item can never gain more frugaled charges than it’s total number of charges when found (if you have the ability to recharge the item, the item can never gain more frugaled charges than it’s full charge count).
| Each level, get one "5th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| 60F,1/d: Create a potion of <= LVL*100 XP value
| B
| Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
| C
| Your SL=0 spells have double effect
| D
| Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
| E
| Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
|
Level 4:
| Pick two Dweomershaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
|
Level 5-7:
| F
| 120F,1/d: Create a scroll of <= LVL*200 XP value
| G
| +1M action per round, only for Dweomershaper spells
| H
| Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
| I
| Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
| J
| Gain an extra minor familiar [this was major in Summer 2004 campaign]
|
Level 8:
| Pick two from: Dweomershaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
|
Level 9-12:
| K
| 180F,1/d: Create ring or staff of <= LVL*300 XP value
| L
| Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
| M
| Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
| N
| Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
| O
| Gain an extra major familiar
|
Level 13:
| Pick 2: Dweomershaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
|
Level 14-18:
| P
| 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
| Q
| +1QM action per round, only for Dweomershaper spells
| R
| Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
| S
| Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
| T
| Gain an extra major familiar [this was grand in Summer 2004 campaign]
|
Level 18:
| Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7
|
Level 20-26:
| U
| 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
| V
| You may "channel" spells by spending 2 spell slots each on them
| W
| Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
| X
| You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
| Y
| Gain an extra grand familiar
| Z
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.
|
|
[PC3] Priest Classes Group
Eeler1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 5
| 10- --- -
| 3
| 10
| 111 --- -
|
4
| 15
| 211 1-- -
| 5
| 25
| 221 11- -
| 6
| 50
| 222 111 -
|
7
| 100
| 322 211 1
| 8
| 200
| 332 221 1
| 9
| 300
| 333 222 1
|
10
| 400
| 433 322 2
| 11
| 500
| 443 332 2
| 12
| 600
| 444 333 2
|
13
| 700
| 544 433 3
| 14
| 800
| 554 443 3
| 15
| 900
| 555 444 3
|
16
| 1000
| 655 544 4
| 17
| 1100
| 665 554 4
| 18
| 1200
| 666 555 4
|
19
| 1300
| 766 655 5
| 20
| 1400
| 776 665 5
| 21
| 1500
| 777 666 5
|
22
| 1600
| 877 766 6
| 23
| 1700
| 887 776 6
| 24
| 1800
| 888 777 6
|
25
| 1900
| 988 877 7
| 26
| 2000
| 998 887 7
| 27
| 2100
| 999 888 7
|
28
| 2200
| A99 988 8
| 29
| 2300
| AA9 998 8
| 30
| 2400
| AAA 999 8
|
31
| 2500
| BAA A99 9
| 32
| 2600
| BBA AA9 9
| 33
| 2700
| BBB AAA 9
|
34
| 2800
| CBB BAA A
| 35
| 2900
| CCB BBA A
| 36
| 3000
| CCC BBB A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 15, Dex 15, Wis 15
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM {Mirror Healer1}
| Groups:
| Priest, Mirror
|
|
|
|
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
| Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
| Level 1: May weapon specialize using the "Non-War" column.
| Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
| Level 4: Detect Leeches and Eels 40' cont.
| Level 8: 1M: Identify Magical Pool.
| Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
| Level 9: Mental link with your Leeches and Eels.
| Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
|
| Eel Sphere:
| Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
| Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
| Summon Leech (SL=N): Summon a DL N Leech (DM has table)
| Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
| Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
| Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
| Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
| Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
| Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
| Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
|
|
[PC3] Priest Classes Group
Elemental Cleric2
Level
| KXP
| Priest [ClrEle] 123 456 789 [1]
|
1
| 0
| 1a- --- --- [-]
| 2
| 3
| 20- --- --- [-]
| 3
| 6
| 21a --- --- [-]
|
4
| 12
| 320 --- --- [-]
| 5
| 26
| 421 a-- --- [-]
| 6
| 55
| 422 0-- --- [-]
|
7
| 110
| 432 1a- --- [-]
| 8
| 220
| 433 20- --- [-]
| 9
| 450
| 443 21a --- [-]
|
10
| 900
| 444 320 --- [-]
| 11
| 1350
| 444 431 a-- [-]
| 12
| 1800
| 555 442 0-- [-]
|
13
| 2250
| 555 442 1a- [-]
| 14
| 2700
| 555 552 10- [-]
| 15
| 3150
| 555 553 21a [-]
|
16
| 3600
| 555 553 320 [-]
| 17
| 4050
| 555 553 321 [-]
| 18
| 4500
| 555 553 331 [1]
|
19
| 4950
| 555 554 332 [1]
| 20
| 5400
| 555 554 442 [1]
| 21
| 5850
| 555 555 443 [1]
|
22
| 6300
| 555 555 553 [2]
| 23
| 6750
| 555 555 554 [2]
| 24
| 7200
| 555 555 555 [2]
|
25
| 7650
| 666 655 555 [2]
| 26
| 8100
| 666 666 655 [3]
| 27
| 8550
| 666 666 666 [3]
|
28
| 9000
| 777 766 666 [3]
| 29
| 9450
| 777 777 766 [3]
| 30
| 9900
| 777 777 777 [4]
|
31
| 10350
| 888 877 777 [4]
| 32
| 10800
| 888 888 877 [4]
| 33
| 11250
| 888 888 888 [4]
|
34
| 11700
| 999 988 888 [5]
| 35
| 12150
| 999 999 988 [5]
| 36
| 12600
| 999 999 999 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 10, Con 8, Wis 10, Chr 6
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM {Reduced Clerical Elemental2}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Gets your choice of Str, Con, or Wis bonus to spell progression.
| Gets Exceptional Wis and Con bonus.
| Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
| You do not age physically.
| Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
| Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
| Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
| Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
| Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
| Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
|
| Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
| 1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
| 2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
| 3. Your Priest spells are resisted using XR instead of MR.
| 4. You may double material component Priest spells by using +1V action.
| 5. ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
| 6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
| 7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
| 8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
| 9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
| 10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
| 11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
| 12 (new). Drugs are considered elements for you; with E=(SL of the drug).
| 13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
| 14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
| 15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.
|
|
[PC3] Priest Classes Group
Basic Psi2 Information
Psi2 Psionicists:
| PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
|
| Wild Talents:
| PSPs = Int+Wis+Con+4*level
|
|
Wild Talents
| Potential Number of:
| Int+Wis+Con
| Devotions (Minors)
| Sciences (Majors)
| High Sci (Grands)
| Att+Def
|
0-14
| 1
| 0
| 0
| 1
| 15-29
| 2
| 0
| 0
| 2
| 30-44
| 3
| 1
| 0
| 3
|
45-59
| 4
| 2
| 0
| 4
| 60-74
| 5
| 3
| 1
| 5
| 75+
| 6
| 4
| 2
| 6
|
Minimum Level:
| 0
| 3
| 8
| 0
|
|
| It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
|
| There are no prerequisites for any power for both Wild Talents and Psionicists.
|
| A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
|
| Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
| 1. Roll an extra 1d20 for check, and choose best roll.
| 2. Get a +1 on the target check number.
| 3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).
|
|
[PC3] Priest Classes Group
Psi2 Combat
MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
| Use Int as if it was Balance (under Dex) to adjust MAC.
|
| MTHAC0 (Mental THAC0) = 21-(Psi2 level)
| Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
|
|
|
|
| MAC adjustment for defenses ("-" means better MAC)
|
| #Att
| dmg
| Mind Blank
| Thought Shield
| Mental Barrier
| Intellect Fortress
| Tower of Iron Will
| Ultra- Shield
|
Psionic Blast
| 4
| 1
| -3
| +2
| -5
| +4
| +3
| -6
| Mind Thrust
| 3
| 1
| +5
| +3
| -2
| -3
| -5
| -5
| Ego Whip
| 2
| 2
| +3
| +4
| +2
| -4
| -3
| -4
|
Id Insinuation
| 3
| 2
| -5
| -3
| -1
| +2
| +5
| -7
| Psychic Crush
| 2
| 3
| +1
| -4
| +4
| -1
| -2
| -8
| Ultrablast
| 3
| 3
| +8
| +7
| +6
| +5
| +4
| 0
|
|
| "dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
| There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
|
| PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
|
|
|
Spell Level, Wizard:
| 0
| 1
| 2-10
| 11
| 12
| 13
| 14
| 15
| 16
| Spell Level, Priest:
| 0
| 1
| 2-9
| 9
| 10
| 11
| 12
| 13
| 14
|
Upgrade Cost:
| 200
| 400
| 100
| 400
| 900
| 1600
| 2500
| 3600
| 4900
|
|
[PC3] Priest Classes Group
Psi2 Devotions (Minors)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Absorb Disease
| Metab
| Con-3
| 12
| Moves a disease to psionic
| Destroys a disease
| PHBR5
| 2
| Accelerate
| Metab
| Con-2
| 10+10/m
| Haste
| Super Haste (+2 P/V)
| WatW2
| 3
| Acceptance
| Telep
| Int
| 10+2/t
| Captives become passive/docile
| Betray each other
| DSDK2
|
4
| Adrenalin Control
| Metab
| Con-3
| 8+4/r
| +1d6 Str,Dex,or Con
| +1d6 to all three
| PHBR5
| 5
| Aging
| Metab
| Con-7
| 15
| (level)d4 years aged
| (level)d10 years
| PHBR5
| 6
| Alignment Stabilization
| Telep
| Wis-1
| 15+10/d
| Keeps alignment from changing
| Maintenance 5/d
| DSDK2
|
7
| All-Round Vision
| Clair
| Wis-3
| 6+4/m
| Can see in all directions
| Infravision gained
| PHBR5
| 8
| Alter Features
| Metab
| Con-1
| 6+3/t
| Alter Self
| Change Self
| WatW2
| 9
| Amnesia
| Telep
| Wis-2
| C+5/r
| Amnesia
| Free Maint. 1d10 d
| WatW2
|
10
| Animate Object
| Kinet
| Int-3
| 8+3/m
| Animates object;move rate 6
| Animation is smooth
| PHBR5
| 11
| Animate Shadow
| Kinet
| Wis-3
| 7+3/m
| Animates shadow;no effect
| Range is 100y
| PHBR5
| 12
| Astral Projection
| Port
| Int
| 6+2/h
| Go to Astral with silver cord
| Color pool nearby
| PHBR5
|
13
| Attraction
| Telep
| Wis-4
| C+8/m
| Strong attraction for thing
| Obsession for thing
| PHBR5
| 14
| Aversion
| Telep
| Wis-4
| C+8/t
| Strong aversion for thing
| Afraid of thing
| PHBR5
| 15
| Awe
| Telep
| Chr-2
| C+4/r
| Won't attack caster (save)
| No save
| PHBR5
|
16
| Ballistic Attack
| Kinet
| Con-2
| 5
| Roll TH; (level)d4 damage
| (level)d8 damage
| PHBR5
| 17
| Beast Mastery
| Telep
| Wis-3
| 20+H/d
| Control beast (Max.Int=level)
| 5 PSPs initial cost
| DSDK2
| 18
| Biofeedback
| Metab
| Con-2
| 6+3/r
| -2 dmg/att;+level/3 AC bonus
| +level AC bonus
| PHBR5
|
19
| Blink
| Port
| Int+1
| 7+3/r
| Blink
| Blink Wounding 1/r
| WatW2
| 20
| Body Control
| Metab
| Con-4
| 7+5/m
| Breathe,move normally; 0 dmg terrain
| Can change environ.
| PHBR5
| 21
| Body Equilibrium
| Metab
| Con-3
| 2+2/m
| Water Walking, Feather Fall
| 1 d w/o Maintenance
| PHBR5
|
22
| Body Weaponry
| Metab
| Con-3
| 9+4/r
| Convert arm to weapon
| Weapon is +1/+0
| PHBR5
| 23
| Bone Reading
| Clair
| Wis-1
| 15
| Know who died in this spot
| See last 10 min of life
| WatW2
| 24
| Cannibalize
| M-Psi
| Con
| -8*Con
| +8 PSPs/Con;Con returns 1/w
| +8 PSPs
| PHBR5
|
25
| Carapace
| Metab
| Int
| 5+1/r
| +level AC; -(11-level) Dex
| No Dex loss
| DSDK2
| 26
| Catfall
| Metab
| Dex-2
| 4
| 30'fall:no dmg;other @ h dmg
| 50'fall:no dmg
| PHBR5
| 27
| Cause Decay
| Metab
| Con-2
| 4
| Item falls apart(save vs.acid)
| No save allowed
| PHBR5
|
28
| Cause Sleep
| Metab
| Wis-2
| 9+2/r
| Sleep (save)
| No memory of sleep
| WatW2
| 29
| Cell Adjustment
| Metab
| Con-3
| 1/hp
| 20*level hp:1r;disease=+5 PSPs
| Half cost in PSPs
| PHBR5
| 30
| Chameleon Power
| Metab
| Con-1
| 6+3/m
| Can match surroundings well
| +15% HS
| PHBR5
|
31
| Chemical Stimulation
| Metab
| Con-4
| 9+6/r
| level dmg acid (items save)
| No item saves
| PHBR5
| 32
| Cognitive Trance
| M-Psi
| Int
| 4
| Photographic Memory; cannot use V
| +4 Int checks 1 d
| WatW2
| 33
| Combat Mind
| Clair
| Int-4
| 5+4/r
| +level/3(round up) group init.
| Psionic:+level/3 AC
| PHBR5
|
34
| Compact
| Kinet
| Wis-1
| 4
| Reduce object volume 90%
| Reduce volume 95%
| DSDK2
| 35
| Conceal Thoughts
| Telep
| Wis
| 5+3/m
| Gain contest vs.ESP,Probe,etc.
| Imm to those powers
| PHBR5
| 36
| Concentrate Water
| Kinet
| Con-3
| 10
| Make 1-9 gal.water from area
| Double water amount
| DSDK2
|
37
| Contact
| Telep
| Wis
| Int+1/r
| -2 check if resisting
| Maintained 4r for free
| PHBR5
| 38
| Control Body
| Kinet
| Con-2
| 8+8/r
| Control all P,V actions
| Auto. win Contest
| PHBR5
| 39
| Control Flames
| Kinet
| Wis-1
| 6+3/r
| x2/ 2 fire; move 9; (level)d4
| x3/ 3 fire; (level)d6
| PHBR5
|
40
| Control Light
| Kinet
| Int
| 12+4/m
| Dim or brighten light
| Maintenance 1/r
| PHBR5
| 41
| Control Sound
| Kinet
| Int-5
| 5+2/m
| Dampen,disguise,increase sound
| Maintenance 1/r
| PHBR5
| 42
| Control Wind
| Kinet
| Con-4
| 16+10/r
| 5*level Mph; change dir.
| 10*level Mph
| PHBR5
|
43
| Convergence
| M-Psi
| Wis
| 8
| 10y: All PSPs in link combine
| CLs in link combine
| PHBR5
| 44
| Create Sound
| Kinet
| Int-7
| 8+3/r
| Audible Glamer (as spell)
| Double level
| PHBR5
| 45
| Cryokinesis
| Kinet
| Wis
| 8+7/r
| Molecular Agitation but cold 1d3/r
| 2d3/r
| WatW2
|
46
| Danger Sense
| Clair
| Wis-3
| 4+3/t
| Know if danger nearby
| Know distance
| PHBR5
| 47
| Daydream
| Telep
| Wis
| C+3/r
| Mind wanders;+20% Thief Abil.
| +30% Thief Abilities
| PHBR5
| 48
| Deflect
| Kinet
| Int
| 4
| Deflect a missile
| --
| WatW2
|
49
| Dimension Blade
| Port
| Con-1
| 6+5/r
| Weapon ignores natural AC; +2/+2
| x2 dmg
| WatW2
| 50
| Dimension Walk
| Port
| Con-2
| 8+4/t
| Move 30 miles in (40-level)m
| Halve time
| PHBR5
| 51
| Dimensional Door
| Port
| Con-1
| 4+2/r
| Can't see destination:stun 1r
| No stun
| PHBR5
|
52
| Dimensional Screen
| Port
| Con-3
| 9+6/r
| Spherical Dim Door around you
| --
| WatW2
| 53
| Displacement
| Metab
| Con-3
| 6+3/r
| As per Displacer Beast
| AC bonus is +4
| PHBR5
| 54
| Double Pain
| Metab
| Con-3
| 7
| All dmg phantom x2 for 1t
| SS or unc. each hit
| PHBR5
|
55
| Dream Travel
| Port
| Wis-4
| 1/25M/P
| Move up to 500M in (48-lvl)t
| Halve time
| PHBR5
| 56
| Duo-Dimension
| Port
| Con-2
| 11+4/r
| No thickness
| Wpn is Dim Blade
| WatW2
| 57
| Ectoplasmic Form
| Metab
| Con-4
| 9+9/r
| Pass through solid objects
| Maintenance 3/r
| PHBR5
|
58
| Ego Whip [C]
| Telep
| Wis-3
| 4
| -5 rolls; Max spell=3rd: 1d4r
| Max spell=1st: 1d6 r
| PHBR5
| 59
| Empathy
| Telep
| Wis
| C+1/r
| Sense emotions
| Subject of emotions
| PHBR5
| 60
| Empower (weak version)
| M-Psi
| Wis-12
| 25+50X
| Object PSP=(Dev+2*Sci+3)*L
| --
| PAoA2
|
61
| Enhanced Strength
| Metab
| Wis-3
| 2S+S/r
| Increase strength, Max=level
| Max=2*level
| PHBR5
| 62
| Enhancement
| M-Psi
| Wis-3
| 30+8/m
| +2 check in 1 Disc;others -1
| Others not reduced
| PHBR5
| 63
| Environment
| Clair
| Int-2
| 5
| Mental image of object's loc.
| 1m of observation
| DSDK2
|
64
| ESP
| Telep
| Wis-4
| C+6/r
| Know surface thoughts
| Maintained 1r for free
| PHBR5
| 65
| Ethereal Traveler
| Port
| Wis-4
| 15+2/r
| Wraithform (as spell)
| Maintained free 24h
| DSDK2
| 66
| Expansion
| Metab
| Con-2
| 6+1/r
| Increase dimension by 50%/r
| Increase by 100%/r
| PHBR5
|
67
| False Sensory Input
| Telep
| Int-3
| C+4/m
| Change sensory input slightly
| Any false perception
| PHBR5
| 68
| Feel Light
| Clair
| Wis-3
| 7+5/m
| Can feel light;+4 vs. gaze
| Feel in all directions
| PHBR5
| 69
| Feel Moisture
| Clair
| Wis-3
| 5+1/m
| Can detect water & amount
| Maintained free 4h
| DSDK2
|
70
| Feel Sound
| Clair
| Wis-3
| 5+3/m
| Can feel sound;+2 vs. sonic
| Thief DN 10*level%
| PHBR5
| 71
| Fighting Trance
| M-Psi
| Wis-1
| 4+1/r
| +1 AC/saves/TH; -1 power checks
| another +1
| WatW2
| 72
| Flesh Armor
| Metab
| Con-3
| 8+4/r
| +roll AC, Max=level
| +1 more AC
| PHBR5
|
73
| Focus Forgiveness
| Telep
| Wis-3
| 10+2/h
| Temporarily forget Quest,Geas
| Maintenance cost 1/h
| DSDK2
| 74
| Forced Symmetry
| Metab
| Int-2
| 12
| Makes 2 halves of body same
| Change is permanent
| DSDK2
| 75
| Ghost Writing
| Kinet
| Wis-2
| 8+3/m
| Write 5 words/r:remote paper
| Write 15 words/r
| DSDK2
|
76
| Gird
| M-Psi
| Int-3
| 2*M/m
| Maintain powers w/o conc.
| Maintain in sleep
| PHBR5
| 77
| Graft Weapon
| Metab
| Con-5
| 10+1/r
| Connect weapon to body; +1/+1
| Bonus is +4/+4
| PHBR5
| 78
| Hear Light
| Clair
| Wis-3
| 6+3/m
| Can hear light
| Can hear infrared
| PHBR5
|
79
| Heightened Senses
| Metab
| Con
| 5+1/m
| Triple sensory sensitivity
| 1 sense increased 1d
| PHBR5
| 80
| Hivemind
| M-Psi
| Wis-1
| 2
| Gain 4*level PSPs from insects
| Gain 8*level PSPs
| DSDK2
| 81
| Identity Penetration
| Telep
| Wis-3
| C+6/m
| See through polymorph,illusion
| --
| PHBR5
|
82
| Immovability
| Metab
| Con-5
| 9+6/r
| Need 10*roll in Str to move
| Impossible to move
| PHBR5
| 83
| Impossible Task
| Telep
| Wis-1
| 10+5/d
| Believes task is impossible
| Maintained free 1m
| DSDK2
| 84
| Incarnation Awareness
| Telep
| Wis-4
| C+13/r
| Gain info. about 1 past life/r
| All past lives in 1r
| PHBR5
|
85
| Inertial Barrier
| Kinet
| Con-3
| 7+5/r
| Melee:delay 1r;Mis.:-dice dmg
| Mis.:-dice-1 dmg
| PHBR5
| 86
| Inflict Pain
| Telep
| Con-4
| C+2/r
| -4 TH; no spells (save)
| unc. 1d10r (save)
| PHBR5
| 87
| Insect Mind
| Telep
| Int-2
| 7+1/m
| +2 Chr with insects
| Maintained free 1d
| DSDK2
|
88
| Intensify
| M-Psi
| ***-3
| 5S+1/r
| +S Int,Wis,or Con,-S other 2
| Cost is 3S+1/r
| PHBR5
| 89
| Invincible Foes
| Telep
| Wis-3
| C+5/r
| Next hit drops target 1t
| --
| PHBR5
| 90
| Invisibility
| Telep
| Int-5
| C+2/r/P
| Makes someone invisible
| Superior Invisibility
| PHBR5
|
91
| Iron Will
| M-Psi
| Wis
| 8+3/m
| Can fully act up to -10 hp
| Can act up to -15 hp
| WatW2
| 92
| Know Course
| Clair
| Int-2
| 5+4/h
| Find the Path
| Radial Navigation
| WatW2
| 93
| Know Direction
| Clair
| Int
| 1
| Know which way is North
| Maintained for 1 day
| PHBR5
|
94
| Know Location
| Clair
| Int
| 10
| Gives simple idea of location
| Learn exact location
| PHBR5
| 95
| Levitation
| Kinet
| Wis-3
| 12+2/m
| Up/down move rate 6
| Move rate 12
| PHBR5
| 96
| Lend Health
| Metab
| Con-1
| 4
| Transfer hp from psionic
| Target gets double
| PHBR5
|
97
| Life Detection
| Telep
| Int-2
| 3+3/m
| Detect Life (as spell)
| --
| PHBR5
| 98
| Magnetize
| Kinet
| Int-1
| 2W
| Metal obj magnetised L r (W=weight)
| No Str check allowed
| WatW2
| 99
| Magnify
| M-Psi
| Wis-5
| 25M+M/r
| Mult. power (Max=level/5+1)
| M+1, no extra cost
| PHBR5
|
100
| Martial Trance
| M-Psi
| Wis-3
| 7
| +1 checks; no P,V actions
| Only lose P actions
| PHBR5
| 101
| Mass Manipulation
| Kinet
| Int-3
| 9+9/r
| Modify weight -75% to +100%
| -90% to +300%
| WatW2
| 102
| Mental Barrier [H]
| Telep
| Wis-2
| 3
| Costs no action to use
| No contact for 2r
| PHBR5
|
103
| Mind Bar
| Telep
| Int-2
| 6+4/m
| 75% vs. Ench/Cha;immune Telep.
| +5 in contests
| PHBR5
| 104
| Mind Blank [F]
| Telep
| Wis-7
| 0
| Costs no action to use
| --
| PHBR5
| 105
| Mind Over Body
| Metab
| Wis-3
| 10/d/P
| Don't need food,water,sleep
| Don't need rest after
| PHBR5
|
106
| Mind Thrust [B]
| Telep
| Wis-2
| 2
| Lose 1 power 2d6d
| --
| PHBR5
| 107
| Molecular Agitation
| Kinet
| Wis
| 7+6/r
| Destroy object in 5r (save-10)
| Destroy in 3r
| PHBR5
| 108
| Molecular Bonding
| Kinet
| Int-1
| 5+4/m
| Join 2 objects at molecular level 6 sq" /r
| 24 sq" /r
| WatW2
|
109
| Molecular Manipulation
| Kinet
| Int-3
| 6+5/m
| Object is weakened (-2 save/r)
| (-4 save/r)
| PHBR5
| 110
| Momentum Theft
| Kinet
| Int-2
| 5+
| Stop (200 lbs, each x2 is +5 PSPs)
| Held for 1r
| WatW2
| 111
| Mysterious Traveler
| Telep
| Wis-1
| 2
| False rumors about his travels
| Rumors continue 3d
| DSDK2
|
112
| Opposite Reaction
| Kinet
| Con-1
| 5
| Missile returns at attacker
| Breaks missile
| DSDK2
| 113
| Passive Contact
| Telep
| Wis-1
| 2*Int+1/h
| Like Contact, cheaper to maintain
| Empathy with target
| WatW2
| 114
| Phase
| Port
| Wis-1
| 6+6/r
| Out of phase; cannot attack
| x2 move rate
| WatW2
|
115
| Phase Object
| Port
| Wis-3
| 10+5/r
| Object out of phase
| May disintegrate
| WatW2
| 116
| Pheromone Discharge
| Metab
| Int
| 5+1/m
| Smells like an insect
| Maintained free 4d6h
| DSDK2
| 117
| Phobia Amplification
| Telep
| Wis-2
| C+4/r
| Strong Fear of thing (save)
| No save
| PHBR5
|
118
| Photosynthesis
| Metab
| Con+1
| 5+2/t
| Regen 1 hp/r in sunlight
| Sustenence in sun
| WatW2
| 119
| Plant Mind
| Telep
| Int-4
| 11+2/m
| +2 Chr when dealing with plants
| Free maint. 1 d
| WatW2
| 120
| Pocket Dimension
| Port
| Wis
| 14+3/t
| 5' cube extradimensional space
| 10' cube
| WatW2
|
121
| Poison Sense
| Clair
| Wis
| 1
| Detects presence of poison
| Gives type of poison
| PHBR5
| 122
| Post-Hyp. Suggestion
| Telep
| Int-3
| C+Lvl
| Long-term Suggestion
| Check not reduced
| PHBR5
| 123
| Predestination
| Clair
| Wis-3
| 20+5/yD
| Gives vague feeling of destiny
| Can peer twice as far
| DSDK2
|
124
| Probability Manipulation
| M-Psi
| Int-4
| 10
| +4 to next die roll
| +4 next 3 die rolls
| WatW2
| 125
| Prolong
| M-Psi
| Con-4
| 5+2/r
| Range & area of powers +50%
| Range & area +100%
| PHBR5
| 126
| Psionic Inflation
| M-Psi
| Wis-5
| 20+3/m
| All powers double cost & main.
| Triple cost & main.
| PHBR5
|
127
| Psionic Residue
| M-Psi
| Wis-3
| 15
| Get 10% PSPs spent by others
| +10 PSPs
| DSDK2
| 128
| Psionic Sense
| M-Psi
| Wis-3
| 4+1/m
| Detect Psi: PSPs,Dir.,Dist.
| Does all frequencies
| PHBR5
| 129
| Psionic Vampirism
| M-Psi
| Wis-3
| C+8+3/r
| Drain CL PSPs from target /r
| Double effect
| WatW2
|
130
| Psychic Blade
| M-Psi
| Con-2
| 7+X+X/r
| Blade: 1d6/1d6 +2/+X, stun 1d6r (save)
| 1d10/1d10
| WatW2
| 131
| Psychic Drain
| M-Psi
| Wis-6
| 10P+C
| Drain W,I,C:10 PSPs;Amnesia 2w
| No Amnesia
| PHBR5
| 132
| Psychic Impersonation
| Telep
| Wis
| 10+3/h
| Match other's thought patterns
| Cannot be detected
| PHBR5
|
133
| Psychic Messenger
| Telep
| Con-4
| 4+3/r
| Send Illusion of self to area
| Can look like other
| PHBR5
| 134
| Radial Navigation
| Clair
| Int-3
| 4+7/h
| Know dist./dir. to start point
| Can retrace to start
| PHBR5
| 135
| Receptacle
| M-Psi
| Wis-5
| 1/r
| Gem:1/100gp;Item:(2W+I+C-40)*L
| --
| PHBR5
|
136
| Reduction
| Metab
| Con-2
| D+1/r
| -1' per PSP until 1', then halve
| Double effect
| PHBR5
| 137
| Repugnance
| Telep
| Wis-5
| C+8/r
| Hatred for something (save)
| No save
| PHBR5
| 138
| Reptile Mind
| Telep
| Int-1
| 5+1/m
| +2 Chr with reptiles
| Charms reptiles
| DSDK2
|
139
| Retrospection
| M-Psi
| Wis-4
| 120
| Similir to Commune spell
| --
| PHBR5
| 140
| Return Flight
| Kinet
| Con-1
| 3
| Missile becomes returning
| Attack again if miss
| DSDK2
| 141
| Rigidity
| Metab
| Con-2
| 8+3/r
| -1/r TH,Init,AC penalty
| Start at -3
| DSDK2
|
142
| Safe Path
| Clair
| Wis-4
| 8+5/m
| +4 Dex checks; Resist Traps
| Auto make next save
| WatW2
| 143
| See Ethereal
| Clair
| Wis-5
| 4+2/m
| Can see into border Ethereal
| See into full Ethereal
| WatW2
| 144
| See Magic
| Clair
| Wis-3
| 6+6/m
| Detect Magic
| Know exact type
| WatW2
|
145
| See Sound
| Clair
| Wis-3
| 6+3/m
| Can see sound
| Maintenance 1/r
| PHBR5
| 146
| Send Thoughts
| Telep
| Int-1
| C+2/r
| Send thoughts;no spells (save)
| No save
| PHBR5
| 147
| Sensitivity to Observation
| Clair
| Wis
| 5
| Know when you're watched
| Knows location
| WatW2
|
148
| Sensory Suppression
| Telep
| Int-2
| C+4/r
| Blindness and Deafness
| Loses all 5 senses
| WatW2
| 149
| Shadow Walk
| Port
| Con+1
| 9
| Travel between shadows 1000 yd
| 2 miles
| WatW2
| 150
| Share Strength
| Metab
| Con-4
| 6+2/r
| Transfer 2 Str:1 target Str
| Transfer 1:1
| PHBR5
|
151
| Sight Link
| Telep
| Con-3
| C+5/m
| Can see through other eyes
| Sound Link gained
| PHBR5
| 152
| Soften
| Kinet
| Int
| 4+3/r
| Weapon -1TH,-1dmg,-1save/r
| Double rate
| PHBR5
| 153
| Sound Link
| Telep
| Con-2
| C+4/t
| Can hear through other ears
| Sight Link gained
| PHBR5
|
154
| Spatial Distortion
| Port
| Int-4
| 8+4/m
| Distance Distortion 20'cu
| Double effect
| WatW2
| 155
| Spider Touch
| Metab
| Dex-1
| 4+2/m
| Spider Climb
| +2 Dex
| WatW2
| 156
| Spirit Sense
| Clair
| Wis-3
| 10
| Senses presence of spirits
| Knows exact location
| PHBR5
|
157
| Splice
| M-Psi
| Int-2S
| 5S+S/r
| Do combined powers as 1 Mental
| +2 checks when used
| PHBR5
| 158
| Stasis Field
| M-Psi
| Con-3
| 20+X/r
| Slows down time by x60
| --
| PHBR5
| 159
| Static Discharge
| Kinet
| Int-3
| 5+5/r
| 1d4+1 dmg lightning, cumulative per r
| 1d6+1 instead
| WatW2
|
160
| Strength of the Land
| Metab
| Con-2
| 10+2/r
| +25 hp,+3 TH,+3 dmg,25% MR
| Lasts 5r after maint.
| DSDK2
| 161
| Summon Object
| Port
| Int-4
| 30
| Summon a simple object max 100 lbs.
| Half PSP cost
| WatW2
| 162
| Suppress Fear
| Telep
| Wis+1
| 5
| Remove Fear; +4 vs. fear for 1 t
| +1 TH
| WatW2
|
163
| Suspend Animation
| Metab
| Con-3
| 12
| Suspend animation (level)w
| Aware; can awaken
| PHBR5
| 164
| Synaptic Static
| Telep
| Int-4
| 15+10/r
| Must contest to use psionics
| +1 contest for static
| PHBR5
| 165
| Taste Link
| Telep
| Con-2
| C+4/t
| Can taste through other mouth
| Scent Link gained
| PHBR5
|
166
| Telempathic Projection
| Telep
| Wis-2
| C+4/r
| Send emotions
| Can change emotion
| PHBR5
| 167
| Teleport Lock
| Port
| Int-1
| 8+2/r
| Target cannot teleport (no save)
| --
| WatW2
| 168
| Teleport Object
| Port
| Int-3
| T+20
| Teleports 1 nonliving object
| Automake saves 2d
| DSDK2
|
169
| Teleport Trigger
| Port
| Int+1
| 2/h
| Activates Teleport (no action)
| No dist. Check Mod.
| PHBR5
| 170
| Thought Shield [G]
| Telep
| Wis-3
| 1
| Costs no action to use
| --
| PHBR5
| 171
| Time Dilation
| Port
| Int-7
| 54/r
| +3 M, +3 P, +3 V; not cumul. w/ Haste
| +1 more each type
| WatW2
|
172
| Time Duplicate
| Port
| Int-1
| 22/s
| Can use 2M/2P/2V/6Z next segment
| +4 AC/save; +2 TH
| WatW2
| 173
| Time Shift
| Port
| Int
| 16+3/rS
| Move into future;Max=(level)r
| Add 1r to Max
| PHBR5
| 174
| Time/Space Anchor
| Port
| Int
| 5+1/m
| Cannot be teleported
| --
| PHBR5
|
175
| Trail of Destruction
| Clair
| Wis-2
| 10+3/m
| Detect use of Defiling magic
| Know which spells
| DSDK2
| 176
| True Worship
| Telep
| Wis-1
| 5
| Tells god worshiped & temple
| Knows all in range
| DSDK2
| 177
| Truthear
| Telep
| Wis
| 4+2/m
| Detect Lie (as spell)
| Knows real truth
| PHBR5
|
178
| Watcher's Ward
| Clair
| Int-2
| 6+2/h
| Can't be surprised; Detect Danger
| Know location danger
| WatW2
| 179
| Weather Prediction
| Clair
| Int-2
| 10
| Accurate weather forecast 24h
| Weather forecast 1w
| DSDK2
| 180
| Wrench
| M-Psi
| Wis-4
| 15+8/r
| Undead:-level AC;cannot drain
| -2 init. penalty
| PHBR5
|
|
[PC3] Priest Classes Group
Psi2 Sciences (Majors)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Animal Affinity
| Metab
| Con-4
| 15+4/m
| Take random animal's attribute
| Take 2 attributes
| PHBR5
| 2
| Appraise
| M-Psi
| Int-4
| 14
| Gives chances of success
| Reroll 3 future dice
| PHBR5
| 3
| Aura Alteration
| M-Psi
| Wis-4
| 10
| Disguise AL,level (level)h
| --
| PHBR5
|
4
| Aura Sight
| Clair
| Wis-4
| 9+9/m
| Learn 2 auras (AL or level)
| Learn 4 auras
| PHBR5
| 5
| Banishment
| Port
| Int-1
| 30+10/r
| Target in pocket;returns @ end
| Cannot gate/teleport
| PHBR5
| 6
| Clairaudience
| Clair
| Wis-3
| 6+4/m
| Clairaudience (as spell)
| Gain Clairvoyance
| PHBR5
|
7
| Clairvoyance
| Clair
| Wis-4
| 7+4/m
| Clairvoyance (as spell)
| Gain Clairaudience
| PHBR5
| 8
| Complete Healing
| Metab
| Con
| 30
| Heal (as spell) in (24-level)h
| Heal in (60-3*level)m
| PHBR5
| 9
| Create Object
| Kinet
| Int-4
| 16+3/r
| Creates temporary small object
| Object is permanent
| PHBR5
|
10
| Death Field
| Metab
| Con-8
| 40
| Set amount of dmg(others save)
| You take ½ amount
| PHBR5
| 11
| Detection
| Clair
| Wis-2
| 15+6/m
| Detect Object 90', expands 30'/r
| Know concentration
| WatW2
| 12
| Detonate
| Kinet
| Con-3
| 18
| (level)d6 damage (save:½)
| (2*level)d6 damage
| PHBR5
|
13
| Domination
| Telep
| Wis-4
| 2C+2C/r
| Get control of all actions
| Maintenance halved
| PHBR5
| 14
| Disintegrate
| Kinet
| Wis-4
| 40
| Disintegrate 8 cu.' (save)
| (save-5);16 cu.'
| PHBR5
| 15
| Ejection
| Telep
| Wis-4
| 2S
| Break contact;lose 1 power 1t
| Opp. lose 1 power 1t
| PHBR5
|
16
| Empower
| M-Psi
| Wis-12
| 50+100X
| Object PSP=(4*Dev+6*Sci+10)*L
| --
| PHBR5
| 17
| Endorphin Control
| Metab
| Chr-6
| 16+8/r
| +1d6 Int,Wis,or Chr
| +1d6 to all three
| DM
| 18
| Energy Containment
| Metab
| Con-2
| 1/die
| Absorb max 1 die/lvl;glow:-2AC
| 0 dmg from energy
| PHBR5
|
19
| Fate Link
| Telep
| Con-5
| C+5/t
| Both take same dmg
| Range unlimited
| PHBR5
| 20
| Hallucination
| Telep
| Int-3
| C+6/r
| Create image in target's mind
| 20% of dmg is real
| WatW2
| 21
| Id Insinuation [D]
| Telep
| Wis-4
| 5
| Target loses all actions 1d4r
| Turn on allies 1d4r
| PHBR5
|
22
| Intellect Fortress [I]
| Telep
| Wis-3
| 4
| Costs no action to use
| --
| PHBR5
| 23
| Kinetic Control
| Kinet
| Int-3
| 15+7/r
| Take only 2+leak vs. physical attacks
| Reflect 1d10 dmg
| WatW2
| 24
| Life Draining
| Metab
| Con-3
| 11+5/r
| Drain level hp/r;add to caster
| level*3 hp/r
| PHBR5
|
25
| Mass Domination
| Telep
| Wis-6
| C+2L/r
| Up to 5 creatures Dominated
| Range 100y
| PHBR5
| 26
| Metamorphosis
| Metab
| Con-6
| 21+1/t
| Polymorph Self(even to object)
| Max 3*caster's mass
| PHBR5
| 27
| Mindflame
| Telep
| Wis-6
| 30
| <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r
| <=16 HD; >16 HD
| WatW2
|
28
| Mindlink
| Telep
| Wis-5
| C+8/m
| Send thoughts to each other
| 1 Probe question
| PHBR5
| 29
| Mindwipe
| Telep
| Int-6
| C+8/r
| -level/4 Int/Wis/Level (save)
| No save
| PHBR5
| 30
| Molecular Rearrangement
| Kinet
| Int-5
| 20+10/h
| Change an object 1 ounce/hr
| Become extraordinary
| PHBR5
|
31
| Nerve Manipulation
| Metab
| Con-3
| 14
| Touch: Pain 1d3 r
| Stun 1d2 r
| WatW2
| 32
| Object Reading
| Clair
| Wis-5
| 16
| Detect Psi. Imp. of owners
| Know race,AL,age
| PHBR5
| 33
| Poison Simulation
| Metab
| Con-2
| 16
| Resist Poison; next attack is poisonous
| -2 on save
| WatW2
|
34
| Precognition
| Clair
| Wis-5
| 24
| Sees a possible future outcome
| Reroll 3 future dice
| PHBR5
| 35
| Probability Travel
| Port
| Int
| 20+8/h
| Go to Astral physically
| Color pool nearby
| PHBR5
| 36
| Probe
| Telep
| Wis-5
| C+9/r
| True answer:1 question/r (save)
| 2 questions/r
| PHBR5
|
37
| Project Force
| Kinet
| Con-2
| 10
| (level)d6 damage (save:½)
| Knock down M target
| PHBR5
| 38
| Psionic Blast [A]
| Telep
| Wis-5
| 10
| Lose 80% hp in mind (save)
| Unc. 1t (save)
| PHBR5
| 39
| Psychic Clone
| M-Psi
| Wis-8
| 50+5/r
| Ghostly mental body;can move
| Ectoplasmic Form
| PHBR5
|
40
| Psychic Crush [E]
| Telep
| Wis-4
| 7
| (level)d8 damage (save)
| No save
| PHBR5
| 41
| Psychic Surgery
| M-Psi
| Wis-5
| C+10/t
| Make Perm./Remove Telep. (1/t)
| 1 power/5r
| PHBR5
| 42
| Regenerate
| Metab
| Con-4
| 18+6/t
| Regenerate
| Natural healing x2
| WatW2
|
43
| Sens. to Psychic Imp.
| Clair
| Wis-4
| 12+2/m
| Detect Psi. Imp. of Area
| Gets very clear vision
| PHBR5
| 44
| Shadow-form
| Metab
| Con-6
| 12+3/m
| Become normal shadow (mv 6)
| Monster shadow
| PHBR5
| 45
| Spirit Lore
| Clair
| Int-3
| 30+8/r
| Can Commune with Spirits
| Knowledgeable spirit
| WatW2
|
46
| Split Personality
| M-Psi
| Wis-5
| 40+6/r
| +1 Mental action
| +1 more M action
| PHBR5
| 47
| Subjective Reality
| M-Psi
| Wis-5
| 35+7/m
| Immune to 1 specific type of effect
| Can change /r
| WatW2
| 48
| Summon Planar Creature
| Port
| Int-4
| 45*#PL
| Choice of plane but not exact
| Creature not angry
| PHBR5
|
49
| Summon Planar Energies
| Port
| Int
| 32
| 3d12 dmg no resistance
| 4d12 dmg no resist
| WatW2
| 50
| Superior Invisibility
| Telep
| Int-5
| C+5/r/P
| No sound,smell; attack breaks
| Improved Invisibility
| PHBR5
| 51
| Suppress Magic
| M-Psi
| Con-4
| 30+X/r
| Anti-Magic Shell (SL=X) 60' r
| Dispel-Magic Zone
| WatW2
|
52
| Switch Personality
| Telep
| Con-4
| C+30
| Switch bodies (perm.);-1Con/d
| -1 Con/w
| PHBR5
| 53
| Telekinesis
| Kinet
| Wis-3
| W+hW/r
| Object move rate 6
| Can move 2nd object
| PHBR5
| 54
| Telekinetic Barrier
| Kinet
| Con-3
| 18+10/r
| Wall of Force
| Free maintain 3r
| WatW2
|
55
| Telekinetic Flight
| Kinet
| Wis-4
| 15+4/m
| Fly 18"
| Fly 24"
| WatW2
| 56
| Teleport
| Port
| Int
| 20+
| Teleport (same plane)
| PSP cost -20%
| PHBR5
| 57
| Teleport Other
| Port
| Int-2
| 20+
| +10 PSPs per creature moved
| PSP cost -20%
| PHBR5
|
58
| Time Travel
| Port
| Int-3
| 50+8/h
| Travel 1 yr; each x10 is +10 PSPs
| --
| WatW2
| 59
| Tower of Iron Will [J]
| Port
| Wis-2
| 6
| Costs no action to use
| Area 10' radius
| PHBR5
| 60
| True Sight
| Clair
| Wis-4
| 15+9/m
| True Sight
| Know Alignment
| WatW2
|
61
| Ultrablast [U]
| Telep
| Wis-10
| 75
| Fail1:Unc.2d6t;Fail2:lose Psi
| <= 3HD:death (save)
| PHBR5
| 62
| Wormhole
| Port
| Int-2
| 48+16/r
| Dim Door 10 mi; Each x10 is +12 PSPs
| Half maintenance
| WatW2
|
|
[PC3] Priest Classes Group
Psi2 High Sciences (Grands)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Alter Reality
| All
| Any-10
| 250
| Alter Reality or Psi1 major
| Double CL effect
| DM
| 2
| Conductive Clairvoyance
| Clair
| Wis-9
| 15/r
| Can use Psi powers through it
| Move effect at 18"
| DM
| 3
| Cosmic Awareness
| Clair
| Wis-6
| 10/r
| Detect "Everything" CL*30'
| Range is sight
| WatW2
|
4
| Elemental Composition
| Metab
| Con-4
| 24+3/r
| Can be any Normal/Para/Quasi Ele
| Can be Semi Ele
| WatW2
| 5
| Energy Cancel
| Metab
| Con-6
| 1/die
| Cancels entire energy effect
| Autocancel all this s
| DM
| 6
| Grand Detonate
| Kinet
| Con-5
| 27
| CLd20 shards damage
| Use d30's
| DM
|
7
| Legendary Control
| Metab
| Chr-24
| 24+12/r
| +1d6 Cml, Luck, or CL
| +1d6 all three
| DM
| 8
| Lend Actions
| M-Psi
| *Auto*
| 0/perm
| [0 action]: Lend an action
| --
| DM
| 9
| Mass Contact
| Telep
| Wis
| L+1/r
| L=sum of targets' levels
| PSP cost halved
| WatW2
|
10
| Megakinesis
| Kinet
| Wis-4
| X/r
| TK, X=(lbs.)*(speed in ")/lvl^2
| PSP cost halved
| WatW2
| 11
| Nonweapon Familiarity
| Clair
| Int-8
| 200/d
| +1 slot in every nonweapon prof
| +1 every weapon prof
| DM
| 12
| Physical Acceleration
| Metab
| Con-6
| 20/r
| +1 P action /r (range sight)
| +1 QP action /r
| DM
|
13
| Planar Transportation
| Port
| Int-4
| 65
| Teleport anywhere in multiverse
| No summ. sickness
| WatW2
| 14
| Strength of the World
| Metab
| Con-6
| 10/r
| +9/+9 AC/saves, +25% RR/MR/PsiR
| Lasts 5r after maint.
| DM
| 15
| Time Shift Other
| Port
| Int-S*3
| S*6
| Time Shift other S r (no save)
| -CL*5% to PsiR roll
| DM
|
16
| Ultrashield [X]
| Telep
| Chr-5
| 20
| Cannot attack / be attacked w/ Psi
| Can still attack
| DM
| 17
| Weapon Familiarity
| Clair
| Int-4
| 100/d
| Proficient with all weapons
| Single Spec with all
| DM
|
|
Psi2 Supers
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Cellular Heal/Harm
| Metab
| Con-13
| X
| X targets: Heal/Harm X% of max
| X*2% of max
| DM
| 2
| Change Reality
| All
| Any-20
| 400
| Change Reality or Psi1 grand
| Double CL effect
| DM
| 3
| Fluidity
| M-Psi
| *Auto*
| 0/perm
| [0 action]: Swap 2 stats
| --
| DM
|
4
| Lady's Smirk
| M-Psi
| Chr-15
| 400/d
| Autoroll 1 on Prof.& Psi2 checks
| Auto power score
| DM
| 5
| Magic Inertial Barrier
| Port
| Dex-18
| 70/r
| Spell delayed 1 s if hitting you
| Delayed 2 s
| DM
| 6
| Mental Acceleration
| Metab
| Chr-10
| 30/r
| +1 M action /r (range sight)
| +1 QM action /r
| DM
|
7
| Personal Acceleration
| Metab
| Chr-10
| 30/r
| +1 Swing action /r (range 0)
| +2 S actions
| DM
| 8
| Planetary Detonate
| Kinet
| Con-25
| 3600
| Detonates 1 planet or moon (!)
| 2 planets or moons!
| DM
| 9
| Public Access Key
| Clair
| Int-20
| 90/r
| Target's Truename is visual (!)
| Thoughts visible too
| DM
|
10
| Spirit in the Sky
| Telep
| Chr-15
| 1/week
| No physical body, can use 2 M /s
| Can use 3 M /s
| DM
| 11
| Superblast [V]
| Telep
| Str-20
| 250
| All in 1 mile insane (no PsiR)
| 2 mile radius
| DM
| 12
| Trans-Planar Contact
| Telep
| Wis
| N+2/r
| N=(lvl)*(# planes +1); (no PsiR)
| PSP cost halved
| DM
|
|
[PC3] Priest Classes Group
Basic Psi15 Information
Psi15 PSPs (Wild Talents) = Str*2+Con+Int+Chr*2-80+level*20
| Psi15 PSPs (Psi15 class) = (Str*2+Con+Int+Chr*2-60)*level
|
| Wild Talent progression is as follows. You must meet all the requirements of a line (HNCL, Str, Con, Int, Chr) in order to be able to read that line.
| (a=Minor Alteration, m=Minor Power, A=Major Alteration, M=Major Power, g=Grand Alteration, G=Grand Power, s=Super Alteration, S=Super Power)
|
|
|
HNCL
| Str
| Con
| Int
| Chr
| am AM gG sS
|
1
| 4
| 7
| 6
| 3
| 1- -- -- --
| 2
| 8
| 9
| 7
| 6
| 21 -- -- --
| 3
| 12
| 11
| 8
| 9
| 31 -- -- --
|
4
| 16
| 13
| 9
| 12
| 31 1- -- --
| 5
| 20
| 15
| 10
| 15
| 42 1- -- --
| 6
| 24
| 17
| 11
| 18
| 52 21 -- --
|
7
| 28
| 19
| 12
| 21
| 53 31 -- --
| 8
| 32
| 21
| 13
| 24
| 53 32 -- --
| 9
| 36
| 23
| 14
| 27
| 63 32 1- --
|
10
| 40
| 25
| 15
| 30
| 64 42 2- --
| 11
| 44
| 27
| 16
| 33
| 65 43 21 --
| 12
| 48
| 29
| 17
| 36
| 75 53 31 --
|
13
| 52
| 31
| 18
| 39
| 75 54 31 --
| 14
| 56
| 33
| 19
| 42
| 75 54 32 --
| 15
| 60
| 35
| 20
| 45
| 76 54 32 1-
|
16
| 64
| 37
| 21
| 48
| 76 54 32 11
| 17
| 68
| 39
| 22
| 51
| 76 54 33 21
| 18
| 72
| 41
| 23
| 54
| 77 55 33 22
|
|
[PC3] Priest Classes Group
Psi15 Minor Alterations/Powers
Psi15 Minor Alterations
| Effect
|
Add Breath Weapon [1st]
| Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
| Add Breath Weapon [2nd]
| Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
| Add Resistance
| Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
|
Add Scales
| Natural AT source = +CL
| Add Tail
| Tail does 1d(CL*2) damage
| Add Wings
| Flight at (CL+1)*3" rate
|
Alter Resistances
| Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
| Improve Breath Freq.
| Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
| Improve Breath Element
| Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
|
Increase Bite Damage
| (+1)d(+2) with bite attacks
| Increase Breath Damage
| +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
| Increase Claw Damage
| (+2)d(+0) with claw/hand attacks
|
Increase Tail Damage
| (+0)d(+4) with tail attacks
| Versatile Breath Element
| Your can alternatively use a second element, with E factor equal or less than your normal breath.
|
|
Psi15 Minor Powers
| Cost
| Effect
| Color Age
|
Affect Normal Fires
| 3
| Affect Normal Fires
| Red 3
| Audible Glamer
| 3
| Audible Glamer
| Emerald 3
| Blink
| 1
| Blink
| Adamantite 1
|
Charm Person
| 1
| Charm Person
| Crystal 1
| Create/Destroy Water
| 3
| Create/Destroy Water
| Blue 3
| Flame Walk
| 1
| Flame Walk (self)
| Emerald 1
|
Magic Missile
| 1
| Magic Missile
| Adamantite 1
| Polymorph Self
| 1
| Polymorph Self
| Adamantite 1
| Water Breathing
| 1
| Water Breathing (self)
| Amethyst/Black 1
|
Water Walking
| 3
| Water Walking
| Amethyst 3
|
|
[PC3] Priest Classes Group
Psi15 Major Alterations/Powers
Psi15 Major Alterations
| Effect
|
Add Immunity
| Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
| Dial-a-Breath Element (<)
| You can use any element with E factor less than your normal breath.
|
|
Psi15 Major Powers
| Cost
| Effect
| Color Age
|
Color Spray
| 4
| Color Spray
| Crystal 4
| Corrupt Water
| 6
| Fouls water/potions/elixirs CL*10 cu'
| Black 6
| Darkness
| 4
| Darkness CL*10' radius
| Black 4
|
Druid Shapechange
| 6
| Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
| Amethyst 6
| Dust Devil
| 6
| Dust Devil
| Blue 6
| Gust of Wind
| 7
| Gust of Wind
| White 7
|
Heat Metal
| 6
| Heat Metal
| Red 6
| Hold Person
| 7
| Hold Person
| Emerald 7
| Hypnotism
| 4
| Hypnotism
| Emerald 4
|
Ice Walking
| 4
| Ice Walking (can walk across ice/slippery surfaces without falling)
| White 4
| Melf's Minute Meteors
| 6
| Melf's Minute Meteors
| Emerald 6
| Neutralize Poison
| 4
| Neutralize Poison
| Amethyst 4
|
Pyrotechnics
| 4
| Pyrotechnics
| Red 4
| Sound Imitation
| 4
| Sound Imitation (Mimic Voices)
| Blue 4
| Suggestion
| 6
| Suggestion
| Green 6, Crystal 7
|
Warp Wood
| 7
| Warp Wood
| Green 7
| Water Breathing
| 4
| Water Breathing (self or other)
| Green 4
|
|
[PC3] Priest Classes Group
Psi15 Grand Alterations/Powers
Psi15 Grand Alterations
| Effect
|
Add Global Resistance
| Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
| Dial-a-Breath Element (=)
| You can use any element with E factor equal to or less than your normal breath.
|
|
Psi15 Grand Powers
| Cost
| Effect
| Color Age
|
Animate Rock
| 10
| Animate Rock
| Emerald 10
| Control Weather
| 10
| Control Weather
| Amethyst 10
| Control Winds
| 10
| Control Winds
| Blue 10, Crystal 11
|
Detect Gems
| 10
| Detect Gems, kind and number
| Red 10
| Entangle
| 9
| Entangle
| Green 9
| Freezing Fog
| 11
| Obscures vision 100' r, thin layer of ice on all surfaces 100' r
| White 11
|
Hypnotism
| 9
| Hypnotism, up to CL targets
| Red 9
| Luckscale
| 9
| (Must have scales to use) Luckstone effect for 1 day
| Crystal 9
| Otiluke's Resilient Sphere
| 8
| Otiluke's Resilient Sphere
| Amethyst 8
|
Pass without Trace
| 11
| Pass without Trace
| Green 11
| Plant Growth
| 8
| Plant Growth
| Black/Green 8
| Reflecting Pool
| 9
| Reflecting Pool
| Amethyst 9
|
Suggestion
| 8
| Suggestion (up to CL targets)
| Red 8
| Summon Insects
| 10
| Summon Insects
| Black 10
| Ventriloquism
| 8
| Ventriloquism
| Blue 8
|
Wall of Fog
| 9
| Wall of Fog
| White 9
|
|
Psi15 Super Alterations/Powers
Psi15 Super Alterations
| Effect
|
Add Global Immunity
| Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
|
|
Psi15 Super Powers
| Cost
| Effect
| Color Age
|
Charm Reptiles
| 12
| Charm Reptile/Dragon (no save, can use IR)
| Black 12
| Geas
| 12
| Geas
| Emerald 12
| Hallucinatory Terrain
| 12
| Hallucinatory Terrain
| Blue 12
|
|
[PC3] Priest Classes Group
List of Elements (Normal, Para, Quasi)
NORMAL ELEMENTS (E=1):
|
Air
| Earth
| Fire
|
Water
| Wood {extra +1}
| Flesh {extra +2}
|
Original Time {extra +12}
|
PARA ELEMENTS (E=2):
|
Acid (Fire+Water)
| Alcohol (Air+Fire+Water)
| Cold (Air+Water)
|
Composite (Air+Ear+Fir+Wat)
| Fungus/Seaweed(Wood+Wat)
| Glass (Air+Earth+Water)
|
Heat / Warmth (Air+Fire)
| Magma / Lava (Earth+Fire)
| Metal (Earth+Fire+Water)
|
Ooze / Mud (Earth+Water)
| Shards (Air+Earth)
| Sound (Air+Earth+Fire)
|
Thorns/Thicket (Wood+Earth)
|
ENERGY ELEMENTS (E=2 or +1):
|
Negative Energy / Death
| Positive Energy / Life
| Shadow (Negative+Positive)
|
Chaos, Law
| Darkness, Light
| Holy {incl. Eldritch / Unholy}
|
Magic
| Psionic / Thought
| Radioactive {extra +1}
|
Anti-Magic {extra +1}
| Anti-Psionic {extra +2}
| Anti-Radioactive {extra +3}
|
Godly {extra +6}
| Anti-Godly {extra +9}
|
|
QUASI ELEMENTS (E=3):
|
Ash / Cinder (Fire+Negative)
| Bark (Thorns+Negative)
| Blizzard (Cold+Positive)
|
Blood (Glass+Positive)
| Bone (Flesh+Negative)
| Dust (Earth+Negative)
|
Firestorm (Magma+Positive)
| Fog (Cold+Shadow)
| Ice / Snow (Cold+Negative)
|
Impact (Water+Shadow)
| Inertia (Earth+Shadow)
| Lightning (Air+Positive)
|
Magnetism (Metal+Positive)
| Minerals (Earth+Positive)
| Mist (Heat+Shadow)
|
Napalm (Heat+Positive)
| Plasma (Fire+Shadow)
| Poison (Alcohol+Negative)
|
Quicksand (Ooze+Negative)
| Radiance (Fire+Positive)
| Rainbow (Composite+Pos.)
|
Rot (Wood+Negative)
| Rust (Metal+Negative)
| Salt (Water+Negative)
|
Sand (Glass+Negative)
| Silence (Sound+Negative)
| Silt (Ooze+Negative)
|
Silverglade (Thorns+Positive)
| Slag / Tar (Magma+Negative)
| Smoke (Heat+Negative)
|
Splinters (Wood+Air+Shadow)
| Storm (Ooze+Positive)
| Sugar (Alcohol+Positive)
|
Steam (Water+Negative)
| Thunder (Sound+Positive)
| Vacid / Umbra (Comp.+Neg.)
|
Vacuum (Air+Negative)
| Verdant (Wood+Positive)
| Vibration (Air+Shadow)
|
|
[PC3] Priest Classes Group
List of Elements (others)
HOLY PARA-ELEMENTS (E=3):
|
Aether (Composite+Holy)
| Forbiddance (Air+Holy)
| Grave (Earth+Holy)
|
Holy Water (Water+Holy)
| Pyre (Fire+Holy)
|
MAGICAL PARA-ELEMENTS (E=3):
|
Force (Air+Magic)
| Tempest (Composite+Magic)
| Mithril (Metal+Magic)
|
HOLY QUASI-ELEMENTS (E=4):
|
Eldritchiron (Iron+Holy+Shad.)
| Heaveniron (Iron+Holy+Pos.)
| Helliron (Iron+Holy+Neg.)
|
MAGICAL QUASI-ELEMENTS (E=4):
|
Adamantite (Mithril+Positive)
| Animation (Force+Positive)
| Chromatic (Tempest+Neg.)
|
Disintegration (Force+Neg.)
| Harming (Magic+Negative)
| Healing (Magic+Positive)
|
Prismatic (Tempest+Pos.)
|
MAGICAL HOLY ELEMENTS (E=5):
|
Nether (Holy+Magic+Neg.)
| Spirit (Holy+Magic+Pos.)
|
|
SEMI-ELEMENTS (E=4):
|
Aexus (Chaos+Anti-Time)
| Conduit
| Diamond (Earth+Gravity)
|
Gravity
| Imprisonment, Freedom
| Nexus (Chaos+Time)
|
Time / Temporal
| Void
| Anti-Time {extra +3}
|
ULTRA-ELEMENTS (E=7):
|
Annihilation
| Creation
| Hole / Anti-Hole
|
Loop / Looporal
| Anti-Loop {extra +6}
|
EXOTIC ELEMENTS (varies):
|
Abyssal Water (Water + Chaos + Imprison.) {6}
| Colorpool (Water + Magic + Conduit) {7}
| Furnace (Metal + Radioactive) {4}
|
Metallic (Composite + AntiMagic + Neg.) {5}
| Rainbow Silver (Rainbow + Silver + Anti-Psi) {10}
| Solid Neutronium (Gravity + Any Chem + Conduit) {13}
|
The Nothing (Anti-Psi + Void) {7}
| Venderant Nelaborong (Godly + Aexus + Holy
| + Radioactive + Slag) {17}
|
Vibranium (Vibration + Disintegration) {6}
|
|
[PC3] Priest Classes Group
List of Elements (Chemical)
CHEMICAL ELEMENTS (E=5):
|
Hydrogen 1
| Helium 2
| Lithium 3
|
Beryllium 4
| Boron 5
| Carbon 6
|
Nitrogen 7
| Oxygen 8
| Fluorine 9
|
Neon 10
| Sodium 11
| Magnesium 12
|
Aluminum 13
| Silicon 14
| Phosphorus 15
|
Sulfur 16
| Chlorine 17
| Argon 18
|
Potassium 19
| Calcium 20
| Scandium 21
|
Titanium 22
| Vanadium 23
| Chromium 24
|
Manganese 25
| Iron 26
| Cobat 27
|
Nickel 28
| Copper 29
| Zinc 30
|
Gallium 31
| Germanium 32
| Arsenic 33
|
Selenium 34
| Bromine 35
| Krypton 36
|
Rubidium 37
| Strontium 38
| Yttrium 39
|
Zirconium 40
|
|
CHEMICAL ELEMENTS (E=5):
|
Niobium 41
| Molybdenum 42
| Technetium 43
|
Ruthenium 44
| Rhodium 45
| Palladium 46
|
Silver 47
| Cadmium 48
| Indium 49
|
Tin 50
| Antimony 51
| Tellurium 52
|
Iodine 53
| Xenon 54
| Cesium 55
|
Barium 56
| Lanthanum 57
| Cerium 58
|
Praseodymium 59
| Neodymium 60
| Promethium 61
|
Samarium 62
| Europium 63
| Gadolinium 64
|
Terbium 65
| Dysprosium 66
| Holmium 67
|
Erbium 68
| Thulium 69
| Ytterbium 70
|
Lutetium 71
| Hafnium 72
| Tantalum 73
|
Tungsten 74
| Rhenium 75
| Osmium 76
|
Iridium 77
| Platinum 78
| Gold 79
|
Mercury 80
|
|
CHEMICAL ELEMENTS (E=5):
|
Thallium 81
| Lead 82
| Bismuth 83
|
Polonium 84
| Astatine 85
| Radon 86
|
Francium 87
| Radium 88
| Actinium 89
|
Thorium 90
| Protactinium 91
| Uranium 92
|
Neptunium 93
| Plutonium 94
| Americium 95
|
Curium 96
| Berkelium 97
| Californium 98
|
Einsteinium 99
| Fermium 100
| Mendelevium 101
|
Nobelium 102
| Lawrencium 103
| Rutherfordium 104
|
Dubnium 105
| Seaborgium 106
| Bohrium 107
|
Hassium 108
| Meitnerium 109
|
ANTI-CHEMICAL ELEMENTS (E=6):
|
Anti-Hydrogen -1
| Anti-Helium -2
| Anti-Lithium -3
|
|
[PC3] Priest Classes Group
Elemental Druid0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 7 6 4 2 3 0 0 2
| +1
| 7 6 4 3 3 0 0 3
| +1
| 7 6 4 3 4 0 1 3
|
+2
| 7 6 5 3 4 1 1 4
| +3
| 9 8 6 4 5 1 1 4
| +3
| 9 8 6 5 5 2 2 5
|
+3
| 9 8 6 5 6 2 2 5
| +4
| 9 8 7 5 6 2 2 6
| +5
| 11 10 8 6 7 3 3 6
|
+5
| 11 10 8 7 7 3 3 7
| +5
| 11 10 8 7 8 4 3 7
| +6
| 11 10 9 7 8 4 4 8
|
+7
| 12 11 10 8 9 4 4 8
| +7
| 12 11 10 9 9 5 4 9
| +7
| 12 11 10 9 10 5 5 9
|
+8
| 12 11 11 9 10 6 5 10
| +9
| 13 12 12 10 11 6 5 10
| +9
| 13 12 12 11 11 6 6 11
|
|
Requisites:
| Wis 15, Con 14
| Alignment:
| any T
| HD/level:
| d7
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Clr0
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Elemental Druids don't get to pick spheres: they get Elemental, Astral as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Elemental Druids may flip-flop 1 Major with 1 Minor if desired.
| Level N (each level): Gain a resistance to 1 element. You may change these at reset (and can "leave them open" until you are attacked).
| Level 1: Speak Druid language
| Level 3: Identify Elemental/Element type
| Level 3: Do not suffer from ill effects from being in an elemental plane.
| Level 3: Gain 1 elemental language per level starting at 3rd. You can use these as nonweapon proficiencies instead.
| Level 7: Shape Change to Elemental form (3 different forms, each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 8: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 9: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 10: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 11: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 12: Enter Para-Elemental planes.
| Level 13: Enter plane of Shadow; immune to Shadow-based effects.
| Level 14: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
|
| New Elemental spells for Elemental Druid0 class:
| Charm Elemental (all SL's): Charm an Elemental (if DL<=SL, no save)
| Elemental Ball (all SL's): CLdSL dmg to a group, no save, E=SL
| Elemental Shield (all SL's): Elemental damage shield 25*SL% (E=1, can raise E by 1 by lowering percentage by 25%)
| Elemental Summoning (all SL's): Summon a DL=SL Elemental
| Psi15 minor (SL=3): Cast a Psi15 minor power. If it's a "permanent" effect (like a tail), you lose the spell slot until you drop the effect.
| Psi15 major (SL=6): Cast a Psi15 major power. If it's a "permanent" effect (like a tail), you lose the spell slot until you drop the effect.
|
|
[PC3] Priest Classes Group
Ethereal Repair60
Level
| KXP
| Psi60 mMG SU
|
1
| 0.5 (owe)
| 1-- --
| 2
| 6
| 2-- --
| 3
| 18
| 2-- --
|
4
| 54
| 3-- --
| 5
| 108
| 3-- --
| 6
| 216
| 31- --
|
7
| 343
| 32- --
| 8
| 512
| 32- --
| 9
| 729
| 33- --
|
10
| 1000
| 33- --
| 11
| 1300
| 331 --
| 12
| 1600
| 332 --
|
13
| 1900
| 332 --
| 14
| 2200
| 432 --
| 15
| 2500
| 433 --
|
16
| 2800
| 433 --
| 17
| 3100
| 443 --
| 18
| 3400
| 443 1-
|
19
| 3700
| 443 2-
| 20
| 4000
| 443 3-
| 21
| 4300
| 443 3-
|
22
| 4600
| 444 3-
| 23
| 4900
| 444 3-
| 24
| 5200
| 444 4-
|
25
| 5500
| 444 4-
| 26
| 5800
| 444 4-
| 27
| 6100
| 544 4-
|
28
| 6400
| 544 4-
| 29
| 6700
| 554 41
| 30
| 7000
| 554 42
|
31
| 7300
| 555 43
| 32
| 7600
| 555 44
| 33
| 7900
| 555 54
|
34
| 8200
| 555 54
| 35
| 8500
| 555 55
| 36
| 8800
| 665 55
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 3 8 2 3 1 0 1
| +2
| 5 4 8 2 3 1 0 2
| +3
| 6 4 8 3 4 2 0 2
|
+4
| 6 5 8 3 4 2 1 3
| +5
| 6 5 9 3 4 2 1 3
| +6
| 6 6 9 4 5 3 1 4
|
+7
| 7 6 9 4 5 3 2 4
| +8
| 7 7 9 4 5 4 2 5
| +9
| 7 7 10 5 6 4 2 5
|
+10
| 7 8 10 5 6 4 3 6
| +11
| 8 8 10 5 6 5 3 6
| +12
| 8 9 10 6 7 5 3 7
|
+13
| 8 9 11 6 7 6 4 7
| +14
| 8 10 11 6 7 6 4 8
| +15
| 9 10 11 7 8 6 4 8
|
+16
| 9 11 11 7 8 7 5 9
| +17
| 9 11 12 7 9 7 5 9
| +18
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Str 6+level, Dex 3+level, Con 2+level,
| Int 5+level, Wis 4+level, Chr 1+level
| Alignment:
| any
| HD/level:
| & 2d3
| Weapon Prof.:
| & 6+level/6
| To Hit Table:
| Mon
| Save Table:
| Psi
| Reference:
| DM {Double Planeshifted Astral Construct3}
| Groups:
| Priest, Psionicist, Monster, Alternate
|
|
|
|
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
| P60Ps = Str + Int + Wis - 36 +level*5.
| Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
| Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
| Level 1: You may use Ethereal Projection.
| Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
| I. ½M, 1 ERP: Cure 10*LVL hp to one target.
| II. 1M, 1 ERP: Repair a x0 or x1 magic item.
| III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
| Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
| Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
| Level 5: Pick an ability below:
| IV. ½M, 2 ERP: Cure 10*LVL hp to one group.
| V. 1M, 2 ERP: Add a charge to an item.
| VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
| Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
| Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
| Level 9: Pick an ability below:
| VII. ½M, 3 ERP: Restore an effect that was dispelled within the last round.
| VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
| IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
| Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
| Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
|
|
[PC3] Priest Classes Group
Basic Psi60 Information
P60Ps = Str + Int + Wis - 36 +level*6.
| Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
| 1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
|
|
|
Psi60 Minor Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Armor
| Manip
| 3
| Phys
| L3
| 3
| Melee:+LVL AC, -LVL/2 dmg per hit
| Combat Sense (personal)
| Detect
| 2
| Phys
| L2
| 2
| +LVL move rate, +LVL TH
| Cure Light Wounds
| Health
| Con
| Phys
| L1
| 1
| Cure 1d8+LVL hp
|
Detect Psionics
| Detect
| R-1
| Ment
| L2
| 2
| Gives freq. & field of psi
| Enhanced Touching
| Detect
| 4
| Ment
| L1
| 1
| +LVL foot reach
| Ethereal Perception
| Detect
| 0
| Ment
| L0
| 0
| Ethereal Perception
|
Inaudibility
| Illus
| Int
| Ment
| L2
| 2
| Move Silently 25*LVL%
| N-ray Gem
| Detect
| 3
| Phys
| L2
| 2
| Gem of N-ray vision (LVL')
| Person Mask
| Illus
| Cml
| Ment
| L2
| 2
| Alters appearance, Chr resists
|
Slide Item
| Manip
| W
| Phys
| L2
| 2
| Caster controls left+right
| Stun Touch
| Combat
| Wis
| Ment
| L1
| 1
| LVL*5 dmg + stun (save)
| Treat Mental Drain
| Health
| 7
| Ment
| L34
| 34
| regain 10*succ% Psi (all freq)
|
|
[PC3] Priest Classes Group
Psi60 Major Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Anti-Missile Barrier
| Manip
| 4
| Phys
| M2
| 4
| Ranged: +LVL/2 AC, -LVL dmg per hit/succ
| Avoid Trap
| Manip
| 4
| Phys
| M1
| 2
| You avoid a trap (doesn't include others)
| Blink
| Manip
| R-2
| Phys
| M4
| 8
| Blink (controlled)
|
Clairnasience
| Detect
| R+1
| Ment
| M1
| 2
| Clairnasience,can move
| Combat Sense
| Detect
| 3
| Phys
| M2
| 4
| +LVL move rate, +LVL TH to group
| Control Undead
| Manip
| Str
| Ment
| M4
| 8
| Caster controls ½P action/succ
|
Cure Moderate Wounds
| Health
| Con
| Phys
| M1
| 2
| Cure 3d8+3*LVL hp
| Detect Life
| Detect
| R+2
| Ment
| M1
| 2
| Chr resists,mult.targets
| Ethereal Projection
| Health
| 0
| Ment
| M0
| 0
| Ethereal Projection
|
Ethereal Psi Fingers
| Manip
| 4
| Phys
| M2
| 4
| 1 Str,1 Dex/succ
| Ethereal Touch
| Combat
| Int
| Phys
| M2
| 4
| LVL random stat damage
| Gaseous/Reverse Gaseous
| Manip
| Str
| Phys
| M6
| 12
| Gaseous Form (or Hold Vapor)
|
Grayout
| Illus
| Int
| Ment
| M2
| 4
| Blast:Cause Deafness(as spell)
| Light/Darkness
| Manip
| 3
| Phys
| M1
| 2
| Modifies light in area
| Passwall
| Manip
| 3
| Ment
| M1
| 2
| Passwall
|
Toxin
| Health
| Con
| Phys
| M3
| 6
| Poison (as spell)
|
|
Psi60 Grand Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
AEther Bolt
| Manip
| 4
| Phys
| S4
| 12
| LVL*10 dmg AEther, ignores PsiR
| Cure Insanity
| Health
| Con
| Phys
| S3
| 9
| Cure Insanity
| Cure Serious Wounds
| Health
| Con
| Phys
| S1
| 3
| Cure 6d8+6*LVL hp
|
Deathly Glow
| Health
| Cml
| Phys
| S2
| 6
| LVL Cml damage, other people think target is Undead
| Detect [cr. type] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Int resists,mult.targets
| Detect Life (ext.)
| Detect
| R
| Ment
| S2
| 6
| Chr resists,mult.targets
|
Detect Positive Energy
| Detect
| Chr
| Ment
| S1
| 3
| Detect Positive Energy
| Dimension Walk
| Manip
| 6
| Phys
| S3
| 9
| Ps1N "Dimension Walk"
| Insanity
| Illus
| Int
| Phys
| S1
| 3
| Cause Insanity (save)
|
Luck
| Detect
| 4
| Ment
| S2
| 6
| Gains +1(+5%)*LVL on 1 action
| Movement
| Manip
| Dex
| Phys
| S3
| 9
| Gives +1V action
| Nether Bolt
| Manip
| 3
| Phys
| S3
| 9
| LVL*10 dmg Nether, vile damage
|
Nightvision
| Detect
| 4
| Ment
| S1
| 3
| Can see in magical/psi darkness
| Poltergeist
| Manip
| 4
| Phys
| S2
| 6
| Objects fly around, LVL dmg /s
| Turn to Smoke
| Manip
| Con
| Phys
| S6
| 18
| Polymorphs target to smoke (save)
|
Wraithform
| Manip
| Chr
| Phys
| S1
| 3
| Wraithform
|
|
[PC3] Priest Classes Group
Psi60 Super Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Ethereal Seeing
| Detect
| 9
| Ment
| D1
| 4
| Clairvoyance to Ethereal Plane
| Ethereal Static/Fog
| Manip
| 6
| Ment
| D3
| 12
| -LVL to all actions in area
| Barrier
| Manip
| 5
| Phys
| D2
| 8
| Wall that blocks psionics (1 way)
|
Decrease Comeliness
| Health
| Cml
| Ment
| D1
| 4
| -LVL Cml to target
| Decrease Luck
| Health
| Luck
| Phys
| D3
| 12
| -LVL Luck to target, each beyond Luck=0 is -1 all actions
| Decrease HNCL
| Health
| HNCL
| Phys
| D5
| 20
| -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
|
Detect Friends (ext.)
| Detect
| R-1
| Ment
| D2
| 8
| Locates closest friendly person (not in party)
| Cureall
| Health
| Con
| Phys
| D2
| 8
| Cureall
| Increase Comeliness
| Health
| Cml
| Ment
| D1
| 4
| +LVL Cml to target
|
Increase Luck
| Health
| Luck
| Phys
| D3
| 12
| +LVL Luck to target
| Increase HNCL
| Health
| HNCL
| Phys
| D5
| 20
| +LVL HNCL and +LVL/2 CL to target
| Phantasmagoria
| Illus
| 5
| Ment
| D5
| 20
| as spell
|
Probability Travel
| Manip
| 6+#
| Phys
| D4
| 16
| Ps1N "Probability Travel"
| Telekinesis
| Manip
| 4+#
| Phys
| D3
| 12
| TK LVL*10' falling damage area
| Treat Deadly Wounds
| Health
| Con
| Phys
| D1
| 4
| Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)
|
|
Psi60 Ultra Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Creation Bolt
| Combat
| 20
| Phys
| X10
| 50
| (Str+Int) resists, Creation
| SpellGate
| Manip
| N*3
| Phys
| X2
| 10
| SpellGate (can cast spells through it, but it's 2-way)
| Super Unluck
| Detect
| 5
| Ment
| X3
| 15
| Choose result on next die roll on enemy
|
|
[PC3] Priest Classes Group
Faith Healer
Level
| KXP
| Priest: Hea 12345 : 6789
|
1
| 0
| 1---- : 0---
| 2
| 2
| 2---- : 1---
| 3
| 4
| 21--- : 2---
|
4
| 8
| 32--- : 20--
| 5
| 16
| 421-- : 21--
| 6
| 44
| 422-- : 22--
|
7
| 77
| 4321- : 220-
| 8
| 144
| 4332- : 221-
| 9
| 277
| 43321 : 222-
|
10
| 544
| 44322 : 322-
| 11
| 877
| 44433 : 3221
| 12
| 1211
| 44444 : 3222
|
13
| 1544
| 55544 : 3322
| 14
| 1877
| 555443 : 332
| 15
| 2211
| 555553 : 333
|
16
| 2544
| 555554 : 333
| 17
| 2877
| 5555544 : 33
| 18
| 3211
| 5555544 : 43
|
19
| 3544
| 5555544 : 44
| 20
| 3877
| 5555554 : 44
| 21
| 4211
| 55555554 : 4
|
22
| 4544
| 55555555 : 4
| 23
| 4877
| 55555555 : 5
| 24
| 5211
| 65555555 : 5
|
25
| 5544
| 66555555 : 5
| 26
| 5877
| 66665555 : 5
| 27
| 6211
| 666666655
|
28
| 6544
| 666666666
| 29
| 6877
| 777766666
| 30
| 7211
| 777777766
|
31
| 7544
| 777777777
| 32
| 7877
| 888877777
| 33
| 8211
| 888888877
|
34
| 8544
| 888888888
| 35
| 8877
| 999988888
| 36
| 9211
| 999999999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 16, Chr 13
| Alignment:
| *G
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| Little House on the Prairie
| Groups:
| Priest
|
|
|
|
Gets Wis or Chr bonus to spell progression (change during reset).
| The spell progression has a colon ( : ) in it. Spells to the right of the colon have three restrictions: [1] Healing sphere spells only, [2] require you to actually touch the target (on his forehead, you don't have to roll to hit if he's willing), and [3] cannot be material componented to increase range or area. You are allowed to reverse the spells or material component them for other purposes. The colon slowly moves to the right with level; at level 14, the SL=6 spells (that were previously limited to Healing only) are now available for any sphere. The other limitations (e.g. touch only) are also removed.
| This class does not innately come with Grand access in Healing, but there is no restriction about using it if you get it (from a Specialty Priest pick, for instance).
| Level 3: You may use your Priest spells as X4 (Superstition Psi) picks. It costs four SL=2 spells to get a X4 minor, four SL=5 spells to get a X4 major, and four SL=8 spells to get a X4 grand. You cannot use "Healing only" spells (to the right of the colon) for this.
| Level 5: Can cast Wizard Enchantment/Charm and Illusion school spells as if they were Priest spells (same SL).
| If Class Mixing is legal, this class can Mix with the Healer classes and/or the Harmer class.
|
|
[PC3] Priest Classes Group
Fallen Angel5
Level
| KXP
| Pri Fallen 123 456 789
|
1
| 6 (owe)
| 1-- --- ---
| 2
| 9
| 2-- --- ---
| 3
| 12
| 21- --- ---
|
4
| 18
| 22- --- ---
| 5
| 30
| 221 --- ---
| 6
| 54
| 222 --- ---
|
7
| 102
| 322 1-- ---
| 8
| 198
| 332 2-- ---
| 9
| 294
| 333 21- ---
|
10
| 486
| 333 32- ---
| 11
| 678
| 433 321 ---
| 12
| 900
| 444 321 ---
|
13
| 1130
| 444 322 ---
| 14
| 1360
| 444 432 ---
| 15
| 1590
| 544 432 1--
|
16
| 1820
| 555 432 2--
| 17
| 2050
| 655 443 2--
| 18
| 2280
| 655 443 21-
|
19
| 2510
| 655 543 22-
| 20
| 2740
| 655 544 32-
| 21
| 2970
| 655 544 321
|
22
| 3200
| 665 554 322
| 23
| 3430
| 666 654 332
| 24
| 3660
| 776 655 432
|
25
| 3890
| 776 655 443
| 26
| 4120
| 777 665 543
| 27
| 4350
| 777 665 554
|
28
| 4580
| 887 666 654
| 29
| 4810
| 887 776 655
| 30
| 5040
| 888 777 665
|
31
| 5270
| 888 777 766
| 32
| 5500
| 988 887 776
| 33
| 5730
| 999 888 777
|
34
| 5960
| 999 988 887
| 35
| 6190
| 999 999 888
| 36
| 6420
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+4
| 1 1 1 1 1 1 1 1
| +5
| 1 1 1 1 1 1 1 1
| +6
| 2 2 2 2 2 2 2 2
|
+7
| 2 2 2 2 2 2 2 2
| +8
| 3 3 3 3 3 3 3 3
| +9
| 3 3 3 3 3 3 3 3
|
+10
| 4 4 4 4 4 4 4 4
| +11
| 4 4 4 4 4 4 4 4
| +12
| 5 5 5 5 5 5 5 5
|
+13
| 5 5 5 5 5 5 5 5
| +14
| 6 6 6 6 6 6 6 6
| +15
| 6 6 6 6 6 6 6 6
|
+16
| 7 7 7 7 7 7 7 7
| +17
| 7 7 7 7 7 7 7 7
| +18
| 8 8 8 8 8 8 8 8
|
+19
| 8 8 8 8 8 8 8 8
| +20
| 9 9 9 9 9 9 9 9
| +21
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Str 12, Dex 14, Con 19, Int 12, Chr 6
| Alignment:
| LE
| HD/level:
| & ++++d6
| Weapon Prof.:
| 6+/3
| To Hit Table:
| Mon +3 levels
| Save Table:
| Mon +1 level
| Reference:
| DM
| Groups:
| Priest, Concordant (x1), Mirror
|
|
| Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
| Doesn't get a stat bonus to progression.
| Can weapon specialize using Non-War column.
|
| "rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
|
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Flying LVL*3/2+8" (C)
| B
| 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
| C
| 1V: Summon an evil DL 1d4 Outer planar creature
| D
| 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
| E
| SR 6*LVL
|
Level 4:
| Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
|
Level 5-7:
| F
| 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
| G
| 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
| H
| 1V: Summon an evil DL 1d6+2 Outer planar creature
| I
| Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
| J
| iER LVL*10%
|
Level 8:
| Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
|
Level 9-12:
| K
| 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
| L
| 1F: Unholy Bolt
| M
| 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
| N
| Pick a Sphere. Can cast Priest spells of that Sphere.
| O
| iGoodR LVL*5% (Resistance vs. Good aligned beings)
|
Level 13:
| Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
|
|
[PC3] Priest Classes Group
Fallen Angel5 Spells
SL
| #
| Spell
| Spheres
| Effect
|
1
| 1
| Cause Fear
| Death, Fear
| One creature of 5 HD or less flees for 1d4 rounds.
| 1
| 2
| Disguise Self
| Secrets, Thievery
| Changes your appearance.
| 1
| 3
| Inflict Light Wounds
| Destruction, Disease
| Touch deals 1d8 damage +1/level (max +5).
|
1
| 4
| Obscuring Mist
| Darkness, Sea, Sky
| Fog surrounds you.
| 1
| 5
| Protection from Good
| Evil
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| 1
| 6
| Shield of Faith
| Revenge
| Aura grants +2 or higher deflection bonus.
|
2
| 1
| Bear's Endurance
| Labour, Revenge, Stoicism
| Subject gains +4 to Con for 1 min./level.
| 2
| 2
| Blindness/Deafness
| Darkness
| Makes subject blinded or confused.
| 2
| 3
| Death Knell
| Death
| Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
|
2
| 4
| Desecrate
| Evil
| Fills area with negative energy making undead stronger.
| 2
| 5
| Inflict Moderate Wounds
| Disease
| Touch attack, 1d8 damage +1/level (max +10).
| 2
| 6
| Invisibility
| Entropy, Thievery
| Subject invisible 1 min./level or until it attacks.
|
2
| 7
| Mirror Image
| Secrets
| Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
| 2
| 8
| Scare
| Fear
| Panics creatures of less than 6 HD.
| 2
| 9
| Shatter
| Chaos, Destruction
| Sonic vibration damages objects or crystalline creatures.
|
3
| 1
| Animate Dead
| Death
| Creates undead skeletons and zombies.
| 3
| 2
| Contagion
| Destruction, Disease
| Affect subjects with chosen disease.
| 3
| 3
| Deeper Darkness
| Darkness
| Object sheds supernatural shadow in 60 ft. radius.
|
3
| 4
| Fear
| Fear
| Subjects within cone flee for 1 round/level.
| 3
| 5
| Magic Circle against Good
| Evil
| As protection spells, but 10 ft. radius and 10 min./level.
| 3
| 6
| Nondetection
| Secrets, Thievery
| Hides subject from divination, scrying.
|
3
| 7
| Speak with Dead
| Revenge, Wisdom
| Corpse answers one question/two levels.
| 4
| 1
| Black Tentacles
| Darkness
| Tentacles grapple all within 15 ft. spread.
| 4
| 2
| Confusion
| Madness, Thievery
| Subjects behave oddly for 1 round/level.
|
4
| 3
| Crushing Despair
| Fear
| Subjects take -2 on attack rolls, damage rolls and save checks.
| 4
| 4
| Death Ward
| Death, Fertility
| Grants immunity to death spells and negative energy effects.
| 4
| 5
| Fire Shield
| Revenge, Sun
| Creatures attacking you take fire damage while you are protected against cold.
|
4
| 6
| Inflict Critical Wonds
| Destruction
| Touch attack, 4d8 damage +1/level (max 20).
| 4
| 7
| Invisibility, Greater
| Secrets
| As invisibility, but subject can attack and stay invisible.
| 4
| 8
| Unholy Blight
| Evil
| Damages and sickens good creatures.
|
4
| 9
| Waves of Fatigue
| Disease
| Several targets become fatigued.
| 5
| 1
| Dispel Good
| Evil
| +4 bonus against attacks by good creatures.
| 5
| 2
| False Vision
| Secrets, Thievery
| Fools scrying with an illusion.
|
5
| 3
| Inflict Light Wounds, Mass
| Destruction
| Deals 1d8 damage +1/level to many creatures.
| 5
| 4
| Insect Plague
| Disease
| Locust swarms attack creatures
| 5
| 5
| Mark of Justice
| Revenge
| Designates action that will trigger curse on subject.
|
5
| 6
| Nightmare
| Darkness, Fear
| Sends vision dealing 1d10 damage, fatigue.
| 5
| 7
| Slay Living
| Death
| Touch attack kills subject.
| 6
| 1
| Banishment
| Revenge
| Banishes 2 HD/level of extraplanar creatures.
|
6
| 2
| Create Undead
| Death, Evil
| Create ghouls, ghasts, mummies or mohrgs.
| 6
| 3
| Harm
| Destruction, Disease
| Deals 10 points/level damage to target.
| 6
| 4
| Mislead
| Luck, Secrets, Thievery
| Turns you invisible and creates illusory double.
|
6
| 5
| Shadow Walk
| Darkness, Travel
| Step into shadows to travel rapidly.
| 6
| 6
| Symbol of Fear
| Fear
| Triggered rune panics nearby creatures.
| 7
| 1
| Blasphemy
| Evil
| Kills, paralyzes, weakens, or dazes nonevil subjects.
|
7
| 2
| Destruction
| Death
| Kills subject and destroys remains.
| 7
| 3
| Disintegrate
| Destruction
| Makes one creature or object vanish.
| 7
| 4
| Eyebite
| Fear
| Target becomes panicked, sickened and comatose.
|
7
| 5
| Power Word Blind
| Darkness, Love, War
| Blinds creature with 200 hp or less.
| 7
| 6
| Screen
| Secrets, Thievery
| Illusion hides area from vision, scrying.
| 7
| 7
| Spell Turning
| Luck, Magic, Revenge, Stoicism
| Reflect 1d4+6 spell levels back at the caster.
|
7
| 8
| Waves of Exhaustion
| Disease, Entropy
| Several targets become exhausted.
| 8
| 1
| Create Greater Undead
| Darkness, Death
| Create shadows, wraiths, spectres or devourers.
| 8
| 2
| Discern Location
| Knowledge, Revenge
| Reveals exact location of creature or object.
|
8
| 3
| Earthquake
| Destruction
| Intense tremor shakes 5-ft./level radius.
| 8
| 4
| Horrid Wilting
| Disease, Entropy, Sea
| Deals 1d6/level damage within 30 ft.
| 8
| 5
| Mind Blank
| Secrets, Stoicism
| Subject is immune to mental/emotional magic and scrying.
|
8
| 6
| Polymorph Any Object
| Thievery
| Changes any subject into anything else.
| 8
| 7
| Trap the Soul
| Fear, Wealth
| Imprisons subject within gem.
| 8
| 8
| Unholy Aura
| Evil
| +4 to AC, +4 resistance, SR 25 against good spells.
|
9
| 1
| Energy Drain
| Disease
| Subject gains 2d4 negative levels.
| 9
| 2
| Implosion
| Destruction
| Kills one creature/round.
| 9
| 3
| Imprisonment
| Secrets
| Entombs subject beneath the earth.
|
9
| 4
| Power Word Kill
| Darkness, War
| Kills creatures with 100 hp or less.
| 9
| 5
| Storm of Vengeance
| Revenge, Thunder
| Storm rains acid, lightning and hail.
| 9
| 6
| Summon Monster IX
| Chaos, Evil, Good, Labour, Law
| Calls extraplanar creatures to fight for you.
|
9
| 7
| Time Stop
| Thievery, Time
| You act freely for 1d4+1 rounds.
| 9
| 8
| Wail of the Banshee
| Death, Entropy
| Kills one creatre/level.
| 9
| 9
| Weird
| Fear, Madness
| As phantasmal killer, but affecst all within 30 ft.
|
10
| 1
| Damnation
| Evil
| Send your foe to hell.
| 10
| 2
| Eclipse
| Darkness
| A solar eclipse follows you.
| 10
| 3
| Hellball
| Evil
| You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
|
10
| 4
| Lord of Nightmares
| Fear
| You are possessed by a dream larva for 20 rounds and take 12d6 damage.
| 10
| 5
| Pestilence
| Disease
| Inflict slimy doom on all creatures and plants within a half mile diameter area.
| 10
| 6
| Tempest of Vengeance
| Revenge, Thunder
| Tempest rains acid, lightning and hail.
|
|
[PC3] Priest Classes Group
False God
Level
| KXP
| Imm0 9
|
1
| 0
| 1
| 2
| 700
| 2
| 3
| 2100
| 3
|
4
| 4200
| 4
| 5
| 7000
| 5
| 6
| 10500
| 6
|
7
| 14000
| 7
| 8
| 21000
| 8
| 9
| 28000
| 9
|
10
| 35000
| 10
| 11
| 42000
| 11
| 12
| 49000
| 12
|
13
| 56000
| 13
| 14
| 63000
| 14
| 15
| 70000
| 15
|
16
| 77000
| 16
| 17
| 84000
| 17
| 18
| 91000
| 18
|
19
| 98000
| 19
| 20
| 105000
| 20
| 21
| 112000
| 21
|
22
| 119000
| 22
| 23
| 126000
| 23
| 24
| 133000
| 24
|
25
| 140000
| 25
| 26
| 147000
| 26
| 27
| 154000
| 27
|
28
| 161000
| 28
| 29
| 168000
| 29
| 30
| 175000
| 30
|
31
| 182000
| 31
| 32
| 189000
| 32
| 33
| 196000
| 33
|
34
| 203000
| 34
| 35
| 210000
| 35
| 36
| 217000
| 36
|
37
| 434000
| 37
| 38
| 651000
| 38
| 39
| 868000
| 39
|
45
| 2170000
| 45
| 54
| 4123000
| 54
| 63
| 6076000
| 63
|
72
| 8029000
| 72
|
|
Requisites:
| (Priest 14 and Rogue 16) or HNCL 30,
|
| Con 14, Int 21, Wis 28, Chr 35, Cml 18
| Alignment:
| non-L
| HD/level:
| & d50
| Weapon Prof.:
| 7+level
| To Hit:
| & +level
| Saves:
| & +level
| Reference:
| DM
| Groups:
| Concordant (x2), Demigod (x2),
|
| Priest, Rogue, Overt
|
| [X] Section stats
| ihp
| +2
| iTH
| +2
| P Save
| -1
| M Save
| +2
| War
| -1
| Rog
| +2
| PPsi
| -1
| Wiz
| +0
| Pri
| +2
| MPsi
| +2
|
|
|
|
|
|
Gets +1G action per round.
| In addition to your normal summon slots, you have LVL Followers slots. Each slot can hold up to 100 Followers.
| You can leave your Followers "at home" instead of having them travel with you. If you have more Followers than available slots, the extras must be left at home.
|
| 1/d: Followers that were with you for the past day gain +2 levels and +1 DL if you were adventuring, or +1 level and +1/2 DL if you were not adventuring. Followers at home gain a level only 1% of the time.
| 1/d: Gain (LVL+4)^2 Followers; they are level 1 and DL=1.
| 1/d: For each Follower (either with you or at home), gain L^2 Worship Points, where L is his level.
|
| This class gets Imm0 spells at full LVL, but you must spend 10*LVL Worship Points whenever you cast a Imm0 spell. Exception: The "Shape Reality" powers require this cost for each F action the power uses.
| Imm0 spells are generally resisted using GR.
|
| 0: Redirect damage you're taking to your Worship Point total instead of your hp total.
| 1V, N Worship Points: True Resurrection on N targets in one group (usually on your Followers)
| 1G, 70*N Worship Points: Pawn a target who has xN defensive multiplier; he becomes one of your Followers. He gains the Pawn or Spawn class if he has the requisites.
| 1G, 700*LVL Worship Points: Create an "Avatar" of yourself. It's a copy of yourself that can be used for other things. (You can treat it like the "copy of yourself from the chalkboard" power if you wish.)
|
| You do not appear on the GGL, as you are not actually a god. You also cannot answer Divine Intervention rolls. However, you may grant powers or fake a Divine Intervention for your Followers using other effects (Imbue with Spell Ability, area effect buffs, etc.)
| Trying to "convince" a False God's Followers that their god is not real generally fails. Even if it does fail, the high level Followers (the ones the False God really cares about) probably won't even care that much.
|
|
[PC3] Priest Classes Group
Immortal0 Spells
Level
| #
| Spell Name
| Spell Description
|
9
| 1
| Armor Class
| +LVL*100 AC
| 9
| 2
| Artifact Creation
| 20F, 1/reset: Create a x2 artifact
| 9
| 3
| Aura Attack
| 1V: All within 60' make Will save (with no bonuses) or Awed
|
9
| 4
| Bestow
| 1F, 1/reset: Raise target's ability score by CL, or a perm. 1st-7th SL (Wiz/Pri/Psi) effect
| 9
| 5
| Call Other
| Get the assistance of another Imm0 character (treat like a summon)
| 9
| 6
| Combat Abilities
| xx(LVL+1) dmg with attacks
|
9
| 7
| Communication
| 0: Communicate with any known being in the plane, ignores most barriers
| 9
| 8
| Conceal Nature
| Target (person or item) is obscured from detection of multiplier, alignment, etc.
| 9
| 9
| Control Undead
| Turn Undead (control or turn), automatically get a "D" result regardless of HD of targets
|
9
| 10
| Create Magic Items
| 1/reset: Create 10*CL KXP of magic items (all x1 items)
| 9
| 11
| Create Species
| Create a new race; merge two races together or use Custom Races rules
| 9
| 12
| Detect Immortal
| Detects/Identifies Concordant/Immortal effects
|
9
| 13
| Detection Suite
| Have all Wiz and Pri Divination effects running
| 9
| 14
| Dragon Breath
| Mouth's P: Breathe an E=(LVL+3) element for current hp in dmg, no save, use XR
| 9
| 15
| Dragon Form
| 1V: Shapechange to any known dragon type
|
9
| 16
| Enhanced Reflexes
| Always roll max on initiative, cannot be surprised
| 9
| 17
| Extra Attacks
| xx(LVL+2)/2 number of attacks
| 9
| 18
| Fighter Options
| Have all "Level:" abilities of up to LVL Warrior classes
|
9
| 19
| Grant Power Points
| Target is imbued with one 1st level Imm0 spell
| 9
| 20
| Groan
| Mouth's P: All targets in LVL groups are paralyzed (no save, no immunity)
| 9
| 21
| Hear Supplicants
| Know if someone is mentally asking for your help
|
9
| 22
| Height Change
| 0: Change size to any size up to LVL classes past size G
| 9
| 23
| Howl
| Mouth's P: Fear all targets in LVL groups (no save, no immunity)
| 9
| 24
| Immortal Eye
| Wizard Eye with Cosmic Awareness, undetectable, no "ears burning", teleport at will
|
9
| 25
| Improve Ability Scores
| +25*LVL stat points
| 9
| 26
| Improved Saving Throws
| Automatically make saves in LVL categories
| 9
| 27
| Incorporeal Form
| Cannot have anything hostile done to you, but cannot be hostile to others
|
9
| 28
| Increased Damage
| +LVLd+0 dmg with all effects you do (weapons, spells, psionics, etc.)
| 9
| 29
| Increased Move Rate
| +LVL*100" Move Rate, all your V actions are infinitely Quick
| 9
| 30
| Infinite Spell Duration
| Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
|
9
| 31
| Leech
| Whenever you touch, attack, or are touched or attacked, they are drained LVL+2 levels
| 9
| 32
| Magic Resistance
| 45+5*LVL% iMR
| 9
| 33
| Manifestation Form
| You have a material form and are not really "killed" if it is destroyed
|
9
| 34
| Mortal Immunity
| Immune to magic, psionic, innate effects of x1 multiplier
| 9
| 35
| Mystic Abilities
| Abilities as per a Mystic0 of level = LVL*3+13
| 9
| 36
| Poison Bite/Sting
| Can bite or sting for poison (Capital S Slain, save for normal slain)
|
9
| 37
| Poison Spit
| Mouth's P: Spit Poison on a group (death or 40*LVL)
| 9
| 38
| Power Attack
| (LVLd6)*10 dmg (No Resistance) to a target on same plane, or adjacent plane @ ½ dmg
| 9
| 39
| Probe
| Capital E Extract, Know Truename, Know a Weakness of Target (XR roll for each)
|
9
| 40
| Probe-Shield
| Stops one "Probe" effect (above)
| 9
| 41
| Reduce Saving Throw
| Target cannot make saving throws
| 9
| 42
| Regeneration
| Regenerate all hp per segment
|
9
| 43
| Shape Reality, Alt. Char.
| 25F, 1/reset: Change appearance, physical/magical law, MF, TF, PF of a plane
| 9
| 44
| Shape Reality, Cr. Body
| 20F, 1/reset: Create a moon or planet
| 9
| 45
| Shape Reality, Cr. Plane
| 30F, 1/reset: Create a plane one plane removed from current plane
|
9
| 46
| Shape Reality, Mv. Body
| 10F, 1/reset: Move a moon or planet
| 9
| 47
| Shape Reality, Mv. Plane
| 15F, 1/reset: Move a plane's connection from one plane to another
| 9
| 48
| Snap
| 1 attack: Grab a target and pull him in, it becomes part of your group
|
9
| 49
| Summon Item
| Produce an item that you've lost, works across planes
| 9
| 50
| Swoop
| 7V (may borrow), 1/r: +1 OppP, +1 OppV this round
| 9
| 51
| Thief Abilities
| Abilities as per a Thief0 of level = LVL*3+13
|
9
| 52
| Transform
| Shapechange Other, can change target's character classes and memories too
| 9
| 53
| Travel Powers
| 1M: Travel to anywhere on this plane or adjacent plane, no delay
| 9
| 54
| Weapon Mastery
| +100*LVL slots in Weapon Mastery, can go beyond max of # slots = level
|
9
| 55
| Weapon Needed
| Need a +5*LVL weapon to hit you, this cannot be ignored with class abilities
|
|
[PC3] Priest Classes Group
Generic Priest
Overall Level
| KXP
|
1
| 0
| 2
| 1.5
| 3
| 3
|
4
| 6
| 5
| 13
| 6
| 27.5
|
7
| 55
| 8
| 110
| 9
| 225
|
10
| 450
| 11
| 675
| 12
| 900
|
13
| 1125
| 14
| 1350
| 15
| 1575
|
16
| 1800
| 17
| 2025
| 18
| 2250
|
19
| 2475
| 20
| 2700
| 21
| 2925
|
22
| 3150
| 23
| 3375
| 24
| 3600
|
25
| 3825
| 26
| 4050
| 27
| 4275
|
28
| 4500
| 29
| 4725
| 30
| 4950
|
31
| 5175
| 32
| 5400
| 33
| 5625
|
34
| 5850
| 35
| 6075
| 36
| 6300
|
|
ML
| Priest 123 456 789
| KXP
|
1
| 2-- --- ---
| 0
| 2
| 30- --- ---
| 0.6
| 3
| 32- --- ---
| 1.2
|
4
| 430 --- ---
| 2.4
| 5
| 432 --- ---
| 5.2
| 6
| 443 0-- ---
| 11
|
7
| 543 2-- ---
| 22
| 8
| 544 30- ---
| 44
| 9
| 554 32- ---
| 90
|
10
| 554 430 ---
| 180
| 11
| 655 432 ---
| 270
| 12
| 655 443 0--
| 360
|
13
| 665 543 2--
| 450
| 14
| 665 544 30-
| 540
| 15
| 666 554 32-
| 630
|
16
| 666 554 430
| 720
| 17
| 666 655 432
| 810
| 18
| 666 655 443
| 900
|
19
| 666 665 544
| 990
| 20
| 666 665 555
| 1080
| 21
| 666 666 555
| 1170
|
22
| 666 666 655
| 1260
| 23
| 666 666 665
| 1350
| 24
| 666 666 666
| 1440
|
25
| 766 666 666
| 1530
| 26
| 776 666 666
| 1620
| 27
| 777 666 666
| 1710
|
28
| 777 766 666
| 1800
| 29
| 777 776 666
| 1890
| 30
| 777 777 666
| 1980
|
31
| 777 777 766
| 2070
| 32
| 777 777 776
| 2160
| 33
| 777 777 777
| 2250
|
34
| 877 777 777
| 2340
| 35
| 887 777 777
| 2430
| 36
| 888 777 777
| 2520
|
|
CL
| KXP
|
1
| 0
| 2
| 0.45
| 3
| 0.9
|
4
| 1.8
| 5
| 3.9
| 6
| 8.25
|
7
| 16.5
| 8
| 33
| 9
| 67.5
|
10
| 135
| 11
| 202.5
| 12
| 270
|
13
| 337.5
| 14
| 405
| 15
| 472.5
|
16
| 540
| 17
| 607.5
| 18
| 675
|
19
| 742.5
| 20
| 810
| 21
| 877.5
|
22
| 945
| 23
| 1012.5
| 24
| 1080
|
25
| 1147.5
| 26
| 1215
| 27
| 1282.5
|
28
| 1350
| 29
| 1417.5
| 30
| 1485
|
31
| 1552.5
| 32
| 1620
| 33
| 1687.5
|
34
| 1755
| 35
| 1822.5
| 36
| 1890
|
|
Stat Pts
| HD
| KXP
|
1
| 1d8
| 0
| 2
| 2d8
| 0.3
| 3
| 3d8
| 0.6
|
4
| 4d8
| 1.2
| 5
| 5d8
| 2.6
| 6
| 6d8
| 5.5
|
7
| 7d8
| 11
| 8
| 8d8
| 22
| 9
| 9d8
| 45
|
10
| 10d8
| 90
| 11
| 11d8
| 135
| 12
| 12d8
| 180
|
13
| 13d8
| 225
| 14
| 14d8
| 270
| 15
| 15d8
| 315
|
16
| 16d8
| 360
| 17
| 17d8
| 405
| 18
| 18d8
| 450
|
19
| 19d8
| 495
| 20
| 20d8
| 540
| 21
| 21d8
| 585
|
22
| 22d8
| 630
| 23
| 23d8
| 675
| 24
| 24d8
| 720
|
25
| 25d8
| 765
| 26
| 26d8
| 810
| 27
| 27d8
| 855
|
28
| 28d8
| 900
| 29
| 29d8
| 945
| 30
| 30d8
| 990
|
31
| 31d8
| 1035
| 32
| 32d8
| 1080
| 33
| 33d8
| 1125
|
34
| 34d8
| 1170
| 35
| 35d8
| 1215
| 36
| 36d8
| 1260
|
|
[PC3] Priest Classes Group
Generic Priest (page 2)
|
Turn Lvl
| TH
| Wpn / NW Prof.
| Saves PD RS PP BW Sp Fo Re Wi
| KXP
|
1
| +0
| 2+0 / 1
| 8 4 5 2 3 0 0 2
| 0
| 2
| +1
| 2+0 / 2
| 8 4 6 3 4 0 0 3
| 0.15
| 3
| +1
| 2+0 / 3
| 9 5 6 3 4 0 1 3
| 0.3
|
4
| +2
| 2+1 / 4
| 9 5 6 4 4 1 1 4
| 0.6
| 5
| +3
| 2+1 / 5
| 10 6 7 4 5 1 1 4
| 1.3
| 6
| +3
| 2+1 / 6
| 10 6 7 5 5 2 2 5
| 2.75
|
7
| +4
| 2+1 / 7
| 11 7 8 5 6 2 2 5
| 5.5
| 8
| +5
| 2+2 / 8
| 11 7 9 6 6 2 2 6
| 11
| 9
| +5
| 2+2 / 9
| 12 7 9 6 7 3 3 6
| 22.5
|
10
| +6
| 2+2 / 10
| 12 8 9 6 7 3 3 7
| 45
| 11
| +7
| 2+2 / 11
| 13 8 10 7 8 4 3 7
| 67.5
| 12
| +7
| 2+3 / 12
| 13 9 10 7 8 4 4 8
| 90
|
13
| +8
| 2+3 / 13
| 13 9 10 7 8 4 4 8
| 112.5
| 14
| +9
| 2+3 / 14
| 14 9 11 8 9 5 4 9
| 135
| 15
| +9
| 2+3 / 15
| 14 10 11 8 9 5 5 9
| 157.5
|
16
| +10
| 2+4 / 16
| 14 10 11 9 9 6 5 10
| 180
| 17
| +11
| 2+4 / 17
| 15 11 12 9 10 6 5 10
| 202.5
| 18
| +11
| 2+4 / 18
| 15 11 12 10 11 6 6 11
| 225
|
19
| +12
| 2+4 / 19
| 16 12 13 10 11 7 6 11
| 247.5
| 20
| +13
| 2+5 / 20
| 16 12 13 11 12 7 6 12
| 270
| 21
| +13
| 2+5 / 21
| 16 13 13 11 12 8 7 12
| 292.5
|
22
| +14
| 2+5 / 22
| 16 13 14 12 12 8 7 13
| 315
| 23
| +15
| 2+5 / 23
| 16 13 14 12 13 8 7 13
| 337.5
| 24
| +15
| 2+6 / 24
| 16 14 14 13 13 9 8 14
| 360
|
25
| +16
| 2+6 / 25
| 16 14 15 13 13 9 8 14
| 382.5
| 26
| +17
| 2+6 / 26
| 16 14 15 14 14 10 8 15
| 405
| 27
| +17
| 2+6 / 27
| 16 15 15 14 14 10 9 15
| 427.5
|
28
| +18
| 2+7 / 28
| 17 15 16 14 14 10 9 16
| 450
| 29
| +19
| 2+7 / 29
| 17 15 16 15 15 11 9 16
| 472.5
| 30
| +19
| 2+7 / 30
| 17 15 16 15 15 11 10 17
| 495
|
31
| +20
| 2+7 / 31
| 17 16 16 15 15 12 10 17
| 517.5
| 32
| +21
| 2+8 / 32
| 17 16 16 15 16 12 10 18
| 540
| 33
| +21
| 2+8 / 33
| 17 16 16 16 16 12 11 18
| 562.5
|
34
| +22
| 2+8 / 34
| 17 16 16 16 16 13 11 19
| 585
| 35
| +23
| 2+8 / 35
| 17 16 16 16 16 13 11 19
| 607.5
| 36
| +23
| 2+9 / 36
| 17 16 16 16 16 14 12 20
| 630
|
|
Requisites:
| Wis 9
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Custom
|
|
|
|
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
| 40% category: ML
| 30% category: CL
| 20% categories: Stat Points *, Hit Dice **
| 10% categories: Turn Level, To Hit *, Proficiencies *, Saves
| * These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Cleric class here counts as only level 1 for Stat Pts.)
| ** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
|
| The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
| Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Cleric class.
|
|
[PC3] Priest Classes Group
Gorilla Shaman (Mox Monkey)
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.8
| 20- --- -
| 3
| 3.6
| 31- --- -
|
4
| 7.2
| 320 --- -
| 5
| 14.4
| 321 --- -
| 6
| 28.8
| 332 0-- -
|
7
| 57.6
| 332 1-- -
| 8
| 115.2
| 333 20- -
| 9
| 230.4
| 333 21- -
|
10
| 410
| 333 32- -
| 11
| 590
| 333 33- -
| 12
| 770
| 433 330 -
|
13
| 950
| 443 331 -
| 14
| 1130
| 444 332 -
| 15
| 1310
| 444 433 -
|
16
| 1490
| 444 443 -
| 17
| 1670
| 444 444 -
| 18
| 1850
| 544 444 0
|
19
| 2030
| 554 444 1
| 20
| 2210
| 555 444 2
| 21
| 2390
| 555 544 3
|
22
| 2570
| 555 554 4
| 23
| 2750
| 555 555 4
| 24
| 2930
| 555 555 5
|
25
| 3110
| 655 555 5
| 26
| 3290
| 665 555 5
| 27
| 3470
| 666 555 5
|
28
| 3650
| 666 655 5
| 29
| 3830
| 666 665 5
| 30
| 4010
| 666 666 5
|
31
| 4190
| 666 666 6
| 32
| 4370
| 766 666 6
| 33
| 4550
| 776 666 6
|
34
| 4730
| 777 666 6
| 35
| 4910
| 777 766 6
| 36
| 5090
| 777 776 6
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 6, Wis 7
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 5+level/2
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Shaman}
| Groups:
| Priest, Monster, Alternate
|
|
|
|
Exceptional Str bonus.
| You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
| Level 1: Can turn undead.
| Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
| Level 1: 1M: Shatter a magic item (save)
| Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
| Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
| Level 9: 1M: Shatter a magic item (no save)
| Level 18: 1M: Mordenkainen's Disjunction
| Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
|
|
[PC3] Priest Classes Group
Guardian Priest
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 20- --- --
| 2
| 2
| 210 --- --
| 3
| 4
| 321 --- --
|
4
| 7.5
| 422 --- --
| 5
| 12.5
| 432 0-- --
| 6
| 20
| 432 1-- --
|
7
| 35
| 443 1-- --
| 8
| 60
| 443 20- --
| 9
| 90
| 543 21- --
|
10
| 125
| 543 320 --
| 11
| 200
| 553 321 0-
| 12
| 300
| 554 432 1-
|
13
| 750
| 655 543 2-
| 14
| 1150
| 666 654 3-
| 15
| 1550
| 666 666 4-
|
16
| 1950
| 666 666 5-
| 17
| 2350
| 666 666 6-
| 18
| 2750
| 666 666 60
|
19
| 3150
| 666 666 61
| 20
| 3550
| 666 666 62
| 21
| 3950
| 666 666 63
|
22
| 4350
| 666 666 64
| 23
| 4750
| 666 666 65
| 24
| 5150
| 766 666 65
|
25
| 5550
| 776 666 65
| 26
| 5950
| 777 666 65
| 27
| 6350
| 777 766 65
|
28
| 6750
| 777 776 65
| 29
| 7150
| 777 777 65
| 30
| 7550
| 777 777 75
|
31
| 7950
| 777 777 76
| 32
| 8350
| 777 777 77
| 33
| 8750
| 887 777 77
|
34
| 9150
| 888 877 77
| 35
| 9550
| 888 888 77
| 36
| 9950
| 888 888 88
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 9 5 6 3 4 0 1 3
| +1
| 9 5 6 4 4 1 1 4
|
+2
| 10 6 7 5 5 2 2 5
| +3
| 11 7 8 5 6 2 2 5
| +3
| 12 7 9 6 7 3 3 6
|
+4
| 12 8 9 6 7 3 3 7
| +5
| 13 9 10 7 8 4 4 8
| +5
| 13 9 10 7 8 4 4 8
|
+6
| 14 10 11 8 9 5 5 9
| +7
| 14 10 11 9 9 6 5 10
| +7
| 15 11 12 10 11 6 6 11
|
+8
| 16 12 13 10 11 7 6 11
| +9
| 16 13 13 11 12 8 7 12
| +9
| 16 13 14 12 12 8 7 13
|
+10
| 16 14 14 13 13 9 8 14
| +11
| 16 14 15 13 13 9 8 14
| +11
| 16 15 15 14 14 10 9 15
|
|
Requisites:
| Con 15, Wis 12
| Alignment:
| any
| HD/level:
| 3d1
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Rog
| Save Table:
| 1½xPri
| Reference:
| DM
| Groups:
| Priest
|
| Gets Con (not Wis) bonus to spells.
| Gets Exceptional Con bonus.
| Bonus grand in Guardian sphere.
|
|
|
Level N (every level): Using the list below, pick an ability.
| A. +2V Actions.
| B. Barbarian Con bonus instead of Exceptional.
| C. Immune to Water (and variants such as Holy Water). Immune to drowning.
| D. Immune to Specials.
| E. You, your party, and subordinates are immune to Teleport Away / Plane Shift effects
| F. Automatically make saves that give a Con bonus; Automatically make Fort saves (even if no Con bonus).
| G. 1V: Trigger a Trap prematurely; it will strike at the nearest living creature.
| H. You and your subordinates ignore parting shots and attacks of opportunity.
| I. Your Traps, Tricks, and Specials do special effects as if one "pipe" (or +LVL CL) better than they are.
| J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
| K. Free GGL (Specialty God) pick in a god that has a Con requirement.
| L. Immune to Local Environment. Resist Terrain Features.
| M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
| O. 1bV, an ally within LVL*10' is being attacked: Interpose in front of the attack
| P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
|
| New Guardian Spells:
| Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
| Wyvern Watch Shield (SL=2): Paralyzing shield (PPD save for each melee attack that hits you)
| Trapper (SL=3): Create a Trapper class Trap (see list below), you can trigger it immediately if you like.
| Guardian Daemon (SL=4): Summons a Guardian Daemon (an Outer being of your alignment, it is a DL VI monster). You have a Guardian Daemon summon slot in addition to your normal summon slot. You are allowed to have 2 Guardian Daemons (one in each slot).
| Prismatic Wall/Sphere (SL=5): Create a Prismatic Wall with CL/2 colors or a Prismatic Sphere with CL/2-2 colors.
| Mass Teleport Away (SL=6): A group is Teleported Away (RSW save).
| Holy Word Neutralize (SL=7): Choose a blahR. Target cannot use any ability that is resisted using that blahR type (no save, no MR).
| Proof Against Leaving (SL=8): No one can leave the room (by moving or by special means) (x1 Special)
| Multi Mass Heal/Harm (SL=9): Up to CL groups in the room is either Healed or Harmed (you choose for each creature).
|
| Trapper Traps (these affect a group; the effect given is per target):
| Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
| Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
| Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
| Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
| Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
| Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)
|
|
[PC3] Priest Classes Group
Hag0
Level
| KXP
| Wizard++Priest 123 456 789
|
1
| 3.6 (owe)
| 1-- --- ---
| 2
| 7.2
| 20- --- ---
| 3
| 10.8
| 21- --- ---
|
4
| 14.4
| 220 --- ---
| 5
| 28.8
| 221 --- ---
| 6
| 57.6
| 222 0-- ---
|
7
| 115.2
| 322 1-- ---
| 8
| 216
| 332 20- ---
| 9
| 432
| 333 21- ---
|
10
| 648
| 333 320 ---
| 11
| 864
| 433 321 ---
| 12
| 1080
| 444 321 ---
|
13
| 1296
| 444 322 ---
| 14
| 1512
| 444 432 0--
| 15
| 1728
| 544 432 1--
|
16
| 1944
| 555 432 2--
| 17
| 2160
| 655 443 20-
| 18
| 2376
| 655 443 21-
|
19
| 2592
| 655 543 22-
| 20
| 2808
| 655 544 320
| 21
| 3024
| 655 544 321
|
22
| 3240
| 665 554 322
| 23
| 3456
| 666 654 332
| 24
| 3672
| 776 655 432
|
25
| 3888
| 776 655 443
| 26
| 4104
| 777 665 543
| 27
| 4320
| 777 665 554
|
28
| 4536
| 887 666 654
| 29
| 4752
| 887 776 655
| 30
| 4968
| 888 777 665
|
31
| 5184
| 888 777 766
| 32
| 5400
| 988 887 776
| 33
| 5616
| 999 888 777
|
34
| 5832
| 999 988 887
| 35
| 6048
| 999 999 888
| 36
| 6264
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 2 2 2 2 2 2 2 2
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 3 3 3 3 3 3 3 3
| +5
| 4 4 4 4 4 4 4 4
| +6
| 4 4 4 4 4 4 4 4
|
+7
| 5 5 5 5 5 5 5 5
| +8
| 5 5 5 5 5 5 5 5
| +9
| 6 6 6 6 6 6 6 6
|
+10
| 6 6 6 6 6 6 6 6
| +11
| 7 7 7 7 7 7 7 7
| +12
| 7 7 7 7 7 7 7 7
|
+13
| 8 8 8 8 8 8 8 8
| +14
| 8 8 8 8 8 8 8 8
| +15
| 9 9 9 9 9 9 9 9
|
+16
| 9 9 9 9 9 9 9 9
| +17
| 10 10 10 10 10 10 10 10
| +18
| 10 10 10 10 10 10 10 10
|
|
Requisites:
| Int 12, Wis 16
| Alignment:
| any E
| HD/level:
| ++d6
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Mon
| Save Table:
| Mon +3 levels
| Reference:
| DM
| Groups:
| Wizard, Priest, Monster
|
|
|
|
Gets Barbarian Int and Wis.
| Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
| Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
| Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
| Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
| Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
| Level 1: (Green Hag) MPIRR LVL*10%.
| Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
| Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
| Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
|
| Ogre/Hag Clans:
| Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
| Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
| Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
| Boulderfist: MPIRR +LVL*5%.
| Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
| Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
| Dreadmaul: Extra-Barbarian Int bonus.
| Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
| Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
| Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
| Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
| Gordok: +3 Int; Sustain Int.
| Gordunni: Resist Priest Magic, Resist Negative
| Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
| Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
| Mok'Nathal: +3 HNCL.
| Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
| Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
| Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
| Stonemaul: x2 CL with Invocation spells.
| Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
| Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
| Urok: Use d10's instead of d6's for Hit Dice.
| Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though
|
|
[PC3] Priest Classes Group
Halo Priest
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 100 --- ---
| 2
| 1.9
| 110 --- ---
| 3
| 3.8
| 111 0-- ---
|
4
| 7.6
| 222 0-- ---
| 5
| 15.2
| 222 10- ---
| 6
| 30.4
| 222 200 ---
|
7
| 60.8
| 222 210 0--
| 8
| 121.6
| 222 220 0--
| 9
| 220
| 222 221 00-
|
10
| 550
| 222 222 00-
| 11
| 880
| 222 222 10-
| 12
| 1210
| 222 222 20-
|
13
| 1540
| 332 222 20-
| 14
| 1870
| 333 322 21-
| 15
| 2200
| 333 332 21-
|
16
| 2530
| 333 333 21-
| 17
| 2860
| 333 333 31-
| 18
| 3190
| 333 333 310
|
19
| 3520
| 443 333 320
| 20
| 3850
| 444 433 321
| 21
| 4180
| 444 444 321
|
22
| 4510
| 444 444 421
| 23
| 4840
| 554 444 421
| 24
| 5170
| 555 544 431
|
25
| 5500
| 555 555 431
| 26
| 5830
| 555 555 531
| 27
| 6160
| 555 555 532
|
28
| 6490
| 665 555 532
| 29
| 6820
| 666 655 542
| 30
| 7150
| 666 666 542
|
31
| 7480
| 666 666 642
| 32
| 7810
| 776 666 642
| 33
| 8140
| 777 766 642
|
34
| 8470
| 777 777 652
| 35
| 8800
| 777 777 752
| 36
| 9130
| 777 777 753
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
& +0
| 0 0 0 0 0 0 0 0
| & +1
| 1 1 1 1 1 1 1 1
| & +1
| 1 1 1 1 1 1 1 1
|
& +2
| 2 2 2 2 2 2 2 2
| & +3
| 2 2 2 2 2 2 2 2
| & +3
| 3 3 3 3 3 3 3 3
|
& +4
| 3 3 3 3 3 3 3 3
| & +5
| 4 4 4 4 4 4 4 4
| & +5
| 4 4 4 4 4 4 4 4
|
& +6
| 5 5 5 5 5 5 5 5
| & +7
| 5 5 5 5 5 5 5 5
| & +7
| 6 6 6 6 6 6 6 6
|
& +8
| 6 6 6 6 6 6 6 6
| & +9
| 7 7 7 7 7 7 7 7
| & +9
| 7 7 7 7 7 7 7 7
|
& +10
| 8 8 8 8 8 8 8 8
| & +11
| 8 8 8 8 8 8 8 8
| & +11
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Str 13, Int 10, Wis 18, Chr 16
| Alignment:
| any G
| HD/level:
| & d12
| Weapon Prof.:
| & 4+level
| To Hit Table:
| & Pri
| Save Table:
| & Mon
| Reference:
| DM
| Groups:
| Priest, Planar
|
|
|
|
You get 4 Grand, 2 Major, and 0 Minor spheres. Your god may alter this amount.
| You have a "Halo" which is treated as a body part.
| You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
| You can still cast spells with 1M if you wish.
| You may turn undead with your "Halo's M" action. This means with 1M action you can cast a spell and turn undead at the same time.
| Level 1: Immune to the effects of Ego of your multiplier or less.
| Level 1: Planar Stable: You and your items do not get reduced in power due to being on another plane.
| Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
| Level 1: You may choose "Psi6G" as a Grand sphere, which allows you to cast Psi6G powers as if they were spells.
| Level 1: You may choose "Psi(-6)G" as a Grand sphere, which allows you to cast Psi(-6)G powers as if they were spells.
| Level 9: MF Stable: You do not need MF at all to cast spells of any SL. You are immune to the SL cancelling effects of the funnel in Concordant Opposition.
|
|
[PC3] Priest Classes Group
Harmer
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2
| 2a- --- ---
| 3
| 4
| 31c --- ---
|
4
| 8
| 41a e-- ---
| 5
| 16
| 521 cg- ---
| 6
| 33
| 621 aei ---
|
7
| 66
| 731 1cg k--
| 8
| 133
| 832 1ae im-
| 9
| 266
| 942 11c gko
|
10
| 533
| 953 21a eim
| 11
| 866
| 963 211 cgk
| 12
| 1199
| 974 211 aei
|
13
| 1533
| 984 321 1cg
| 14
| 1866
| 995 321 1ae
| 15
| 2199
| 996 422 11c
|
16
| 2533
| 997 432 11a
| 17
| 2866
| 998 532 111
| 18
| 3199
| 999 542 211
|
19
| 3533
| 999 643 211
| 20
| 3866
| 999 753 221
| 21
| 4199
| 999 853 221
|
22
| 4533
| 999 964 321
| 23
| 4866
| 999 974 322
| 24
| 5199
| 999 985 332
|
25
| 5533
| 999 995 332
| 26
| 5866
| 999 996 432
| 27
| 6199
| 999 997 443
|
28
| 6533
| 999 998 543
| 29
| 6866
| 999 999 543
| 30
| 7199
| 999 999 654
|
31
| 7533
| 999 999 754
| 32
| 7866
| 999 999 864
| 33
| 8199
| 999 999 975
|
34
| 8533
| 999 999 985
| 35
| 8866
| 999 999 996
| 36
| 9199
| 999 999 997
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 5 2 3 0 0 2
| +2
| 8 4 6 3 4 0 0 3
| +3
| 9 5 6 3 4 0 1 3
|
+5
| 9 5 6 4 4 1 1 4
| +6
| 10 6 7 4 5 1 1 4
| +7
| 10 6 7 5 5 2 2 5
|
+9
| 11 7 8 5 6 2 2 5
| +10
| 11 7 9 6 6 2 2 6
| +11
| 12 7 9 6 7 3 3 6
|
+13
| 12 8 9 6 7 3 3 7
| +14
| 13 8 10 7 8 4 3 7
| +15
| 13 9 10 7 8 4 4 8
|
+17
| 13 9 10 7 8 4 4 8
| +18
| 14 9 11 8 9 5 4 9
| +19
| 14 10 11 8 9 5 5 9
|
+21
| 14 10 11 9 9 6 5 10
| +22
| 15 11 12 9 10 6 5 10
| +23
| 15 11 12 10 11 6 6 11
|
|
Background pts.:
| 3
| Requisites:
| Dex 13, Wis 16
| Alignment:
| *E
| HD/level:
| d8 or &d4 (pick one)
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| 2xPri
| Save Table:
| Pri
| Groups:
| Priest
|
|
|
|
This class may "mix" with one other Priest class using the C1/1+C2/2+C3/3+C3/4+... XP formula for mixing classes.
| Gets Wis or Dex bonus to spell progression (change during reset).
| "Healer" and "Harmer" are considered the "same name" for campaigns where class name matters (for XP bonuses or mixing classes).
| Level 1: 1V, when casting a touch spell: The spell is "on your hands" for 1 turn, any number of touch effects is covered by the 1 spell during that turn. The effect may conduct through a weapon if you have the spell to weapon conduction proficiency/feat/kit.
| Level 1: Specialized (spells cost 1/2 cost) in reversed Healing sphere. (No, you can't reverse a Cause Light Wounds to get a Cure Light Wounds. You aren't specialized in non-reversed Healing spells.)
| Level 1: iaER (LVL^2)% (this protects you from other people's damaging shields and effects when you touch them)
| Level 4: 1V, when casting a touch spell: Have a damaging shield of that effect instead of the touch effect. This shield lasts 1 turn.
| Level 6: School robed (spells are -1 SL) in reversed Healing sphere.
| Level 9: Gets Wis and Dex bonus to spell progression.
| Level 13: 1V, when casting a touch spell: Touch a target. That effect is continuous on that target (it recasts itself every segment) for 1 turn.
|
|
[PC3] Priest Classes Group
Healer1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 5
| 10- --- -
| 3
| 10
| 111 --- -
|
4
| 15
| 211 1-- -
| 5
| 25
| 221 11- -
| 6
| 50
| 222 111 -
|
7
| 100
| 322 211 1
| 8
| 200
| 332 221 1
| 9
| 300
| 333 222 1
|
10
| 400
| 433 322 2
| 11
| 500
| 443 332 2
| 12
| 600
| 444 333 2
|
13
| 700
| 544 433 3
| 14
| 800
| 554 443 3
| 15
| 900
| 555 444 3
|
16
| 1000
| 655 544 4
| 17
| 1100
| 665 554 4
| 18
| 1200
| 666 555 4
|
19
| 1300
| 766 655 5
| 20
| 1400
| 776 665 5
| 21
| 1500
| 777 666 5
|
22
| 1600
| 877 766 6
| 23
| 1700
| 887 776 6
| 24
| 1800
| 888 777 6
|
25
| 1900
| 988 877 7
| 26
| 2000
| 998 887 7
| 27
| 2100
| 999 888 7
|
28
| 2200
| A99 988 8
| 29
| 2300
| AA9 998 8
| 30
| 2400
| AAA 999 8
|
31
| 2500
| BAA A99 9
| 32
| 2600
| BBA AA9 9
| 33
| 2700
| BBB AAA 9
|
34
| 2800
| CBB BAA A
| 35
| 2900
| CCB BBA A
| 36
| 3000
| CCC BBB A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Dex 15, Int 15, Wis 15
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| BoD2
| Groups:
| Priest
|
|
|
|
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ of a spell each to cast.
| Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
| Level 1: May weapon specialize using the "Non-War" column.
| Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
| Level 4: Detect Slimes, Molds, Jellies 40' cont.
| Level 8: 1M: Identify potion.
| Level 9: Can build a freehold and attract followers.
| Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to level (this operates on its own unique psionic frequency).
| Level 12: Can read Wizard scrolls (could already read Priest scrolls, just like any other Priest)
| Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
| Level 12: Can transfer 1/10 of total XP to one of your children upon natural (mental aging) death.
| Level 16: Gain four 1st level Wizard spells in your memorization per day.
| Level 18: Hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
| Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
| Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
| Level 20: Gain four 2nd level Wizard spells in your memorization per day.
| Level 27: Raise Self: Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
| Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
| Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
| Level 36: Healer may have his "home plane" switched to that of his alignment.
|
|
[PC3] Priest Classes Group
Healer1JG
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 2
| 10- --- -
| 3
| 4
| 111 --- -
|
4
| 8
| 211 1-- -
| 5
| 16
| 221 11- -
| 6
| 32
| 222 111 -
|
7
| 64
| 322 211 1
| 8
| 128
| 332 221 1
| 9
| 256
| 333 222 1
|
10
| 656
| 433 322 2
| 11
| 1056
| 443 332 2
| 12
| 1456
| 444 333 2
|
13
| 1856
| 544 433 3
| 14
| 2256
| 554 443 3
| 15
| 2656
| 555 444 3
|
16
| 3056
| 655 544 4
| 17
| 3456
| 665 554 4
| 18
| 3856
| 666 555 4
|
19
| 4256
| 766 655 5
| 20
| 4656
| 776 665 5
| 21
| 5056
| 777 666 5
|
22
| 5456
| 877 766 6
| 23
| 5856
| 887 776 6
| 24
| 6256
| 888 777 6
|
25
| 6656
| 988 877 7
| 26
| 7056
| 998 887 7
| 27
| 7456
| 999 888 7
|
28
| 7856
| A99 988 8
| 29
| 8256
| AA9 998 8
| 30
| 8656
| AAA 999 8
|
31
| 9056
| BAA A99 9
| 32
| 9456
| BBA AA9 9
| 33
| 9856
| BBB AAA 9
|
34
| 10256
| CBB BAA A
| 35
| 10656
| CCB BBA A
| 36
| 11056
| CCC BBB A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 9 5 6 3 4 0 1 3
| +1
| 9 5 6 4 4 1 1 4
|
+2
| 10 6 7 5 5 2 2 5
| +3
| 11 7 8 5 6 2 2 5
| +3
| 12 7 9 6 7 3 3 6
|
+4
| 12 8 9 6 7 3 3 7
| +5
| 13 9 10 7 8 4 4 8
| +5
| 13 9 10 7 8 4 4 8
|
+6
| 14 10 11 8 9 5 5 9
| +7
| 14 10 11 9 9 6 5 10
| +7
| 15 11 12 10 11 6 6 11
|
+8
| 16 12 13 10 11 7 6 11
| +9
| 16 13 13 11 12 8 7 12
| +9
| 16 13 14 12 12 8 7 13
|
+10
| 16 14 14 13 13 9 8 14
| +11
| 16 14 15 13 13 9 8 14
| +11
| 16 15 15 14 14 10 9 15
|
|
Requisites:
| Str 14, Dex 14
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Pri
| Save Table:
| 1½xPri
| Reference:
| FGE1JG
| Groups:
| Priest
|
|
|
|
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ of a spell each to cast.
| Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
| Level 1: Sanctuary continuous, as long as the Healer is not being offensive.
| Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.
| Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.
| Level 1: 1M, Touch: Target loses LVL Str. You gain LVL Con until next reset.
| Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL. This staff also doubles the effect of all healing spells cast. The staff is personal and will not work for anyone else.
| Level 5: +LVL/5 AC.
| Level 7: 1M, lose 1 Con until next reset: Raise Dead.
| Level 8: Summon Aid 20+LVL*5%
| Level 10: 1M: Etherealness.
|
|
[PC3] Priest Classes Group
Healer2
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.25
| 10- --- -
| 3
| 2.5
| 111 --- -
|
4
| 5
| 211 1-- -
| 5
| 10
| 221 11- -
| 6
| 20
| 222 111 -
|
7
| 40
| 322 211 1
| 8
| 80
| 332 221 1
| 9
| 160
| 333 222 1
|
10
| 320
| 433 322 2
| 11
| 480
| 443 332 2
| 12
| 640
| 444 333 2
|
13
| 800
| 544 433 3
| 14
| 960
| 554 443 3
| 15
| 1120
| 555 444 3
|
16
| 1280
| 655 544 4
| 17
| 1440
| 665 554 4
| 18
| 1600
| 666 555 4
|
19
| 1760
| 766 655 5
| 20
| 1920
| 776 665 5
| 21
| 2080
| 777 666 5
|
22
| 2240
| 877 766 6
| 23
| 2400
| 887 776 6
| 24
| 2560
| 888 777 6
|
25
| 2720
| 988 877 7
| 26
| 2880
| 998 887 7
| 27
| 3040
| 999 888 7
|
28
| 3200
| A99 988 8
| 29
| 3360
| AA9 998 8
| 30
| 3520
| AAA 999 8
|
31
| 3680
| BAA A99 9
| 32
| 3840
| BBA AA9 9
| 33
| 4000
| BBB AAA 9
|
34
| 4160
| CBB BAA A
| 35
| 4320
| CCB BBA A
| 36
| 4480
| CCC BBB A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +2
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +3
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+4
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +5
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +6
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+7
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +8
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 9, Wis 12
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Wiz
| Reference:
| S&S2
| Groups:
| Priest
|
|
|
|
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ of a spell each to cast.
| Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
| Level 1: Healing proficiency cures 1d4+LVL hp.
| Level 1: Your touch spells can affect up to LVL targets at one time (you must touch all targets within the same segment).
| Level 1: 1V: Death's Door, maximum negative hp this is effective = -LVL^2.
| Level 2: All friendly creatures within sight get +LVL/2 saves vs. poison.
| Level 3: All friendly creatures within sight get +LVL/3 saves vs. disease.
|
|
[PC3] Priest Classes Group
Hell's Caretaker
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 2-- --- -
| 2
| 4
| 31- --- -
| 3
| 8
| 420 --- -
|
4
| 12
| 531 a-- -
| 5
| 16
| 642 0b- -
| 6
| 20
| 653 1ac -
|
7
| 40
| 664 20b -
| 8
| 80
| 665 31a d
| 9
| 120
| 666 420 c
|
10
| 160
| 666 531 b
| 11
| 200
| 666 642 a
| 12
| 400
| 666 653 0
|
13
| 800
| 666 664 1
| 14
| 1000
| 666 665 2
| 15
| 1200
| 666 666 3
|
16
| 1400
| 666 666 4
| 17
| 1600
| 666 666 5
| 18
| 1800
| 666 666 6
|
19
| 2000
| 766 666 6
| 20
| 2200
| 776 666 6
| 21
| 2400
| 777 666 6
|
22
| 2600
| 777 766 6
| 23
| 2800
| 777 776 6
| 24
| 3000
| 777 777 6
|
25
| 3200
| 777 777 7
| 26
| 3400
| 877 777 7
| 27
| 3600
| 887 777 7
|
28
| 3800
| 888 777 7
| 29
| 4000
| 888 877 7
| 30
| 4200
| 888 887 7
|
31
| 4400
| 888 888 7
| 32
| 4800
| 888 888 8
| 33
| 5200
| 998 888 8
|
34
| 5600
| 999 988 8
| 35
| 6000
| 999 999 8
| 36
| 6200
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 9 6 6 2 2 6
| +3
| 12 8 9 6 7 3 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 14 9 11 8 9 5 4 9
| +5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
+6
| 16 12 13 11 12 7 6 12
| +7
| 16 13 14 12 12 8 7 13
| +7
| 16 14 14 13 13 9 8 14
|
+8
| 16 14 15 14 14 10 8 15
| +9
| 17 15 16 14 14 10 9 16
| +9
| 17 15 16 15 15 11 10 17
|
+10
| 17 16 16 15 16 12 10 18
| +11
| 17 16 16 16 16 13 11 19
| +11
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Str 13, Con 13, Wis 13
| Alignment:
| any E
| HD/level:
| d10
| Weapon Prof.:
| 6+level/6
| To Hit Table:
| Pri
| Save Table:
| 2xPri
| Reference:
| MTG {Planeshifted Demonologist}
| Groups:
| Priest
|
|
|
|
Turn Undead is Command for undead and demons, and Turn for golems (this is slightly unusual).
| Knows a "Devil Summoning N" spell of every SL. It is Summoning sphere, and summons a creature of DL=N (Outer, always evil).
| Level 1: "Caretaker ability": 1M, sacrifice a summon: Animate Dead a x0 or x1 dead creature the party has recently killed. This becomes your summon, and has the full stats and abilities it had in life. A being that is Beast of Xvim'd cannot be raised by this ability. The creature can never betray you, even from effects that steal or cause summons to become uncontrolled. If the sacrificed creature was a Camarid, the animated creature takes only that Camarid's summon slot.
| Level 1: "Spawn Ability": 1M, sacrifice a x1 (or greater) summon: Summon N Camarids, where N is the sacrificed summon's DL. Camarids are DL I (type Water) creatures with AC 20, hp 10, TH +10, dmg 10. You are allowed to have up to your level in Camarid summon slots. Any extra Camarids are wasted (they disappear immediately). Camarids are x0 beings; thus you cannot sacrifice a Camarid to get a Camarid.
| Level 1: aNR (Necromancy Resistance) of level*20%.
| Level 1: Free Grand access in one of these spheres (choose one): Astral, Guardian, Necromancy, Summoning.
| Level 4: Your turn undead chance is never worse than "20" (i.e. you never have a dash), regardless of the HD of the undead/demon.
| Level 4: If you "Spawn" (see Level 1 ability) a Water type summon, you get 1 more Camarid than usual (DL+1 instead of DL).
| Level 4: Choose another Grand access sphere from the choices in the level 1 ability.
| Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
| Level 8: Choose another Grand access sphere from the choices in the level 1 ability.
| Level 9: You may "Caretaker" (see the Level 1 ability) a x2 creature, but you need to do it twice (2M and sacrifice two summons), unless you are a x2 being yourself.
| Level 12: Choose the last Grand access sphere from the choices in the level 1 ability.
|
|
[PC3] Priest Classes Group
Hermit0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 7 6 4 2 3 0 0 2
| +1
| 7 6 4 3 3 0 0 3
| +1
| 7 6 4 3 4 0 1 3
|
+2
| 7 6 5 3 4 1 1 4
| +3
| 9 8 6 4 5 1 1 4
| +3
| 9 8 6 5 5 2 2 5
|
+3
| 9 8 6 5 6 2 2 5
| +4
| 9 8 7 5 6 2 2 6
| +5
| 11 10 8 6 7 3 3 6
|
+5
| 11 10 8 7 7 3 3 7
| +5
| 11 10 8 7 8 4 3 7
| +6
| 11 10 9 7 8 4 4 8
|
+7
| 12 11 10 8 9 4 4 8
| +7
| 12 11 10 9 9 5 4 9
| +7
| 12 11 10 9 10 5 5 9
|
+8
| 12 11 11 9 10 6 5 10
| +9
| 13 12 12 10 11 6 5 10
| +9
| 13 12 12 11 11 6 6 11
|
|
Requisites:
| Int 10, Wis 10, Chr 10
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| CTD0
| Save Table:
| Clr0
| Reference:
| DM
| Groups:
| Priest, Lost
|
|
|
|
Can have Exceptional Int, Wis, or Chr bonus.
| Priest Spells: Get 3 Grand, 2 Major, 1 Minor spheres.
| Has "ability to take martial arts", but there is no free style built into this class.
| Level 1: Turn Undead and Turn Cthulhoid Horrors.
| Level N (each level): +1 to Int, Wis, or Chr. (These don't have to all be the same stat.)
| Level 9+ (each level): Gain +(LVL-8)^2 followers (i.e. at level 9 get 1 follower, at level 10 get an additional 4 followers, at level 11 get an additional 9 followers, etc.).
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the hermit.
|
|
[PC3] Priest Classes Group
High Priest
Level
| KXP
| Priest 123 456 789 ABC D
| TH
|
1
| 0
| 111 --- --- -
| -1
| 2
| 1.5
| 111 1-- --- -
| +0
| 3
| 3
| 111 11- --- -
| +0
|
4
| 6
| 111 111 --- -
| +1
| 5
| 13
| 211 111 --- -
| +1
| 6
| 27.5
| 221 111 1-- -
| +1
|
7
| 55
| 222 111 1-- -
| +1
| 8
| 110
| 222 211 11- -
| +2
| 9
| 225
| 222 221 11- -
| +2
|
10
| 450
| 222 222 111 -
| +3
| 11
| 675
| 322 222 211 -
| +3
| 12
| 900
| 332 222 221 -
| +3
|
13
| 1125
| 333 222 222 1
| +3
| 14
| 1350
| 333 322 222 2
| +4
| 15
| 1575
| 333 332 222 2
| +4
|
16
| 1800
| 333 333 222 2
| +5
| 17
| 2025
| 433 333 322 2
| +5
| 18
| 2250
| 443 333 332 2
| +5
|
19
| 2475
| 444 333 333 2
| +5
| 20
| 2700
| 444 433 333 3
| +6
| 21
| 2925
| 444 443 333 3
| +6
|
22
| 3150
| 444 444 333 3
| +7
| 23
| 3375
| 444 444 433 3
| +7
| 24
| 3600
| 444 444 443 3
| +7
|
25
| 3825
| 444 444 444 3
| +7
| 26
| 4050
| 444 444 444 4
| +8
| 27
| 4275
| 544 444 444 4
| +8
|
28
| 4500
| 554 444 444 4
| +9
| 29
| 4725
| 555 444 444 4
| +9
| 30
| 4950
| 555 544 444 4
| +9
|
31
| 5175
| 555 554 444 4
| +9
| 32
| 5400
| 555 555 444 4
| +10
| 33
| 5625
| 555 555 544 4
| +10
|
34
| 5850
| 555 555 554 4
| +11
| 35
| 6075
| 555 555 555 4
| +11
| 36
| 6300
| 555 555 555 51
| +11
|
37
| 12600
| 555 555 555 52
| +11
| 38
| 18900
| 555 555 555 53
| +12
| 39
| 25200
| 555 555 555 54
| +12
|
45
| 63000
| 666 665 555 55
| +14
| 54
| 119700
| 776 666 666 661
| +17
| 63
| 176400
| 777 777 666 666
| +20
|
72
| 233100
| 887 777 777 777 1
| +23
|
|
Requisites:
| Wis 25
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/9
| To Hit Table:
| ½xPri
| Reference:
| DM
| Groups:
| Priest
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| 7+level
| RSW:
| 3+level
| PP:
| 4+level
| BW:
| 1+level
| Spell:
| 2+level
| Fort:
| 3+level
| Reflex:
| 0+level
| Will:
| 5+level
|
|
|
Can never have Grand access in a sphere of magic.
| Cannot use "weird list" or "weird sheet" or "sheets that you know" spells at all, unless you spend 1 research point per spell on them. If you do, the spell is 1 spell slot (not the normal 2 or 3).
| Can never get a stat bonus to spell progression.
| Can never use ML adders, even "Limited ML". Level books (and other sources of full levels) do function normally.
| Level 1: Gets Wis bonus as an additional save penalty.
| Level 1: 0, 1/d: Reset your spell memorization in High Priest.
| Level 1 ¶: All "-" results in the Turn Undead table are considered to be a "20" for you.
| Level 1 ¶: When using Priest Omens, roll 1d24 (without level) instead of 1d12+LVL for the result.
| Level 13 ¶: When using Priest Omens, roll 1d(2*LVL) instead of 1d12+LVL for the result.
|
|
[PC3] Priest Classes Group
Holy Monk1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.7
| (none)
| 3
| 5.7
| (none)
|
4
| 12
| (none)
| 5
| 27
| (none)
| 6
| 57
| (none)
|
7
| 117.6
| (none)
| 8
| 240
| (none)
| 9
| 420
| (none)
|
10
| 600
| (none)
| 11
| 840
| (none)
| 12
| 1140
| (none)
|
13
| 1500
| (none)
| 14
| 2100
| (none)
| 15
| 2700
| (none)
|
16
| 3300
| (none)
| 17
| 3900
| (none)
| 18
| 4500
| (none)
|
19
| 5100
| (none)
| 20
| 5700
| (none)
| 21
| 6300
| (none)
|
22
| 6900
| (none)
| 23
| 7500
| (none)
| 24
| 8100
| (none)
|
25
| 8700
| (none)
| 26
| 9300
| (none)
| 27
| 9900
| (none)
|
28
| 10500
| (none)
| 29
| 11100
| (none)
| 30
| 11700
| (none)
|
31
| 12300
| (none)
| 32
| 12900
| (none)
| 33
| 13500
| (none)
|
34
| 14100
| (none)
| 35
| 14700
| (none)
| 36
| 15300
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +2
| 10 6 7 4 5 1 1 4
| +2
| 10 6 7 5 5 2 2 5
|
+3
| 11 7 8 5 6 2 2 5
| +3
| 11 7 9 6 6 2 2 6
| +4
| 12 7 9 6 7 3 3 6
|
+4
| 12 8 9 6 7 3 3 7
| +5
| 13 8 10 7 8 4 3 7
| +5
| 13 9 10 7 8 4 4 8
|
+6
| 13 9 10 7 8 4 4 8
| +6
| 14 9 11 8 9 5 4 9
| +7
| 14 10 11 8 9 5 5 9
|
+7
| 14 10 11 9 9 6 5 10
| +8
| 15 11 12 9 10 6 5 10
| +8
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 14, Dex 14, Con 11, Wis 16
| Alignment:
| LG, LN, or NG
| HD/level:
| & +d8
| Weapon Prof.:
| 2+level
| To Hit Table:
| Rog
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Monk1}
| Groups:
| Priest, Rogue, Alternate
|
|
|
|
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
| Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
| Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
| Level 1: Natural AT is 10+level
| Level 1: Base movement rate is (14+level)"
| Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
| Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
| Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered)
| Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
| Level 3: Speak with animals (continuous).
| Level 4: Immunity to disease and slow effects (continuous).
| Level 4: Self healing (laying on hands): LVL*LVL hp, can be done once per day.
| Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
| Level 5: +1V action.
| Level 5: Open hands are considered a +1 weapon to hit.
| Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
| Level 6: Empathy once per day.
| Level 7: Invisibility (psi freq. 0) level times per day.
| Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
| Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
| Level 8: Body Control, level/2 turns/day.
| Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
| Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
|
Lvl
| Holy Monk Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Move Silently | Passwall | Immovability
| V
| 0
| Dex-15
| Dex-18
| 1
| Curing (1 hp per 1%), self or others
| V
| 0
| Wis-9
| Wis-12
| 1
| Restore stat damage (1 per 5%), self or others
| V
| 0
| Wis-9
| Wis-12
|
1
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
| 1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
|
1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
| 2
| Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse
| V
| 0
| Wis-9
| Wis-12
|
2
| Concealment/Blending | Misdirection | Non-Detection
| M
| 20
| Wis-12
| Wis-14
| 3
| Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking
| V
| 75
| Dex-11
| Dex-15
| 4
| Restore level drains (1 per 10%), self or other
| V
| 0
| Wis-9
| Wis-12
|
4
| Clearness of Thought (get a 2nd die roll on any 1 effect /r)
| MM
| 0
| Wis-18
| Wis-25
| 5
| Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop
| P
| 50
| Str-12
| Str-14
| 6
| Hold Breath | Hold Life
| P
| 15
| Con-15
| Con-17
|
6
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 7
| Blink | Controlled Blink
| M
| 20
| Wis-12
| Wis-17
| 8
| Intuition (+1 per 20% made to Intuition)
| M
| 0
| Chr-9
| Chr-12
|
8
| Willpower (+1 per 20% made to Willpower)
| M
| 0
| Chr-9
| Chr-12
| 9
| Inner Focus (+1 Str/Dex/Con for 1r per 10% made)
| M
| 5
| Wis-10
| Wis-20
| 10
| Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL)
| #M
| 0
| Wis-12
| Wis-36
|
12
| Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M)
| VV
| 15
| Dex-12
| Dex-15
| 15
| Energy Control | Adaptation | Immune to Hostile Environments
| PV
| 30
| Con-9
| Con-12
| 18
| Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form
| PP
| 40
| Con-24
| Con-24
|
27
| Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr)
| FFF
| 0
| Chr-36
| Chr-54
|
Exp Level:
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| 11
| 12
| 13
| 14
| 15
| 16
| 17+
|
Open Hand Dmg:
| 1d3
| 1d4
| 1d6
| 1d6
| 1d6+1
| 2d4
| 2d4+1
| 2d6
| 3d4
| 2d6+1
| 3d4+1
| 4d4
| 4d4+1
| 5d4
| 6d4
| 5d6
| 8d4
| Open Hand #Att:
| 1/1
| 1/1
| 1/1
| 5/4
| 5/4
| 3/2
| 3/2
| 3/2
| 2/1
| 2/1
| 5/2
| 5/2
| 5/2
| 3/1
| 3/1
| 4/1
| 4/1
|
|
[PC3] Priest Classes Group
Holy Order of Stars Evil1
Level
| KXP
| Priest 123 456 7
|
1
| 1.5
| 1a- --- -
| 2
| 3
| 20- --- -
| 3
| 6
| 21a --- -
|
4
| 12.5
| 220 --- -
| 5
| 20
| 331 a-- -
| 6
| 35
| 332 0-- -
|
7
| 60
| 332 1a- -
| 8
| 90
| 333 20- -
| 9
| 200
| 443 21a -
|
10
| 400
| 443 320 -
| 11
| 650
| 544 321 -
| 12
| 1000
| 655 321 a
|
13
| 1350
| 666 422 0
| 14
| 1700
| 666 432 1
| 15
| 2050
| 666 532 1
|
16
| 2400
| 666 542 1
| 17
| 2750
| 666 643 2
| 18
| 3100
| 666 654 3
|
19
| 3450
| 666 664 3
| 20
| 3800
| 666 665 3
| 21
| 4150
| 666 666 3
|
22
| 4500
| 666 666 4
| 23
| 4850
| 666 666 5
| 24
| 5200
| 666 666 6
|
25
| 5550
| 777 766 6
| 26
| 5900
| 777 777 6
| 27
| 6250
| 777 777 7
|
28
| 6600
| 888 877 7
| 29
| 6950
| 888 888 7
| 30
| 7300
| 888 888 8
|
31
| 7650
| 999 988 8
| 32
| 8000
| 999 999 8
| 33
| 8350
| 999 999 9
|
34
| 8700
| AAA A99 9
| 35
| 9050
| AAA AAA 9
| 36
| 9400
| AAA AAA A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 9
| Alignment:
| any E
| HD/level:
| d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DLA1
| Groups:
| Priest
|
|
|
|
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
| Treat them as Cleric1, but with different XP and spell progressions.
| They do get the free material componenting for spells.
|
|
[PC3] Priest Classes Group
Holy Order of Stars Good 1
Level
| KXP
| Priest 123 456 7
|
1
| 2
| 1-- --- -
| 2
| 4
| 20- --- -
| 3
| 7.5
| 21- --- -
|
4
| 15
| 220 --- -
| 5
| 25
| 331 --- -
| 6
| 40
| 332 0-- -
|
7
| 90
| 332 1-- -
| 8
| 160
| 333 20- -
| 9
| 250
| 443 21- -
|
10
| 500
| 443 320 -
| 11
| 750
| 544 321 -
| 12
| 1000
| 655 322 -
|
13
| 1250
| 666 422 -
| 14
| 1500
| 666 532 -
| 15
| 1750
| 777 542 0
|
16
| 2000
| 777 653 1
| 17
| 2250
| 888 663 1
| 18
| 2500
| 888 764 2
|
19
| 2750
| 888 764 3
| 20
| 3000
| 888 764 4
| 21
| 3250
| 888 765 5
|
22
| 3500
| 888 766 6
| 23
| 3750
| 888 777 7
| 24
| 4000
| 888 888 8
|
25
| 4250
| 999 988 8
| 26
| 4500
| 999 999 8
| 27
| 4750
| 999 999 9
|
28
| 5000
| AAA A99 9
| 29
| 5250
| AAA AAA 9
| 30
| 5500
| AAA AAA A
|
31
| 5750
| BBB BAA A
| 32
| 6000
| BBB BBB A
| 33
| 6250
| BBB BBB B
|
34
| 6500
| CCC CBB B
| 35
| 6750
| CCC CCC B
| 36
| 7000
| CCC CCC C
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 9
| Alignment:
| any G
| HD/level:
| +d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DLA1
| Groups:
| Priest
|
|
|
|
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
| Treat them as Cleric1, but with different XP and spell progressions.
| They do get the free material componenting for spells.
|
|
[PC3] Priest Classes Group
Holy Order of Stars Neutral 1
Level
| KXP
| Priest 123 456 7
|
1
| 1.5
| 20- --- -
| 2
| 3
| 210 --- -
| 3
| 6
| 321 --- -
|
4
| 13
| 422 --- -
| 5
| 27.5
| 432 0-- -
| 6
| 55
| 432 1-- -
|
7
| 110
| 443 1-- -
| 8
| 225
| 443 20- -
| 9
| 450
| 543 21- -
|
10
| 675
| 543 320 -
| 11
| 900
| 553 321 0
| 12
| 1125
| 554 432 1
|
13
| 1350
| 655 432 1
| 14
| 1575
| 666 642 1
| 15
| 1800
| 666 643 1
|
16
| 2025
| 666 654 1
| 17
| 2250
| 766 654 2
| 18
| 2475
| 766 654 3
|
19
| 2700
| 766 654 4
| 20
| 2925
| 766 655 5
| 21
| 3150
| 766 666 6
|
22
| 3375
| 777 666 6
| 23
| 3600
| 777 776 6
| 24
| 3825
| 777 777 7
|
25
| 4050
| 888 877 7
| 26
| 4275
| 888 888 7
| 27
| 4500
| 888 888 8
|
28
| 4725
| 999 988 8
| 29
| 4950
| 999 999 8
| 30
| 5175
| 999 999 9
|
31
| 5400
| AAA A99 9
| 32
| 5625
| AAA AAA 9
| 33
| 5850
| AAA AAA A
|
34
| 6075
| BBB BAA A
| 35
| 6300
| BBB BBB A
| 36
| 6525
| BBB BBB B
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 9
| Alignment:
| any N
| HD/level:
| d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DLA1
| Groups:
| Priest
|
|
|
|
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
| Treat them as Cleric1, but with different XP and spell progressions.
| They do get the free material componenting for spells.
|
|
[PC3] Priest Classes Group
Holy Order of Stars Stupid1
Level
| KXP
| Priest 123 456 789
|
1
| 1.75
| 1a- --- ---
| 2
| 3.5
| 20- --- ---
| 3
| 7
| 21a --- ---
|
4
| 14
| 320 --- ---
| 5
| 28
| 421 a-- ---
| 6
| 56
| 422 0-- ---
|
7
| 112
| 432 1a- ---
| 8
| 224
| 433 20- ---
| 9
| 450
| 433 21a ---
|
10
| 900
| 443 220 ---
| 11
| 1300
| 444 331 ---
| 12
| 1700
| 444 441 a--
|
13
| 2100
| 555 442 0--
| 14
| 2500
| 555 442 1a-
| 15
| 2900
| 555 552 10-
|
16
| 3300
| 555 553 21a
| 17
| 3700
| 555 553 320
| 18
| 4100
| 555 553 321
|
19
| 4500
| 555 553 331
| 20
| 4900
| 555 554 332
| 21
| 5300
| 555 554 442
|
22
| 5700
| 555 555 443
| 23
| 6100
| 555 555 553
| 24
| 6500
| 555 555 554
|
25
| 6900
| 555 555 555
| 26
| 7300
| 666 655 555
| 27
| 7700
| 666 666 655
|
28
| 8100
| 666 666 666
| 29
| 8500
| 777 766 666
| 30
| 8900
| 777 777 766
|
31
| 9300
| 777 777 777
| 32
| 9700
| 888 877 777
| 33
| 10100
| 888 888 877
|
34
| 10500
| 888 888 888
| 35
| 10900
| 999 988 888
| 36
| 11300
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 13, Wis 13
| Alignment:
| any S (overwrite)
| HD/level:
| d9
| Weapon Prof.:
| 5+level/2
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM {Planeshifted HOSE1}
| Groups:
| Priest, Alternate
|
|
|
|
This class sets the second component of your alignment to "S" (Stupid). This overwrites the G-E axis requirement on all of your classes to "S".
| Casting spells costs 1P instead of 1M.
| Material componenting for spells costs a 0 action. If you use 1V in addition, you get double material componenting (triple effect total).
| Turn undead; cannot command.
| Cannot use M actions at all; if you get an M action somehow, it is immediately converted into 1P+1V.
| Cannot make Intelligence checks or "disbelieve".
| Has a Personality score of 0 vs. intelligent items.
| Every ODD level: Gets a Smiter5 pick; see below.
|
|
Levels
| Pick
| Description
|
Levels 1, 3, 5:
| A
| 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
| B
| 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
| C
| 1M: Shut off target familiar or specialty priest power
| D
| 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
| E
| +1 grand sphere
|
Levels 7, 9, 11:
| F
| Do double damage with weapon attacks vs. Chaotic creatures
| G
| Can convert P -> M actions
| H
| 0, 1/d: Counter a Divine Intervention
| I
| Emulate the abilities of (LVL-3)/2 specialty priest powers
| J
| Can turn undead using just 1V action
|
Levels 13, 15, 17:
| K
| Do double spell effects vs. Chaotic creatures
| L
| Inverse Astral projection
| M
| 1M: Shut off Concordant effect (aXR to resist)
| N
| 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
| O
| Can turn Chaotic creatures as if they were undead
|
Levels 19, 21, 23:
| P
| Resist all things done to you by Chaotic creatures
| Q
| Can project to any plane (pick 3 stats to copy to other stats)
| R
| Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
| S
| Immune Moo
| T
| Can turn anyone not of your Religion as if they were undead
|
Levels 25, 27, 29:
| U
| Immune all things done to you by Chaotic creatures
| V
| You have no home plane; your truename cannot be erased; immune incursion
| W
| Anti-Godly shell: Immune to one G action effect /s, even in [X] section
| X
| Immune Pixelation
| Y
| xLVL to CL for Turn Undead; Ignore Immune Turning
| Z
|
|
|
[PC3] Priest Classes Group
Holy Warrior3
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 0-- --- ---
| 2
| 2
| 1-- --- ---
| 3
| 4
| 2a- --- ---
|
4
| 8
| 30- --- ---
| 5
| 16
| 32a --- ---
| 6
| 32
| 430 --- ---
|
7
| 64
| 432 a-- ---
| 8
| 128
| 443 0-- ---
| 9
| 180
| 543 2a- ---
|
10
| 225
| 544 30- ---
| 11
| 275
| 554 32- ---
| 12
| 330
| 554 43a ---
|
13
| 390
| 655 432 a--
| 14
| 455
| 655 443 0--
| 15
| 525
| 665 543 2a-
|
16
| 600
| 665 544 30-
| 17
| 680
| 666 554 32a
| 18
| 765
| 666 554 430
|
19
| 855
| 666 655 432
| 20
| 950
| 666 655 443
| 21
| 1050
| 666 665 544
|
22
| 1155
| 666 665 555
| 23
| 1265
| 666 666 555
| 24
| 1380
| 666 666 655
|
25
| 1500
| 666 666 665
| 26
| 1625
| 666 666 666
| 27
| 1755
| 766 666 666
|
28
| 1890
| 776 666 666
| 29
| 2030
| 777 666 666
| 30
| 2175
| 777 766 666
|
31
| 2325
| 777 776 666
| 32
| 2480
| 777 777 666
| 33
| 2640
| 777 777 766
|
34
| 2805
| 777 777 776
| 35
| 2975
| 777 777 777
| 36
| 3150
| 877 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 5 2 3 0 0 2
| +2
| 8 4 6 3 4 0 0 3
| +3
| 9 5 6 3 4 0 1 3
|
+4
| 9 5 6 4 4 1 1 4
| +5
| 10 6 7 4 5 1 1 4
| +6
| 10 6 7 5 5 2 2 5
|
+7
| 11 7 8 5 6 2 2 5
| +8
| 11 7 9 6 6 2 2 6
| +9
| 12 7 9 6 7 3 3 6
|
+10
| 12 8 9 6 7 3 3 7
| +11
| 13 8 10 7 8 4 3 7
| +12
| 13 9 10 7 8 4 4 8
|
+13
| 13 9 10 7 8 4 4 8
| +14
| 14 9 11 8 9 5 4 9
| +15
| 14 10 11 8 9 5 5 9
|
+16
| 14 10 11 9 9 6 5 10
| +17
| 15 11 12 9 10 6 5 10
| +18
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 0
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 9+level/10
| To Hit Table:
| +level
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Warrior3}
| Groups:
| Warrior, Priest, Alternate
|
|
|
|
Level 9: Pick any other Priest class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.
|
|
[PC3] Priest Classes Group
Inept-2
Level
| KXP
| Priest Psi-2 123 456 mMG
|
1
| 0
| 1-- --- 1--
| 2
| 2
| 1-- --- 2--
| 3
| 4
| 2-- --- 3--
|
4
| 8
| 20- --- 4--
| 5
| 16
| 21- --- 41-
| 6
| 32
| 21- --- 42-
|
7
| 64
| 32- --- 43-
| 8
| 128
| 320 --- 44-
| 9
| 180
| 321 --- 441
|
10
| 225
| 321 --- 442
| 11
| 275
| 332 --- 443
| 12
| 330
| 332 0-- 444
|
13
| 390
| 332 1-- 544
| 14
| 455
| 332 1-- 554
| 15
| 525
| 333 2-- 555
|
16
| 600
| 333 20- 655
| 17
| 680
| 333 21- 665
| 18
| 765
| 333 21- 666
|
19
| 855
| 333 32- 766
| 20
| 950
| 333 32- 776
| 21
| 1050
| 333 33- 777
|
22
| 1155
| 433 33- 877
| 23
| 1265
| 443 33- 887
| 24
| 1380
| 444 33- 888
|
25
| 1500
| 444 43- 988
| 26
| 1625
| 444 44- 998
| 27
| 1755
| 444 440 999
|
28
| 1890
| 444 441 A99
| 29
| 2030
| 444 442 AA9
| 30
| 2175
| 444 443 AAA
|
31
| 2325
| 444 444 BAA
| 32
| 2480
| 544 444 BBA
| 33
| 2640
| 554 444 BBB
|
34
| 2805
| 555 444 CBB
| 35
| 2975
| 555 544 CCB
| 36
| 3150
| 555 554 CCC
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +2
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+3
| 11 7 8 5 6 2 2 5
| +4
| 11 7 9 6 6 2 2 6
| +4
| 12 7 9 6 7 3 3 6
|
+5
| 12 8 9 6 7 3 3 7
| +5
| 13 8 10 7 8 4 3 7
| +6
| 13 9 10 7 8 4 4 8
|
+6
| 13 9 10 7 8 4 4 8
| +7
| 14 9 11 8 9 5 4 9
| +7
| 14 10 11 8 9 5 5 9
|
+8
| 14 10 11 9 9 6 5 10
| +8
| 15 11 12 9 10 6 5 10
| +9
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 6, Dex 8, Chr 6
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Adept3}
| Groups:
| Priest, Psionicist, Alternate
|
|
|
|
Considered 3rd edition (gets a Feat at 1st level).
| Gets Wisdom bonus for spell progression.
| PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)/2
| Has "cotangents" instead of "tangents". 3 cotangents is a "Detract".
| If you are Detracted to someone, you are considered Dust of Disappearanced to them, and they cannot directly target you or your effects.
|
|
[PC3] Priest Classes Group
Psi-2 Devotions (Minors)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Adrenalin Drain
| Metab
| Con-3
| 8+4/r
| 6 Str,Dex,or Con dmg
| 6 to all three
| DM
| 2
| Anti-Astral Projection
| Port
| Int
| 6+2/h
| Anti-Astral Projection
| Colorless pool nearby
| DM
| 3
| Biogiveback
| Metab
| Con-2
| 6+3/r
| +2 dmg/att; +level/3 TH bonus
| +level TH bonus instead
| DM
|
4
| Cause Disease
| Metab
| Con-3
| 12
| Cause Disease
| Cause 2 diseases
| DM
| 5
| Cell Adjustment
| Metab
| Con-3
| 1/hp
| max 20*level hp /r; disease=+5 PSPs
| Half cost in PSPs
| DM
| 6
| Decelerate
| Metab
| Con-2
| 10+10/m
| Target loses next action (save)
| next 2 actions
| DM
|
7
| Deflect
| Kinet
| Int
| 4
| Deflect a melee attack
| --
| DM
| 8
| Detract
| Telep
| Wis
| Int+1/r
| -2 check if resisting
| Maintained 4r for free
| DM
| 9
| Gird
| M-Psi
| Int-3
| 2*M/m
| Set off someone's trigger prematurely
| --
| DM
|
10
| Half Pain
| Metab
| Con-3
| 7
| Take half damage from one person for 1t
| --
| DM
| 11
| Inertial Improver
| Kinet
| Con-3
| 7+5/r
| +1 to #Atts in your group (everyone)
| Missiles do +1 die of dmg
| DM
| 12
| Magnify
| M-Psi
| Wis-5
| 25M+M/r
| Mult. power (Max=level/5+1)
| M+1, no extra cost
| DM
|
13
| NoBlink
| Port
| Int+1
| 7+3/r
| Blinking does not function within 100'
| within 1000'
| DM
| 14
| Receptacle
| M-Psi
| Wis-5
| 1/r
| Gem:1/100gp;Item:(2W+I+C-40)*L
| --
| DM
| 15
| Reduced Strength
| Metab
| Wis-3
| 2S+S/r
| Strength dmg, Max=level
| Max=2*level
| DM
|
16
| Replacement
| Metab
| Con-3
| 6+3/r
| Ignore displacement
| Ignore mirror images
| DM
| 17
| Reverse Carapace
| Metab
| Int
| 5+1/r
| -level AC; +(11-level) Dex
| No AC loss
| DM
| 18
| Sight Less
| Telep
| Con-3
| C+5/m
| Blindness (save)
| Deafness (save)
| DM
|
19
| Sound Less
| Telep
| Con-2
| C+4/t
| Deafness (save)
| Blindness (save)
| DM
| 20
| Taste Less
| Telep
| Con-2
| C+4/t
| Cannot taste, drink potions, eat pills (save)
| Target cannot smell
| DM
| 21
| Time Diminish
| Port
| Int-7
| 54/r
| -3 M, -3 P, -3 V (save)
| -1 more each type
| DM
|
22
| Time Halve
| Port
| Int-1
| 22/s
| Lose one instance of "Q" on all action types
| -4 AC/save; -2 TH
| DM
| 23
| Ungraft Weapon
| Metab
| Con-5
| 10+1/r
| Unconnect weapon from body; -1/-1
| Penalty is -4/-4
| DM
| 24
| Weakness of the Land
| Metab
| Con-2
| 10+2/r
| 25 dmg, -3 TH, -3 dmg, -25% MR
| Lasts 5r after maint.
| DM
|
|
[PC3] Priest Classes Group
Psi-2 Sciences (Majors)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Acidify
| Kinet
| Con-3
| 18
| (level)d6 acid dmg (save:½)
| (2*level)d6 acid damage
| DM
| 2
| Complete Harming
| Metab
| Con
| 30
| Harm at end of round (not segment)
| Harm at end of segment
| DM
| 3
| Degenerate
| Metab
| Con-4
| 18+6/t
| Degenerate (LVL /s)
| 2*LVL /s
| DM
|
4
| Endorphin Drain
| Metab
| Chr-6
| 16+8/r
| 6 Int,Wis,or Chr dmg
| 6 to all three
| DM
| 5
| Energy Release
| Metab
| Con-2
| 1/die
| +CL to CL on your next damaging power
| --
| DM
| 6
| Fate Less
| Telep
| Con-5
| C+5/t
| You and biggest enemy in area take 0 dmg
| --
| DM
|
7
| Inprobability Travel
| Port
| Int
| 20+8/h
| Go to Anti-Astral physically
| Colorless pool nearby
| DM
| 8
| Insens. to Psychic Imp.
| Clair
| Wis-4
| 12+2/m
| Resist Psionics
| Resist Anti-Psionics
| DM
| 9
| Life Field
| Metab
| Con-8
| 40
| All in party all healed for LVL hp
| 2*LVL hp instead
| DM
|
10
| Reintegrate
| Kinet
| Wis-4
| 40
| Cure a disintegrate
| Cure an annihilate
| DM
| 11
| Split Body
| M-Psi
| Wis-5
| 40+6/r
| +1 P action
| +1 more P action
| DM
|
|
Psi-2 High Sciences (Grands)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| A/B Acceleration
| Metab
| Con-6
| 20/r
| +CL A actions /r (range sight)
| B instead of A
| DM
| 2
| Alter Reality
| All
| Any-10
| 250
| Alter Reality or Psi-1 major
| Double CL effect
| DM
| 3
| Eelemental Composition
| Metab
| Con-4
| 24+3/r
| Can be any Normal/Para/Quasi Eele
| Can be Semi Eele
| DM
|
4
| Grand Acidify
| Kinet
| Con-5
| 27
| CLd20 acid damage
| Use d30's
| DM
| 5
| Legendary Drain
| Metab
| Chr-24
| 24+12/r
| 6 Cml, Luck, or CL dmg
| 6 all three
| DM
| 6
| Mass Detract
| Telep
| Wis
| L+1/r
| L=sum of targets' levels
| PSP cost halved
| DM
|
7
| Steal Actions
| M-Psi
| *Auto*
| 0
| Steal an action (save)
| --
| DM
| 8
| Ultrasword [-X]
| Telep
| Chr-5
| 20
| Ignore non-racial immunity to psionics
| --
| DM
| 9
| Weakness of the World
| Metab
| Con-6
| 10/r
| -9/-9 AC/saves, -25% RR/MR/PsiR
| Lasts 5r after maint.
| DM
|
10
| Weapon Familiarity
| Clair
| Int-8
| 200/d
| +1 slot in every weapon prof
| +LVL feats
| DM
|
|
Psi-2 Supers
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| C/X Acceleration
| Metab
| Chr-10
| 30/r
| +CL C actions /r (range sight)
| Can convert 14C -> 1X
| DM
| 2
| Change Reality
| All
| Any-20
| 400
| Change Reality or Psi-1 grand
| Double CL effect
| DM
| 3
| Magic Inertial Improver
| Port
| Dex-18
| 70/r
| Spells give no save in your group
| --
| DM
|
4
| Planetary Acidify
| Kinet
| Con-25
| 3600
| Acidifies 1 planet or moon (!)
| 2 planets or moons!
| DM
| 5
| Public Access Lock
| Clair
| Int-20
| 90/r
| Your truename is unknowable
| Thoughts unknowable too
| DM
| 6
| Spirit on the Ground
| Telep
| Chr-15
| 1/week
| Cannot use M actions; can use 2P/s
| Can use 3P /s
| DM
|
|
[PC3] Priest Classes Group
Kabbalist1JG
Level
| KXP
| Priest 123 456 78
|
1
| 0
| abc def gh
| 2
| 2.5
| 0ab cde fg
| 3
| 5
| 10a bcd ef
|
4
| 10
| 20a bcd ef
| 5
| 20
| 310 bcd ef
| 6
| 40
| 420 abc de
|
7
| 80
| 530 abc de
| 8
| 160
| 641 0ab cd
| 9
| 320
| 752 0ab cd
|
10
| 820
| 863 0ab cd
| 11
| 1320
| 974 0ab cd
| 12
| 1820
| A85 10a bc
|
13
| 2320
| B96 20a bc
| 14
| 2820
| CA7 30a bc
| 15
| 3320
| DB8 40a bc
|
16
| 3820
| EC9 50a bc
| 17
| 4320
| FDA 610 ab
| 18
| 4820
| GEB 720 ab
|
19
| 5320
| HFC 830 ab
| 20
| 5820
| IGD 940 ab
| 21
| 6320
| JHE A50 ab
|
22
| 6820
| KIF B60 ab
| 23
| 7320
| LJG C71 0a
| 24
| 7820
| MKH D82 0a
|
25
| 8320
| NLI E93 0a
| 26
| 8820
| OMJ FA4 0a
| 27
| 9320
| PNK GB5 0a
|
28
| 9820
| QOL HC6 0a
| 29
| 10320
| RPM ID7 0a
| 30
| 10820
| SQN JE8 10
|
31
| 11320
| TRO KF9 20
| 32
| 11820
| USP LGA 30
| 33
| 12320
| VTQ MHB 40
|
34
| 12820
| WUR NIC 50
| 35
| 13320
| XVS OJD 60
| 36
| 13820
| YWT PKE 70
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +0
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 4 5 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 8 5 6 2 2 5
| +2
| 11 7 9 6 6 2 2 6
| +2
| 12 7 9 6 7 3 3 6
|
+3
| 12 8 9 6 7 3 3 7
| +3
| 13 8 10 7 8 4 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 13 9 10 7 8 4 4 8
| +4
| 14 9 11 8 9 5 4 9
| +4
| 14 10 11 8 9 5 5 9
|
+5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 9 10 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Con 11, Int 11
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| FGE1JG
| Groups:
| Priest
|
|
|
|
Spells as per Attendant. Gets Intelligence bonus for Spell Progression (not Wisdom).
| Level 1: Read (but not Write) Languages continuous.
| Level 1: Decipher Code 23+LVL*5-(LVL of code)*5%; takes (LVL of code-writer)/(Kabbalist LVL) hours.
| Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10). You must target the spell before knowing what the effect is. You may declare you are reversing the spell (again, before knowing what it is).
| Level 1: +2 language slots per level.
| Level 1: Legend Lore 15+LVL*5%
| Level 1: Magic Mapping LVL*5% (maps within LVL*30').
| Level 1: 1M, LVL/d: Summon Spirit 40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%
| Level 3: +LVL/3 AC.
| Level 5: +LVL/5 to hit.
|
|
[PC3] Priest Classes Group
Kami Spirit
Level
| KXP
| Kami [Myojin] 789 [7]
| TH
|
1
| 0
| 1-- [-]
| +1
| 2
| 5
| 2-- [-]
| +2
| 3
| 10
| 3-- [-]
| +3
|
4
| 20
| 4-- [-]
| +4
| 5
| 40
| 5-- [-]
| +5
| 6
| 80
| 6-- [-]
| +6
|
7
| 160
| 7-- [-]
| +7
| 8
| 320
| 8-- [-]
| +8
| 9
| 640
| 9-- [-]
| +9
|
10
| 1120
| A-- [-]
| +10
| 11
| 1600
| A1- [-]
| +11
| 12
| 2080
| A2- [-]
| +12
|
13
| 2560
| A3- [-]
| +13
| 14
| 3040
| A4- [-]
| +14
| 15
| 3520
| A5- [-]
| +15
|
16
| 4000
| A6- [-]
| +16
| 17
| 4480
| A7- [-]
| +17
| 18
| 4960
| A8- [-]
| +18
|
19
| 5440
| A9- [-]
| +19
| 20
| 5920
| AA- [-]
| +20
| 21
| 6400
| AA1 [-]
| +21
|
22
| 6880
| AA2 [-]
| +22
| 23
| 7360
| AA3 [-]
| +23
| 24
| 7840
| AA4 [-]
| +24
|
25
| 8320
| AA5 [-]
| +25
| 26
| 8800
| AA6 [-]
| +26
| 27
| 9280
| AA7 [1]
| +27
|
28
| 9760
| AA8 [1]
| +28
| 29
| 10240
| AA9 [1]
| +29
| 30
| 10720
| AAA [1]
| +30
|
31
| 11200
| BAA [1]
| +31
| 32
| 11680
| BBA [1]
| +32
| 33
| 12160
| BBB [1]
| +33
|
34
| 12640
| CBB [2]
| +34
| 35
| 13120
| CCB [2]
| +35
| 36
| 13600
| CCC [2]
| +36
|
37
| 27200
| CCC [3]
| +37
| 38
| 40800
| CCC [4]
| +38
| 39
| 54400
| CCC [5]
| +39
|
45
| 136000
| CCC [B]
| +45
| 54
| 258400
| EEE [D1]
| +54
| 63
| 380800
| EEE [DA]
| +63
|
72
| 503200
| FFF [EE1]
| +72
|
|
Requisites:
| Con 16, Wis 12, Chr 16,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| & d7
| Weapon Prof.:
| & level
| Reference:
| MTG {Reduced Myojin / Legendary Spirit}
| Groups:
| Priest, Concordant (x1), Monster
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+10
| Fort:
| level+10
| RSW:
| level+10
| Reflex:
| level+0
| PP:
| level+10
| Will:
| level+10
| BW:
| level+0
| Spell:
| level+10
|
|
Barbarian Con, Exceptional Wis, and Exceptional Chr bonus.
| Gets Wis bonus to spell progression, but remember the first SL is "7th's" here.
| This class can cast Priest spells of SL=LVL or less. Priest spells below SL=6 use a SL=7 slot each. So at 3rd level you can cast a Priest 3rd by using a SL=7 slot.
| Kami spells are resisted using IR.
| Kami spells are hard to dispel (require 2 dispels, as if they were x2 multiplier).
| "Kami" is a Priest Sphere, but costs 4 Grands to actually be Grand in it.
| Level 1 ¶: 1M: Summon a DL=(LVL+1)/2 Spirit.
| Level 1 ¶: +1 GGL pick in a god that has a Con, Wis, or Chr requirement.
| Level 1 ¶: Gets +SN S actions per round; where SN is the session number.
| Level 9 ¶: +LVL/9 ihp.
| Level 27 Note: Your "CCL" for Myojin spells is CL-26.
|
|
[PC3] Priest Classes Group
Kami Spirit Spells
SL
| #
| Spell
| Effect (Note: The "+N spirits in a summon slot" powers stack)
|
7
| 1
| Ancient Law
| Dispel a x1 or x2 effect.
| 7
| 2
| Crescent Moon
| The party gets +1slowS action (this does not count as a Haste)
| 7
| 3
| Deathknell
| Can have +1 spirit in a summon slot; 1M, spend X hp: Target gets +X*CL TH and dmg with his next attack.
|
7
| 4
| False Hope
| 1bM: Take no damage from one attack or effect
| 7
| 5
| Hana
| 0, 1/t: Fork (your effect only)
| 7
| 6
| Hearth
| Dispel a x1 or x2 item.
|
7
| 7
| Hunt
| If your subordinates are in your group, they get +1 DL.
| 7
| 8
| Lantern
| Fly at 12*CL" (A); 0: Faerie Fire (target loses 2 AC)
| 7
| 9
| Pain
| 1M, sacrifice a summon: Deal CL*DL*DL fire dmg to one group (no save; DL=DL of summon)
|
7
| 10
| Teardrop
| 1M, 1/t: +1W action next segment. [ You can use a W as an S action, but you still can use only 1S+1V per segment. 1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. ]
| 7
| 11
| Traproot
| The party can melee with flying creatures (CL miles "Reach" upwards)
| 7
| 12
| Twisted Reflection
| 0, sacrifice a summon: Counterspell
|
7
| 13
| Waning Moon
| 1M: Fear a group (no save; they will not run through the dungeon generating ?'s)
| 8
| 1
| Briarknit
| Your subordinates get +1 DL and +CL rhp.
| 8
| 2
| Empty Graves
| Can have +3 spirits in a summon slot; Your summons get +1 offensive DL, -1 defensive DL
|
8
| 3
| Fiddlehead
| Regenerate CL hp/s. Each segment may use this regeneration on any friendly target in sight.
| 8
| 4
| Fire's Roar
| 1M: A group's AC becomes 0 (no save; |AC| becomes AC, ||AC|| becomes |AC|)
| 8
| 5
| Gibbering
| Fly at 12*CL" (A); Can have +3 spirits in a summon slot.
|
8
| 6
| Hundred-Talon
| Can have +4 spirits in a summon slot.
| 8
| 7
| Innocence
| 1M: A group loses their ability to use 1S+1V next time they act (no save)
| 8
| 8
| Old Stone
| +35 AC and saves.
|
8
| 9
| Painted Road
| Immune to CL/2 Elements or spells/psionic powers by name
| 8
| 10
| Tattered Shoji
| Wind Walk 96" on the party; the party gains +25 AC and saves.
| 8
| 11
| Tended Garden
| Every segment you don't act, you may do the Summon Spirit "Level:" ability for 1N action. Can have +3 spirits in a summon slot.
|
9
| 1
| Honored Dead
| Whenever you deal damage in any way, you are cured that much dmg.
| 9
| 2
| Lunacy
| Can have +5 spirits in a summon slot.
| 9
| 3
| Moss
| Each summon slot of yours may engage two groups of enemies instead of one.
|
9
| 4
| Nightsoil
| Can have +5 spirits in a summon slot.
| 9
| 5
| Palace Fields
| You don't lose initiative, can't be surprised; Can have +5 spirits in a summon slot.
| 9
| 6
| Pus
| Can have +6 spirits in a summon slot; 1M, sacrifice a summon: Target is slain (no save)
|
9
| 7
| Thousand-Legged
| Can have +7 spirits in a summon slot.
| 9
| 8
| Vine
| Can have +6 spirits in a summon slot; 1V: Give a target +1 instance of tactical movement.
| Myojin 7 (17)
| 1
| Black Honden
| Target will have his next CCL effects Countered (no save)
|
Myojin 7 (17)
| 2
| Blue Honden
| Cast 16 SL's of Priest spells simultaneously
| Myojin 7 (17)
| 3
| Cleansing Fire
| Slay CCL groups of targets (no save)
| Myojin 7 (17)
| 4
| Green Honden
| For 1 turn, each segment, copy one of your summons (it's in the same summon slot as the original)
|
Myojin 7 (17)
| 5
| Infinite Rage
| Earthquake CCL groups, each group takes CCL^2 Bdmg (Boxes of dmg, each "Box" is 100 dmg)
| Myojin 7 (17)
| 6
| Life's Web
| Summon CCL*7 DL=7+CCL/7 monsters (you can comprehend them if over DL X)
| Myojin 7 (17)
| 7
| Night's Reach
| Natural Set CCL targets (no save)
|
Myojin 7 (17)
| 8
| Red Honden
| Spend an unspend GGL pick: Pixelate one target (no save)
| Myojin 7 (17)
| 9
| Seeing Winds
| Capital F Fix and Natural Reset one target
| Myojin 7 (17)
| 10
| White Honden
| Cureall and remove CCL [C] section effects on up to CCL targets
|
|
[PC3] Priest Classes Group
Leech
Level
| KXP
| Priest 123 456 789 ABC
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 2.5
| 20- --- ---
| +1
| 3
| 5
| 21- --- ---
| +1
|
4
| 7.5
| 320 --- ---
| +2
| 5
| 12.5
| 421 --- ---
| +3
| 6
| 25
| 422 0-- ---
| +3
|
7
| 50
| 432 1-- ---
| +4
| 8
| 100
| 433 20- ---
| +5
| 9
| 200
| 433 210 ---
| +5
|
10
| 400
| 443 221 ---
| +6
| 11
| 650
| 444 321 0--
| +7
| 12
| 900
| 444 421 10-
| +7
|
13
| 1150
| 555 432 111
| +8
| 14
| 1400
| 555 442 111
| +9
| 15
| 1650
| 555 552 111
| +9
|
16
| 1900
| 555 553 211
| +10
| 17
| 2150
| 555 554 321
| +11
| 18
| 2400
| 555 554 321
| +11
|
19
| 2650
| 555 554 322
| +12
| 20
| 2900
| 555 554 333
| +13
| 21
| 3150
| 555 554 444
| +13
|
22
| 3400
| 555 555 555
| +14
| 23
| 3650
| 666 666 666
| +15
| 24
| 3900
| 776 666 666
| +15
|
25
| 4150
| 777 766 666
| +16
| 26
| 4400
| 777 776 666
| +17
| 27
| 4650
| 777 777 666
| +17
|
28
| 4900
| 777 777 776
| +18
| 29
| 5150
| 777 777 777
| +19
| 30
| 5400
| 887 777 777
| +19
|
31
| 5650
| 888 777 777
| +20
| 32
| 5900
| 888 877 777
| +21
| 33
| 6150
| 888 887 777
| +21
|
34
| 6400
| 888 888 777
| +22
| 35
| 6650
| 888 888 877
| +23
| 36
| 6900
| 888 888 887 1
| +23
|
37
| 13800
| 888 888 887 2
| +24
| 38
| 20700
| 888 888 887 3
| +25
| 39
| 27600
| 888 888 887 4
| +25
|
45
| 69000
| 988 888 888 8
| +29
| 54
| 131100
| 999 999 999 81
| +35
| 63
| 193200
| A99 999 999 98
| +41
|
72
| 255300
| AAA AAA AA9 991
| +47
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+4
| +4
| +3
| +5
| +4
| -6
| -8
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Str 13, Dex 13, Con 11, Int 15, Wis 13,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any E
| HD/level:
| & +d9
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Rogue, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level-1
| Reflex:
| level-1
| Will:
| level+1
|
|
|
Considered an "Evil Outer" and a "Blood Wave" race.
| Gets 50 Rogue points per level.
| Knows the Eel sphere. Knows the Virus school as a sphere, and can cast those spells as if they were Priest spells.
| This class uses "Defiler" type magic, and drains the MF with time.
| Level 1: Immune to Diseases, Viruses, Lycanthropy.
| Level 3: Identify Object's chemical makeup by sight.
| Level 4: Periodic Table elements are considered Semi for you.
| Level 5: Detect Leeches and Eels 40' cont.
| Level 6: Periodic Table elements are considered Quasi for you.
| Level 9: 1M: Identify Magical Pool.
| Level 9: Mental link with your Leeches and Eels.
| Level 10: Periodic Table elements are considered Para for you.
| Level 18: Periodic Table elements are considered normal for you.
|
| For Rogue abilities, see next page.
|
|
[PC3] Priest Classes Group
Eels/Viruses
Eel Sphere:
| Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
| Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
| Summon Leech (SL=N): Summon a DL N Leech (DM has table)
| Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
| Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
| Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
| Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
| Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
| Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
| Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
| Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
| Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
| Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
| Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
| Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
| Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
| Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
| iHeel (SL=9): Remove CL idmg and remove CL [C] section effects
|
| Virus Sphere:
| Detect [Disease] (SL=0): Detects diseases of one particular type
| Detect Disease (SL=1): Detects diseases of any type
| Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
| Virus Summoning N (SL=N): Summons a DL=N Virus
| Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
| Cure Disease (SL=3)
| Contagion (SL=3)
| Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
| Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
| Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
| Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
| Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
| Mummy Rot (SL=5): Your touch is Mummy Rot branded
| Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
| Heal (SL=6)
| Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
| Cureall (SL=7)
| Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
| Virus Charm (SL=9)
| Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment
|
|
[PC3] Priest Classes Group
Leech Rogue Abilities
Lvl
| Leech Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
| 1
| Backstab (each 25% = x1) (increases 10/level)
| ½0
| 40
| Int-16
| Int-25
| 1
| Bag of Holding; 1M: Locate Black Market in city {Smuggler}
|
1
| Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3)
| V
| 0
| Dex-20
| Dex-25
| 1
| Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group
| V
| 10
| Int-13
| Int-15
| 1
| Fork Innate | Psionic | Magic | Radioactive
| 1M (may borrow)
| -10
| Chr-22
| Chr-22
|
1
| Pick Pockets/Shoplifting | Palm | Present | Immune PP
| P
| 15
| Dex-12
| Dex-16
| 1
| Sell items for 64+LVL% of value instead of 50%
| 1
| Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 }
| V
| 50
| Dex-12
| Dex-14
|
2
| Backdrain (do rating/10 random stat dmg) (increases 10/level)
| ½0
| 0
| Con-6
| Con-20
| 2
| Mass Pick Pockets (pick everything off of someone) (-10%/level of target)
| V
| 0
| Dex-18
| Dex-24
| 2
| Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made)
| V
| 0
| Wis-13
| Wis-18
|
3
| ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special
| M
| 20
| Dex-18
| Dex-28
| 3
| Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR
| V/N
| 0
| Dex-10
| Dex-20
| 4
| Don't generate Alley encounters | Sewer/Attic | Old City at Night
| M
| 10
| Wis-15
| Wis-20
|
4
| Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party)
| V
| 0
| Dex-15
| Dex-21
| 5
| Can "Frugal" potions (+50% to number of uses)
| 5
| Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon
| -
| 0
| Dex-18
| Dex-24
|
5
| Slimy: You and the space you're standing at can't be targetted.
| 6
| Locate Object in City || Country
| MM
|
|
|
| 7
| Immune to terrain, hostile environments {Outlaw}
|
8
| Remove Capital B Blasted or Capital M Mauled from someone
| 3F
| 100
| -
| -
| 9
| Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
| 9
| Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
|
9
| Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
| 13
| +LVL Luck; Luckstone effect {Gambler}
| 13
| Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends)
| MMMM
| 35
| Cml-22
| Cml-29
|
14
| Get +1 IM (Instantaneous Mental) action per turn.
| 14
| Immune to LVL elements/eelements (doesn't "spread")
| 20
| 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
|
24
| Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid)
| ½0
| 30
| NA
| NA
| 24
| Energy Drain+Destruction+Degenerate target ||| Put target in the Hole
| 1P+2M
| 0
| Wis-19
| Wis-25
| 24
| See in Capital D Darkness
| -
| -
| -
| -
|
27
| Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL)
| MM
| 0
| Cml-55
| Cml-70
|
|
[PC3] Priest Classes Group
Leecher1
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 20- --- ---
| 3
| 5
| 21- --- ---
|
4
| 7.5
| 320 --- ---
| 5
| 12.5
| 421 --- ---
| 6
| 25
| 422 0-- ---
|
7
| 50
| 432 1-- ---
| 8
| 100
| 433 20- ---
| 9
| 200
| 433 210 ---
|
10
| 300
| 443 221 ---
| 11
| 400
| 444 321 0--
| 12
| 500
| 444 421 10-
|
13
| 600
| 555 432 111
| 14
| 700
| 555 442 111
| 15
| 800
| 555 552 111
|
16
| 900
| 555 553 211
| 17
| 1000
| 555 554 321
| 18
| 1100
| 555 554 321
|
19
| 1200
| 555 554 322
| 20
| 1300
| 555 554 333
| 21
| 1400
| 555 554 444
|
22
| 1500
| 555 555 555
| 23
| 1600
| 666 666 666
| 24
| 1700
| 776 666 666
|
25
| 1800
| 777 766 666
| 26
| 1900
| 777 776 666
| 27
| 2000
| 777 777 666
|
28
| 2100
| 777 777 776
| 29
| 2200
| 777 777 777
| 30
| 2300
| 887 777 777
|
31
| 2400
| 888 777 777
| 32
| 2500
| 888 877 777
| 33
| 2600
| 888 887 777
|
34
| 2700
| 888 888 777
| 35
| 2800
| 888 888 877
| 36
| 2900
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 13, Dex 13, Wis 13
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM {Mirror Eeler1}
| Groups:
| Priest, Mirror
|
|
|
|
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
| Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
| This class uses "Defiler" type magic, and drains the MF with time.
| Level 5: Detect Leeches and Eels 40' cont.
| Level 9: 1M: Identify Magical Pool.
| Level 9: Gain four 1st level Eelemental Wizard spells in your memorization per day.
| Level 9: Mental link with your Leeches and Eels.
| Level 12: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
|
| Eel Sphere:
| Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
| Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
| Summon Leech (SL=N): Summon a DL N Leech (DM has table)
| Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
| Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
| Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
| Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
| Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
| Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
| Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
|
| New Eel Sphere spells to this class:
| Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
| Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
| Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
| Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
| Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
| Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
| Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
| iHeel (SL=9): Remove CL idmg and remove CL [C] section effects
|
|
[PC3] Priest Classes Group
Life Master1
Level
| KXP
| Wizard/Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.77
| 2-- --- ---
| 3
| 3.54
| 21- --- ---
|
4
| 7
| 211 --- ---
| 5
| 14
| 221 1-- ---
| 6
| 28
| 222 2-- ---
|
7
| 56
| 333 2-- ---
| 8
| 112
| 333 31- ---
| 9
| 224
| 443 32- ---
|
10
| 448
| 444 431 ---
| 11
| 896
| 444 432 ---
| 12
| 1792
| 444 433 ---
|
13
| 3584
| 444 444 ---
| 14
| 3777
| 555 444 1--
| 15
| 4111
| 555 554 2--
|
16
| 4444
| 555 555 3--
| 17
| 4777
| 666 555 31-
| 18
| 5111
| 666 665 32-
|
19
| 5444
| 666 666 43-
| 20
| 5777
| 777 666 431
| 21
| 6111
| 777 776 432
|
22
| 6444
| 777 777 443
| 23
| 6777
| 888 777 444
| 24
| 7111
| 888 887 544
|
25
| 7444
| 888 888 554
| 26
| 7777
| 999 888 555
| 27
| 8111
| 999 998 655
|
28
| 8444
| 999 999 665
| 29
| 8777
| AAA 999 666
| 30
| 9111
| AAA AA9 766
|
31
| 9444
| AAA AAA 776
| 32
| 9777
| BBB AAA 777
| 33
| 10111
| BBB BBB 877
|
34
| 10444
| CCC BBB 887
| 35
| 10777
| CCC CCC 888
| 36
| 11111
| CCC CCC 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +0
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 4 5 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 8 5 6 2 2 5
| +2
| 11 7 9 6 6 2 2 6
| +2
| 12 7 9 6 7 3 3 6
|
+3
| 12 8 9 6 7 3 3 7
| +3
| 13 8 10 7 8 4 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 13 9 10 7 8 4 4 8
| +4
| 14 9 11 8 9 5 4 9
| +4
| 14 10 11 8 9 5 5 9
|
+5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 9 10 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 9, Dex 12, Int 15, Wis 13, Chr 14
| Alignment:
| any G
| HD/level:
| d1+4
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Death Master1}
| Groups:
| Wizard, Priest, Alternate
|
|
|
|
Does not get Wis bonus to spells.
| Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
| Level 1: Have their own language called "The Language of Life".
| Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
| Level 1: +1d12 undead turned when successfully roll Turn Undead.
| Level 1: Immune Unlive.
| Level 1: 5% per level resistance to Necromancy spells.
| Level 2: +2 XP for assisting in a child birth.
| Level 4: Speak with anyone with Int > 10 at will.
| Level 7: Locate Person 1/d.
| Level 9: Immune to Stun, reversed healing, and any undead touch effect.
| Level 11: Immune to all Energy/Stat drains.
|
|
[PC3] Priest Classes Group
Limbologist
Level
| KXP
| Priest Psi6N 123 456 7 12
|
1
| 0
| 10- --- - 1-
| 2
| 8
| 20- --- - 2-
| 3
| 16
| 210 --- - 3-
|
4
| 24
| 320 --- - 4-
| 5
| 32
| 321 0-- - 5-
| 6
| 40
| 432 0-- - 6-
|
7
| 48
| 432 10- - 7-
| 8
| 56
| 443 20- - 8-
| 9
| 64
| 443 210 - 81
|
10
| 128
| 444 320 - 91
| 11
| 256
| 444 321 - A1
| 12
| 512
| 444 432 0 A2
|
13
| 800
| 444 443 0 B2
| 14
| 1200
| 444 443 1 C2
| 15
| 1600
| 444 444 2 C3
|
16
| 2000
| 444 444 3 D3
| 17
| 2400
| 444 444 4 E3
| 18
| 2800
| 555 544 4 E4
|
19
| 3200
| 555 555 4 F4
| 20
| 3600
| 555 555 5 G4
| 21
| 4000
| 666 655 5 G5
|
22
| 4400
| 666 666 5 H5
| 23
| 4800
| 666 666 6 I5
| 24
| 5200
| 777 766 6 I6
|
25
| 5600
| 777 777 6 J6
| 26
| 6000
| 777 777 7 K6
| 27
| 6400
| 888 877 7 K7
|
28
| 6800
| 888 888 7 L7
| 29
| 7200
| 888 888 8 M7
| 30
| 7600
| 999 988 8 M8
|
31
| 8000
| 999 999 8 N8
| 32
| 8400
| 999 999 9 O8
| 33
| 8800
| AAA A99 9 O9
|
34
| 9200
| AAA AAA 9 P9
| 35
| 9600
| AAA AAA A Q9
| 36
| 10000
| BBB BBB B QA
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Dex 14, Wis 15
| Alignment:
| any N
| HD/level:
| ++d6
| Weapon Prof.:
| 4+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Gets both Priest spells and Psi6N abilities.
| You get 2 Grand, 2 Major, and 2 Minor spheres. Your god may alter this amount.
| Concordant Psionic Points (CPPs) = (The highest of Cml, Luck, or Highest Level)*2*level.
| If you have both Limbologist and a Psi6N class, take the higher pool and add half the lower.
| Level 1: All BlahR's you face are reduced by 5*level%. All irreducible BlahR's you face are reduced by level%.
| Level 1: PR (Psionics Resistance) of level*10%.
| Level 1: AMR (Anti-Magic Resistance) of level*5%.
| Level 1: IR (Innate Resistance) of level*3%.
| Level 1: ER (Effects Resistance) of level*2%.
| Level 1: +1 MF level' radius. Cannot more than double the existing MF.
| Level 4: 1M,1P,1V,level/d: Summon a neutral outer planar creature of Dungeon Level (your level/4).
| Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
|
|
[PC3] Priest Classes Group
Martyr (Rejuvenate-Other)
Level
| KXP
| Martyr Unb Aft 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 3
| 2-- - [-] [-]
| 3
| 6
| 3-- - [-] [-]
|
4
| 12
| 4-- - [-] [-]
| 5
| 24
| 41- - [-] [-]
| 6
| 48
| 42- - [-] [-]
|
7
| 96
| 43- - [-] [-]
| 8
| 192
| 44- - [-] [-]
| 9
| 330
| 441 - [-] [-]
|
10
| 600
| 442 - [-] [-]
| 11
| 900
| 443 - [-] [-]
| 12
| 1200
| 444 - [-] [-]
|
13
| 1500
| 444 1 [-] [-]
| 14
| 1800
| 444 2 [-] [-]
| 15
| 2100
| 444 3 [-] [-]
|
16
| 2400
| 444 4 [-] [-]
| 17
| 2700
| 544 4 [-] [-]
| 18
| 3000
| 554 4 [-] [-]
|
19
| 3300
| 555 4 [-] [-]
| 20
| 3600
| 555 5 [-] [-]
| 21
| 3900
| 655 5 [-] [-]
|
22
| 4200
| 665 5 [-] [-]
| 23
| 4500
| 666 5 [-] [-]
| 24
| 4800
| 666 5 [1] [-]
|
25
| 5100
| 666 6 [1] [-]
| 26
| 5400
| 666 6 [2] [-]
| 27
| 5700
| 766 6 [2] [-]
|
28
| 6000
| 766 6 [3] [-]
| 29
| 6300
| 776 6 [3] [-]
| 30
| 6600
| 776 6 [3] [1]
|
31
| 6900
| 776 6 [4] [1]
| 32
| 7200
| 777 6 [4] [1]
| 33
| 7500
| 777 6 [4] [2]
|
34
| 7800
| 777 6 [5] [2]
| 35
| 8100
| 777 7 [5] [2]
| 36
| 8400
| 777 7 [5] [3]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 (all) [++0]
| +1
| 10 (all) [++1]
| +2
| 15 (all) [++1]
|
+3
| 20 (all) [++2]
| +4
| 25 (all) [++2]
| +5
| 30 (all) [++3]
|
+6
| 35 (all) [++3]
| +7
| 40 (all) [++4]
| +8
| 45 (all) [++4]
|
+9
| 50 (all) [++5]
| +10
| 55 (all) [++5]
| +11
| 60 (all) [++6]
|
+12
| 65 (all) [++6]
| +13
| 70 (all) [++7]
| +14
| 75 (all) [++7]
|
+15
| 80 (all) [++8]
| +16
| 85 (all) [++8]
| +17
| 90 (all) [++9]
|
|
Requisites:
| Wis 23, Chr 28, Class Slots 2
| Alignment:
| any
| HD/level:
| d20
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| 5*level [++level/2]
| Reference:
| DM { Alternate Rejuvenator }
| Groups:
| Priest, Concordant (x1), Technology
|
|
|
|
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
| This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
| This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
| The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
| Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
|
| DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".
|
|
[PC3] Priest Classes Group
Martyr Spells
Level
| #
| Spell
|
3
| 1
| 1V: Death's Door Other (they go to 0 current hp)
| 3
| 2
| 1V: Remove Charm/Domination on Other.
| 3
| 3
| 1P: Remove Paralysis, Stun, or Held on Other.
|
3
| 4
| 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
| 3
| 5
| 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
| 3
| 6
| 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
|
5
| 1
| 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
| 5
| 2
| 1M: Heal Other.
| 5
| 3
| +1D Actions in the room continuous (does not affect "dead" Actions).
|
5
| 4
| Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
| 5
| 5
| 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
| 5
| 6
| Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
|
7
| 1
| 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
| 7
| 2
| 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
| 7
| 3
| 1P: Cureall Other.
|
7
| 4
| 1M: Resurrect Other.
| 7
| 5
| Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
| 7
| 6
| 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
|
9
| 1
| 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
| 9
| 2
| You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
| 9
| 3
| 1M: True Resurrect Other.
|
9
| 4
| 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
| 9
| 5
| Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
| 9
| 6
| 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
|
Unbreakable 1 (11)
| 1
| +CCL PSaves (using the [X] section saving throw rules)
| Unbreakable 1 (11)
| 2
| +(CCL+1)/3 ihp
| Unbreakable 1 (11)
| 3
| +(CCL+1)/3 iAC
|
Unbreakable 1 (11)
| 4
| Immune to CCL [C] section effects, even major ones are only 1 pick each
| Unbreakable 1 (11)
| 5
| All of your items are Indestructible.
| Unbreakable 1 (11)
| 6
| You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
|
Afterliver 1 (11)
| 1
| +CCL MSaves (using the [X] section saving throw rules)
| Afterliver 1 (11)
| 2
| 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
| Afterliver 1 (11)
| 3
| You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
|
Afterliver 1 (11)
| 4
| You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
| Afterliver 1 (11)
| 5
| You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
| Afterliver 1 (11)
| 6
| Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
|
|
[PC3] Priest Classes Group
Mountaineer (Mountain Druid)
Level
| KXP
| Priest 1 123 456 789 0
| TH
|
1
| 0
| 20- --- -
| +2
| 2
| 3
| 210 --- -
| +4
| 3
| 6
| 321 --- -
| +6
|
4
| 12
| 422 --- -
| +8
| 5
| 24
| 432 0-- -
| +10
| 6
| 48
| 432 1-- -
| +12
|
7
| 96
| 443 1-- -
| +14
| 8
| 192
| 443 20- -
| +16
| 9
| 350
| 543 21- -
| +18
|
10
| 600
| 543 320 -
| +20
| 11
| 850
| 553 321 0
| +22
| 12
| 1100
| 554 432 1
| +24
|
13
| 1350
| 655 543 2
| +26
| 14
| 1600
| 666 654 3
| +28
| 15
| 1850
| 666 666 6
| +30
|
16
| 2100
| 666 666 6
| +32
| 17
| 2350
| 666 666 6
| +34
| 18
| 2600
| 666 666 6
| +36
|
19
| 2850
| 666 666 6
| +38
| 20
| 3100
| 666 666 6
| +40
| 21
| 3350
| 666 666 6
| +42
|
22
| 3600
| 666 666 6
| +44
| 23
| 3850
| 666 666 6
| +46
| 24
| 4100
| 766 666 6
| +48
|
25
| 4350
| 776 666 6
| +50
| 26
| 4600
| 777 666 6
| +52
| 27
| 4850
| 777 766 6
| +54
|
28
| 5100
| 777 776 6
| +56
| 29
| 5350
| 777 777 6
| +58
| 30
| 5600
| 777 777 7
| +60
|
31
| 5850
| 888 777 7
| +62
| 32
| 6100
| 888 887 7
| +64
| 33
| 6350
| 888 888 8
| +66
|
34
| 6600
| 999 888 8
| +68
| 35
| 6850
| 999 998 8
| +70
| 36
| 7100
| 999 999 91
| +72
|
37
| 14200
| 999 999 92
| +74
| 38
| 21300
| 999 999 93
| +76
| 39
| 28400
| 999 999 94
| +78
|
45
| 71000
| A99 999 99
| +90
| 54
| 134900
| BAA AAA AA1
| +108
| 63
| 198800
| BAA AAA AAA
| +126
|
72
| 262700
| BBB BBB BBB 1
| +144
|
|
Requisites:
| Con 15, Dex 12, Wis 12, Chr 15
| Alignment:
| T any (or) any N
| HD/level:
| & 4d4
| Weapon Prof.:
| 4+level/3
| Reference:
| DM
| Groups:
| Priest, Rogue
| Complexity:
| CF=4
|
| Saving Throws:
| PPD:
| level+8
| Fort:
| level+5
| RSW:
| level+8
| Reflex:
| level+4
| PP:
| level+8
| Will:
| level+4
| BW:
| level+4
| Spell:
| level+4
|
|
Exceptional Con.
| Gets 60 Rogue points per level
| Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
| Level 1: Speak Druid language
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 9: Enter Elemental plane of Earth; Conjure Earth Elemental at will; Immune Earth, Air
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
|
Lvl
| Mountaineer Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Climb Walls | Overhangs | Upside-Down | Mid-Air | Air Walk | Wind Walk
| V
| 55
| Str-10
| Str-14
| 1
| Jumping | Levitate | Flight
| V
| 20
| Dex-11
| Dex-15
| 1
| Know Visual History | Object Reading | Identify | Legend Lore
| 0 | M
| 0
| Wis-15
| Wis-17
|
1
| Pass without Trace || Etherealness || Probability Travel
| MV
| 0
| Chr-15
| Chr-21
| 1
| Any Rogue 1 ability
| -
| -
| -
| -
| 2
| Concealment/Blending | Misdirection | Non-Detection
| M
| 20
| Wis-12
| Wis-14
|
3
| Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)
| M
| 0
| Int-8
| Int-20
| 4
| Sense Danger | Precognition | Choose Future | x1 Avoid Fate
| VM
| 25
| Wis-9
| Wis-12
| 5
| Controlled Blink (max N*N feet, N is amount made)
| -
| 15
| Dex-9
| Dex-12
|
6
| Hold Breath | Hold Life
| P
| 15
| Con-15
| Con-17
| 7
| iunNR || iunaNR || iunaaNR
| 0
| 10
| Con+Wis-31
| Con+Wis-41
| 8
| Clairvoyance | X-Ray Vision
| M
| 10
| Wis-10
| Wis-20
|
9
| Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question
| VM
| 0
| Chr-11
| Chr-21
| 12
| Find the Path
| MV
| 0
| Wis-9
| Wis-13
| 18
| Reverse Gravity | Adjust Gravity
| VM
| 0
| Dex-13
| Dex-17
|
27
| Body Freedom (transfer action types freely)
| FFF
| 0
| Chr-36
| Chr-54
|
|
[PC3] Priest Classes Group
Myojin / Legendary Spirit
Level
| KXP
| Myojin 789
|
1
| 1000
| 1--
| 2
| 1500
| 2--
| 3
| 2000
| 3--
|
4
| 2500
| 4--
| 5
| 3000
| 5--
| 6
| 3500
| 6--
|
7
| 4000
| 7--
| 8
| 4500
| 8--
| 9
| 5000
| 9--
|
10
| 5500
| A--
| 11
| 10000
| A1-
| 12
| 15000
| A2-
|
13
| 20000
| A3-
| 14
| 25000
| A4-
| 15
| 30000
| A5-
|
16
| 35000
| A6-
| 17
| 40000
| A7-
| 18
| 45000
| A8-
|
19
| 50000
| A9-
| 20
| 55000
| AA-
| 21
| 60000
| AA1
|
22
| 65000
| AA2
| 23
| 70000
| AA3
| 24
| 75000
| AA4
|
25
| 80000
| AA5
| 26
| 85000
| AA6
| 27
| 90000
| AA7
|
28
| 95000
| AA8
| 29
| 100000
| AA9
| 30
| 105000
| AAA
|
31
| 110000
| BAA
| 32
| 115000
| BBA
| 33
| 120000
| BBB
|
34
| 125000
| CBB
| 35
| 130000
| CCB
| 36
| 135000
| CCC
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+22
| 20 20 20 20 20 20 20 20
| +24
| 22 22 22 22 22 22 22 22
| +26
| 24 24 24 24 24 24 24 24
|
+28
| 26 26 26 26 26 26 26 26
| +30
| 28 28 28 28 28 28 28 28
| +32
| 30 30 30 30 30 30 30 30
|
+34
| 32 32 32 32 32 32 32 32
| +36
| 34 34 34 34 34 34 34 34
| +38
| 36 36 36 36 36 36 36 36
|
+40
| 38 38 38 38 38 38 38 38
| +42
| 40 40 40 40 40 40 40 40
| +44
| 42 42 42 42 42 42 42 42
|
+46
| 44 44 44 44 44 44 44 44
| +48
| 46 46 46 46 46 46 46 46
| +50
| 48 48 48 48 48 48 48 48
|
+52
| 50 50 50 50 50 50 50 50
| +54
| 52 52 52 52 52 52 52 52
| +56
| 54 54 54 54 54 54 54 54
|
|
Requisites:
| Priest 15 or HNCL 24,
| Con 31, Wis 24, Chr 32
| Alignment:
| any
| HD/level:
| & d70 (+1 ihp, see below)
| Weapon Prof.:
| & level*2
| To Hit Table:
| Conc
| Save Table:
| 2xConc
| Reference:
| MTG
| Groups:
| Concordant (x2), Priest
|
|
| [X] Section stats
| ihp
| +8
| iTH
| +1
| P Save
| +1
| M Save
| +2
| War
| +1
| Rog
| -2
| PPsi
| +1
| Wiz
| +0
| Pri
| +3
| MPsi
| +1
|
|
|
|
Gets 1X action per round.
| Can use 3S+1V (without 1X) per segment if desired.
| Gets Giga Barb Con [bonus = (Con-28)*11/2], Barb Wis, and Barb Chr.
| Myojin spells are resisted using GR or iXR (but iXR is treated as XR)
| Gets Wis bonus to spell progression, but remember the "7th's" here are actually "17th's". (CSL=7 is equal to SL=17)
| All of your effects are undispellable and all of your items are indestructible.
| Level N (every level): +1 GGL pick.
| Level N (every level): +1 ihp.
|
|
[PC3] Priest Classes Group
Myojin / Legendary Spirit Spells (CSL=7)
#
| Spell
| Effect
|
1
| Black Honden
| Target will have his next CCL effects Countered (no save)
| 2
| Blue Honden
| Cast 16 SL's of Priest spells simultaneously
| 3
| Cleansing Fire
| Slay CCL groups of targets (no save)
|
4
| Green Honden
| For 1 turn, each segment, copy one of your summons (it's in the same summon slot as the original)
| 5
| Infinite Rage
| Earthquake CCL groups, each group takes CCL^2 Bdmg (Boxes of dmg, each "Box" is 100 dmg)
| 6
| Life's Web
| Summon CCL*7 DL=7+CCL/7 monsters (you can comprehend them if over DL X)
|
7
| Night's Reach
| Natural Set CCL targets (no save)
| 8
| Red Honden
| Spend an unspend GGL pick: Pixelate one target (no save)
| 9
| Seeing Winds
| Capital F Fix and Natural Reset one target
|
10
| White Honden
| Cureall and remove CCL [C] section effects on up to CCL targets
|
|
Myojin / Legendary Spirit Spells (CSL=8)
#
| Spell
| Effect
|
1
| Endless Swarm
| For 1 round, each segment, double the number of your summons (they're in the same summon slot as the original)
| 2
| Enduring Ideal
| For 1 round, each segment, cast a SL 0-16 Priest spell as a 0 action.
| 3
| Eternal Dominion
| For 1 round, each segment, Fork an effect as a 0 action.
|
4
| Neverending Torment
| For 1 round, each segment, Banhammer an effect as a 0 action.
| 5
| Undying Flames
| For 1 round, each segment, Capital S Slay one target (no resistance)
|
|
Myojin / Legendary Spirit Spells (CSL=9)
#
| Spell
| Effect
|
1
| Charge Across the Araba
| You and your allies get ++CCL TH and ++CCL saves
| 2
| Choice of Damnations
| X+Y+Z=CCL: Reverse Continuous X effects, Unsummon Y groups of summons, and Lower Multiplier (by 1) Z times
| 3
| Ribbons of the Reikai
| Sacrifice N summons: Cast a total of N SL's of Priest spells right now.
|
4
| Through the Breach
| Summon a DL=CCL monster (that you can comprehend), it disappears at end of segment.
|
|
[PC3] Priest Classes Group
Kami Spirit Spells
SL
| #
| Spell
| Effect (Note: The "+N spirits in a summon slot" powers stack)
|
7
| 1
| Ancient Law
| Dispel a x1 or x2 effect.
| 7
| 2
| Crescent Moon
| The party gets +1slowS action (this does not count as a Haste)
| 7
| 3
| Deathknell
| Can have +1 spirit in a summon slot; 1M, spend X hp: Target gets +X*CL TH and dmg with his next attack.
|
7
| 4
| False Hope
| 1bM: Take no damage from one attack or effect
| 7
| 5
| Hana
| 0, 1/t: Fork (your effect only)
| 7
| 6
| Hearth
| Dispel a x1 or x2 item.
|
7
| 7
| Hunt
| If your subordinates are in your group, they get +1 DL.
| 7
| 8
| Lantern
| Fly at 12*CL" (A); 0: Faerie Fire (target loses 2 AC)
| 7
| 9
| Pain
| 1M, sacrifice a summon: Deal CL*DL*DL fire dmg to one group (no save; DL=DL of summon)
|
7
| 10
| Teardrop
| 1M, 1/t: +1W action next segment. [ You can use a W as an S action, but you still can use only 1S+1V per segment. 1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. ]
| 7
| 11
| Traproot
| The party can melee with flying creatures (CL miles "Reach" upwards)
| 7
| 12
| Twisted Reflection
| 0, sacrifice a summon: Counterspell
|
7
| 13
| Waning Moon
| 1M: Fear a group (no save; they will not run through the dungeon generating ?'s)
| 8
| 1
| Briarknit
| Your subordinates get +1 DL and +CL rhp.
| 8
| 2
| Empty Graves
| Can have +3 spirits in a summon slot; Your summons get +1 offensive DL, -1 defensive DL
|
8
| 3
| Fiddlehead
| Regenerate CL hp/s. Each segment may use this regeneration on any friendly target in sight.
| 8
| 4
| Fire's Roar
| 1M: A group's AC becomes 0 (no save; |AC| becomes AC, ||AC|| becomes |AC|)
| 8
| 5
| Gibbering
| Fly at 12*CL" (A); Can have +3 spirits in a summon slot.
|
8
| 6
| Hundred-Talon
| Can have +4 spirits in a summon slot.
| 8
| 7
| Innocence
| 1M: A group loses their ability to use 1S+1V next time they act (no save)
| 8
| 8
| Old Stone
| +35 AC and saves.
|
8
| 9
| Painted Road
| Immune to CL/2 Elements or spells/psionic powers by name
| 8
| 10
| Tattered Shoji
| Wind Walk 96" on the party; the party gains +25 AC and saves.
| 8
| 11
| Tended Garden
| Every segment you don't act, you may do the Summon Spirit "Level:" ability for 1N action. Can have +3 spirits in a summon slot.
|
9
| 1
| Honored Dead
| Whenever you deal damage in any way, you are cured that much dmg.
| 9
| 2
| Lunacy
| Can have +5 spirits in a summon slot.
| 9
| 3
| Moss
| Each summon slot of yours may engage two groups of enemies instead of one.
|
9
| 4
| Nightsoil
| Can have +5 spirits in a summon slot.
| 9
| 5
| Palace Fields
| You don't lose initiative, can't be surprised; Can have +5 spirits in a summon slot.
| 9
| 6
| Pus
| Can have +6 spirits in a summon slot; 1M, sacrifice a summon: Target is slain (no save)
|
9
| 7
| Thousand-Legged
| Can have +7 spirits in a summon slot.
| 9
| 8
| Vine
| Can have +6 spirits in a summon slot; 1V: Give a target +1 instance of tactical movement.
| Myojin 7 (17)
| 1
| Black Honden
| Target will have his next CCL effects Countered (no save)
|
Myojin 7 (17)
| 2
| Blue Honden
| Cast 16 SL's of Priest spells simultaneously
| Myojin 7 (17)
| 3
| Cleansing Fire
| Slay CCL groups of targets (no save)
| Myojin 7 (17)
| 4
| Green Honden
| For 1 turn, each segment, copy one of your summons (it's in the same summon slot as the original)
|
Myojin 7 (17)
| 5
| Infinite Rage
| Earthquake CCL groups, each group takes CCL^2 Bdmg (Boxes of dmg, each "Box" is 100 dmg)
| Myojin 7 (17)
| 6
| Life's Web
| Summon CCL*7 DL=7+CCL/7 monsters (you can comprehend them if over DL X)
| Myojin 7 (17)
| 7
| Night's Reach
| Natural Set CCL targets (no save)
|
Myojin 7 (17)
| 8
| Red Honden
| Spend an unspend GGL pick: Pixelate one target (no save)
| Myojin 7 (17)
| 9
| Seeing Winds
| Capital F Fix and Natural Reset one target
| Myojin 7 (17)
| 10
| White Honden
| Cureall and remove CCL [C] section effects on up to CCL targets
|
|
[PC3] Priest Classes Group
Nikki
Level
| KXP
| Priest 123 456 789 ABC D
| TH
|
1
| 0
| 1-- --- --- -
| +0
| 2
| 1.1
| 20- --- --- -
| +1
| 3
| 2.2
| 21- --- --- -
| +1
|
4
| 4.4
| 320 --- --- -
| +2
| 5
| 8.8
| 321 --- --- -
| +3
| 6
| 17.6
| 432 0-- --- -
| +3
|
7
| 35.2
| 432 1-- --- -
| +4
| 8
| 70.4
| 543 20- --- -
| +5
| 9
| 140.8
| 543 21- --- -
| +5
|
10
| 250
| 654 320 --- -
| +6
| 11
| 400
| 654 321 --- -
| +7
| 12
| 550
| 765 432 0-- -
| +7
|
13
| 700
| 765 432 1-- -
| +8
| 14
| 850
| 776 543 20- -
| +9
| 15
| 1000
| 776 543 21- -
| +9
|
16
| 1150
| 777 654 320 -
| +10
| 17
| 1300
| 777 654 321 -
| +11
| 18
| 1450
| 777 765 432 -
| +11
|
19
| 4150
| 777 776 543 -
| +12
| 20
| 4350
| 777 777 654 -
| +13
| 21
| 4700
| 777 777 765 -
| +13
|
22
| 5050
| 777 777 776 -
| +14
| 23
| 5400
| 777 777 777 -
| +15
| 24
| 5750
| 888 877 777 -
| +15
|
25
| 6100
| 888 888 877 -
| +16
| 26
| 6450
| 888 888 888 -
| +17
| 27
| 6800
| 888 888 888 b
| +17
|
28
| 7150
| 888 888 888 0
| +18
| 29
| 7500
| 888 888 888 1
| +19
| 30
| 7850
| 888 888 888 2
| +19
|
31
| 8200
| 888 888 888 3
| +20
| 32
| 8550
| 888 888 888 4
| +21
| 33
| 8900
| 888 888 888 5
| +21
|
34
| 9250
| 888 888 888 6
| +22
| 35
| 9600
| 888 888 888 7
| +23
| 36
| 9950
| 888 888 888 81
| +23
|
37
| 19900
| 888 888 888 82
| +24
| 38
| 29850
| 888 888 888 83
| +25
| 39
| 39800
| 888 888 888 84
| +25
|
45
| 99500
| 998 888 888 88
| +29
| 54
| 189050
| 999 999 999 981
| +35
| 63
| 278600
| 999 999 999 999
| +41
|
72
| 368150
| AAA AAA AA9 999 1
| +47
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-4
| +3
| +3
| -4
| +5
| +5
| +10
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Dex 12, Con 12, Wis 18, Chr 19,
|
| Race Slots 1, Class Slots 2
| Alignment:
| T any (or) C any (or) any S
| HD/level:
| d20
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| 2xPri
| Reference:
| DM
| Groups:
| Priest, Rogue, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level*2+6
| RSW:
| level*2+2
| PP:
| level*2+4
| BW:
| level*2+1
| Spell:
| level*2+2
| Fort:
| level*2-2
| Reflex:
| level*2-2
| Will:
| level*2+1
|
|
|
Grand in Love sphere.
| Gets 30 Rogue points per level.
| Level 1 ¶: Your spells are resisted using CR instead of MR.
| Level 1 ¶: Regenerate Heal per segment: Each segment, you get a Heal spell cast on you.
| Level 1: You cast Enchantment, Charm, and Love spells at +1 caster level.
| Level 2: Hold Chr.
| Level 3: +LVL on TH, dmg and AC provided you have made love within the past day.
| Level 4: Your summon gain your Chr bonus to LVL/HD. (Divide this by 4 to get adjustment to DL)
| Level 5: Your Enchantment, Charm, and Love based abilities and spells can work upon those typically immune to such effects, at half effect.
|
| Love Spells:
| Charm Animal (SL=1): Makes one animal your friend (Will save).
| Eagle's Splendor (SL=2): Subject gains +4 to Charisma for 1 min./level.
| Blindness/Deafness (SL=3): Makes subject blinded or deafened (RSW save)
| Charm Monster (SL=4): Makes monster believe it is your ally. (Will save)
| Symbol of Sleep (SL=5): Triggered rune puts nearby creatures into catatonic slumber. (no save)
| Symbol of Persuasion (SL=6): Triggered rune charms nearby creatures. (no save)
| Power Word Blind (SL=7): Blinds and Stuns creature with 200 hp or less. (no save)
| Sympathy (SL=8): Object or location attracts certain creatures.
| Dominate Monster (SL=9): Charm Monster (no save).
|
|
Lvl
| Nikki Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal
| M
| 30
| Chr-9
| Chr-12
| 1
| Mount |||| Nothing Happens (you and target do nothing for next segment)
| V
| 0
| Dex-9
| Dex-12
| 1
| Slap (does dmg to one target = % made by)
| P
| 20
| Str-0
| Str-12
|
1
| Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything)
| V
| 10
| Wis-0
| Wis-12
| 1
| Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt
| M
| 0
| Int-0
| Int-12
| 1
| Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun
| P
| 30
| Con-0
| Con-12
|
1
| Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel
| F
| 0
| Chr-9
| Chr-12
| 1
| any Acrobat1 ability
| -
| -
| -
| -
|
|
[PC3] Priest Classes Group
Numbers Priest
Level
| KXP
| Priest 123 456 789 AB
| TH
|
1
| 0
| 20- --- --
| -1
| 2
| 2
| 210 --- --
| +0
| 3
| 4
| 321 --- --
| +0
|
4
| 7.5
| 422 --- --
| +0
| 5
| 12.5
| 432 0-- --
| +0
| 6
| 20
| 432 1-- --
| +0
|
7
| 35
| 443 1-- --
| +0
| 8
| 60
| 443 20- --
| +1
| 9
| 90
| 543 21- --
| +1
|
10
| 125
| 543 320 --
| +1
| 11
| 200
| 553 321 0-
| +1
| 12
| 300
| 554 432 1-
| +1
|
13
| 750
| 655 543 2-
| +1
| 14
| 1150
| 666 654 3-
| +2
| 15
| 1550
| 666 666 4-
| +2
|
16
| 1950
| 666 666 5-
| +2
| 17
| 2350
| 666 666 6-
| +2
| 18
| 2750
| 666 666 60
| +2
|
19
| 3150
| 666 666 61
| +2
| 20
| 3550
| 666 666 62
| +3
| 21
| 3950
| 666 666 63
| +3
|
22
| 4350
| 666 666 64
| +3
| 23
| 4750
| 666 666 65
| +3
| 24
| 5150
| 766 666 65
| +3
|
25
| 5550
| 776 666 65
| +3
| 26
| 5950
| 777 666 65
| +4
| 27
| 6350
| 777 766 65
| +4
|
28
| 6750
| 777 776 65
| +4
| 29
| 7150
| 777 777 65
| +4
| 30
| 7550
| 777 777 75
| +4
|
31
| 7950
| 777 777 76
| +4
| 32
| 8350
| 777 777 77
| +5
| 33
| 8750
| 887 777 77
| +5
|
34
| 9150
| 888 877 77
| +5
| 35
| 9550
| 888 888 77
| +5
| 36
| 9950
| 888 888 881
| +5
|
37
| 19900
| 888 888 882
| +5
| 38
| 29850
| 888 888 883
| +6
| 39
| 39800
| 888 888 884
| +6
|
45
| 99500
| 998 888 888
| +7
| 54
| 189050
| A99 999 999 1
| +8
| 63
| 278600
| AA9 999 999 9
| +10
|
72
| 368150
| AAA AAA AAA A1
| +11
|
|
Requisites:
| Wis 15, Luck 12
| Alignment:
| any
| HD/level:
| 1e8
| Weapon Prof.:
| 3+level/7
| To Hit Table:
| Psi
| Reference:
| DM
| Groups:
| Priest
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level*2+2
| RSW:
| level*2+0
| PP:
| level*2+0
| BW:
| level*2+0
| Spell:
| level*2+1
| Fort:
| level*2+0
| Reflex:
| level*2+0
| Will:
| level*2+0
|
|
|
Gets Luck+10 (not Wis) bonus to spells. Read on the stat bonus table as if your Luck was 10 higher.
| +1 Luck per level. You may spend ability score points for level to Luck, in fact, you must do this until your Luck 12 requirement is met.
| Bonus grand in Numbers sphere.
| Level N (every level): Using the list below, pick an ability.
| A. +1QZ Action.
| B. Luckstone
| C. People with "Lady's Smile" must still roll saves against you.
| D. Immune to unluck and curse. Ignore "multiple saves, take worst" effects; you roll 1 save.
| E. 0, LVL/r: Target rerolls a die roll (friendly only)
| F. ++LVL saves
| G. 0, 1/t: Have a monster reroll who he chooses to attack.
| H. Immune parting shots and overbear.
| I. Exceptional Luck bonus (not clear what this does!), can take twice for Barbarian Luck bonus.
| J. Immune to Number sphere spells, and +/- die shift Specials in general.
| K. Free GGL (Specialty God) pick in a god that has an HNCL, Luck, or Cml requirement.
| L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
| M. Your area affects always only hit those you want them to.
| N. Immune to Spell Reflection, MTG Deflection, or MReflection (your spell is simply countered)
| O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
| P. 0, 1/t: Distribute LVL of your temporary Luck uses to other allies.
| Q. For summons, you are not limited to "Enough" (100), "Plenty" (10000), etc., you can have any number.
|
| New Numbers Spells:
| Next Die (SL=1): Roll 1 die type larger or smaller on one type of roll (saves, weapon damage dice, spell damage dice, etc.) for 1 turn. Types are d2, d4, d6, d8, d10, d12, d20, d30, d50, d100, d200, though you can use a weird type if you want.
| Curse Shield (SL=2): Damaging shield (-1 to all die rolls per hit) of type Curse. You Resist Curse while running this.
| Astral Grouping (SL=3): Join two groups together.
| Contemplator (SL=4): Summons a Contemplator (a DL VI monster). You have a Contemplator summon slot in addition to your normal summon slot. You are allowed to have 2 Contemplators (one in each slot).
| Probability Travel (SL=5): Probability Travel
| One Projection (SL=6): Overwrite one ability score to another.
| Holy Word Lamer (SL=7): Target rolls worst possible result on all die rolls for 1 turn.
| Scatter (SL=8): The room is reassigned as you choose into CL groups.
| Mass Lady's Smile (SL=9): The party has continuous Lady Smile.
|
|
[PC3] Priest Classes Group
ORLY Owl
Level
| KXP
| Priest/HighFreq 123 456 789 ABC DEF GHI
| TH
|
1
| 0
| -1- --- --- --- ---
| +0
| 2
| 3.25
| -2- --- --- --- ---
| +1
| 3
| 6.5
| -2- 0-- --- --- ---
| +1
|
4
| 13
| -3- 1-- --- --- ---
| +2
| 5
| 26
| -3- 2-- --- --- ---
| +3
| 6
| 52
| -3- 2-0 --- --- ---
| +3
|
7
| 104
| -4- 2-1 --- --- ---
| +4
| 8
| 208
| -4- 3-1 --- --- ---
| +5
| 9
| 416
| -4- 3-2 --- --- ---
| +5
|
10
| 741
| -4- 3-2 -0- --- ---
| +6
| 11
| 950
| -5- 3-2 -1- --- ---
| +7
| 12
| 1300
| -5- 4-2 -1- --- ---
| +7
|
13
| 1650
| -5- 4-3 -1- --- ---
| +8
| 14
| 2000
| -5- 4-3 -2- --- ---
| +9
| 15
| 2350
| -5- 4-3 -2- 0-- ---
| +9
|
16
| 2700
| -6- 4-3 -2- 1-- ---
| +10
| 17
| 3050
| -6- 5-3 -2- 1-- ---
| +11
| 18
| 3400
| -6- 5-4 -2- 1-- ---
| +11
|
19
| 3750
| -6- 5-4 -3- 1-- ---
| +12
| 20
| 4100
| -6- 5-4 -3- 2-- ---
| +13
| 21
| 4450
| -6- 5-4 -3- 2-0 ---
| +13
|
22
| 4800
| -7- 5-4 -3- 2-1 ---
| +14
| 23
| 5150
| -7- 6-4 -3- 2-1 ---
| +15
| 24
| 5500
| -7- 6-5 -3- 2-1 ---
| +15
|
25
| 5850
| -7- 6-5 -4- 2-1 ---
| +16
| 26
| 6200
| -7- 6-5 -4- 3-1 ---
| +17
| 27
| 6550
| -7- 6-5 -4- 3-2 ---
| +17
|
28
| 6900
| -7- 6-5 -4- 3-2 -0-
| +18
| 29
| 7250
| -8- 6-5 -4- 3-2 -1-
| +19
| 30
| 7600
| -8- 7-5 -4- 3-2 -1-
| +19
|
31
| 7950
| -8- 7-6 -4- 3-2 -1-
| +20
| 32
| 8300
| -8- 7-6 -5- 3-2 -1-
| +21
| 33
| 8650
| -8- 7-6 -5- 4-2 -1-
| +21
|
34
| 9000
| -8- 7-6 -5- 4-3 -1-
| +22
| 35
| 9350
| -8- 7-6 -5- 4-3 -2-
| +23
| 36
| 9700
| -8- 7-6 -5- 4-3 -2- 1
| +23
|
37
| 19400
| -8- 7-6 -5- 4-3 -2- 2
| +24
| 38
| 29100
| -8- 7-6 -5- 4-3 -3- 2
| +25
| 39
| 38800
| -8- 7-6 -5- 4-3 -3- 3
| +25
|
45
| 97000
| -8- 7-6 -5- 5-5 -5- 4
| +29
| 54
| 184300
| -8- 7-7 -7- 7-6 -6- 6
| +35
| 63
| 271600
| -8- 8-8 -8- 8-8 -7- 7-1
| +41
|
72
| 358900
| -8- 8-8 -8- 8-8 -8- 8-8
| +47
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-1
| -2
| +3
| +6
| +8
| +3
| +3
| +2
| +6
| +3
| ÷1
|
|
| Requisites:
| Con 9, Int 18, Wis 25, Chr 9, Cml 9,
|
| Race Slots 1, Class Slots 2
| Alignment:
| L any
| HD/level:
| & d10
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Psionicist, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level-1
| Reflex:
| level-1
| Will:
| level+1
|
|
|
Considered an "Owl" race.
| Gets Wis bonus to progression.
| Can cast Priest spells (SL's are given on table, A=10, C=12, E=14, G=16, I=18), or High Frequency Sample (2=Minor, 4=Major, 6=Grand, 8=Super, A=Ultra, C=Ultra+1(V), E=Ultra+2(W), G=Ultra+3(X), H=Ultra+4(Y)).
| PSPs = (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
| You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
| You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
| Note that powers may not work exactly the same way each time you use them.
| The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.
| Level 1: Base bite attack is 1d20 and is sharpness.
| Level 1: Free (0 action) material componenting with Priest spells.
| Level N (every level): +1 Wis.
|
|
[PC3] Priest Classes Group
Orzhov Euthanist (MTG B/W)
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 0-h --- ---
| 2
| 2.125
| 1-g --- ---
| 3
| 4.25
| 11- f-- ---
|
4
| 8.5
| 21- e-- ---
| 5
| 17
| 211 -e- ---
| 6
| 34
| 321 -d- ---
|
7
| 68
| 321 1-d ---
| 8
| 136
| 432 1-c ---
| 9
| 272
| 432 11- c--
|
10
| 544
| 543 21- b--
| 11
| 816
| 543 211 a--
| 12
| 1088
| 654 321 0--
|
13
| 1360
| 654 321 1--
| 14
| 1632
| 654 322 1--
| 15
| 1904
| 654 322 2--
|
16
| 2176
| 654 332 2c-
| 17
| 2448
| 654 333 2b-
| 18
| 2720
| 654 333 3a-
|
19
| 2992
| 654 433 30-
| 20
| 3264
| 654 433 31-
| 21
| 3536
| 654 443 31-
|
22
| 3808
| 654 444 31c
| 23
| 4080
| 654 444 32b
| 24
| 4352
| 654 444 42a
|
25
| 4624
| 655 444 420
| 26
| 4896
| 655 544 421
| 27
| 5168
| 655 554 421
|
28
| 5440
| 655 555 421
| 29
| 5712
| 655 555 431
| 30
| 5984
| 655 555 532
|
31
| 6256
| 665 555 532
| 32
| 6528
| 666 555 532
| 33
| 6800
| 666 655 532
|
34
| 7072
| 666 665 532
| 35
| 7344
| 666 666 532
| 36
| 7616
| 666 666 542
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 6 3 6 1 2 2
| +1
| 8 7 6 3 7 1 3 3
| +1
| 9 8 6 4 7 2 3 3
|
+2
| 9 8 7 4 7 2 4 4
| +3
| 10 9 7 5 8 3 4 4
| +3
| 10 9 7 6 8 3 5 5
|
+4
| 11 10 8 7 9 4 5 5
| +5
| 11 10 9 8 9 4 6 6
| +5
| 12 10 9 9 9 5 6 6
|
+6
| 12 11 10 10 10 5 7 7
| +7
| 13 11 10 11 10 6 7 7
| +7
| 13 12 11 12 11 6 8 8
|
+8
| 13 12 12 13 11 7 8 8
| +9
| 14 13 13 14 11 7 9 9
| +9
| 14 13 13 14 12 8 9 9
|
+10
| 14 13 14 14 12 8 10 10
| +11
| 15 14 14 14 13 9 10 10
| +11
| 15 14 14 14 13 9 11 11
|
|
Requisites:
| Wis 18, Dex 14
| Alignment:
| LE, NE, NG, or CN
| HD/level:
| 2d2 {Wis} (see note)
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri/Rog
| Reference:
| DM {Planeshifted Orzhov Necromancer22}
| Groups:
| Priest, Rogue, Alternate
|
|
|
|
Hit Dice: "2d2 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
| Exceptional Dex bonus.
| Channeling.
| Grand in Priest Necromancy spells.
| May have 1+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
| A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
| A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
| Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
| Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
|
| New spell:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
Lvl
| Euthanist Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Assassination (-5% per HD/level of target)
| 0
| 0
| Wis-13
| Wis-15
| 1
| any Assassin 1 ability
| -
| -
| -
| -
| 2
| Song of Harming (1 dmg per 5% roll made)
| P*M
| 10
| Wis-12
| Wis-17
|
2
| any Assassin 2 ability
| -
| -
| -
| -
| 3
| any Rogue 3 ability
| -
| -
| -
| -
| 5
| Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance
| 2M
| 0
| Wis-12
| Wis-20
|
7
| Blink | Controlled Blink | Teleport | Teleport without Error
| M
| 15
| Wis-12
| Wis-14
| 7
| Misdirection | Aura Alteration | Non-Detection
| M
| 20
| Wis-10
| Wis-18
| 8
| Slay (target that you hit saves at +4, -1 per 10% made; or dies)
| M
| 0
| Wis-13
| Wis-19
|
12
| Find the Path
| MV
| 0
| Wis-9
| Wis-13
| 15
| Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane)
| 3M
| 35
| Wis-19
| Wis-25
| 24
| Energy Drain+Destruction+Degenerate target ||| Put target in the Hole
| 1P+2M
| 0
| Wis-19
| Wis-25
|
|
[PC3] Priest Classes Group
Orzhov Necromancer (MTG B/W)
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-g --- ---
| 2
| 2.875
| 11- f-- ---
| 3
| 5.75
| 21- e-- ---
|
4
| 11.5
| 211 -e- ---
| 5
| 23
| 321 -d- ---
| 6
| 46
| 321 1-d ---
|
7
| 92
| 432 1-c ---
| 8
| 184
| 432 11- c--
| 9
| 368
| 543 21- b--
|
10
| 736
| 543 211 a--
| 11
| 1104
| 654 321 0--
| 12
| 1472
| 654 321 1--
|
13
| 1840
| 654 322 1--
| 14
| 2208
| 654 322 2--
| 15
| 2576
| 654 332 2c-
|
16
| 2944
| 654 333 2b-
| 17
| 3312
| 654 333 3a-
| 18
| 3680
| 654 433 30-
|
19
| 4048
| 654 433 31-
| 20
| 4416
| 654 443 31-
| 21
| 4784
| 654 444 31c
|
22
| 5152
| 654 444 32b
| 23
| 5520
| 654 444 42a
| 24
| 5888
| 655 444 420
|
25
| 6256
| 655 544 421
| 26
| 6624
| 655 554 421
| 27
| 6992
| 655 555 421
|
28
| 7360
| 655 555 431
| 29
| 7728
| 655 555 532
| 30
| 8096
| 665 555 532
|
31
| 8464
| 666 555 532
| 32
| 8832
| 666 655 532
| 33
| 9200
| 666 665 532
|
34
| 9568
| 666 666 532
| 35
| 9936
| 666 666 542
| 36
| 10304
| 666 666 642
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 6 3 6 1 2 2
| +1
| 8 7 6 3 7 1 3 3
| +1
| 9 8 6 4 7 2 3 3
|
+2
| 9 8 7 4 7 2 4 4
| +3
| 10 9 7 5 8 3 4 4
| +3
| 10 9 7 6 8 3 5 5
|
+4
| 11 10 8 7 9 4 5 5
| +5
| 11 10 9 8 9 4 6 6
| +5
| 12 10 9 9 9 5 6 6
|
+6
| 12 11 10 10 10 5 7 7
| +7
| 13 11 10 11 10 6 7 7
| +7
| 13 12 11 12 11 6 8 8
|
+8
| 13 12 12 13 11 7 8 8
| +9
| 14 13 13 14 11 7 9 9
| +9
| 14 13 13 14 12 8 9 9
|
+10
| 14 13 14 14 12 8 10 10
| +11
| 15 14 14 14 13 9 10 10
| +11
| 15 14 14 14 13 9 11 11
|
|
Requisites:
| Wis 20, Chr 14
| Alignment:
| LE, NE, NG, or CN
| HD/level:
| 2d1 {Wis} (see note)
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri/Rog
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
| Exceptional Wis bonus.
| Channeling.
| Grand in Priest Necromancy and Healing spells.
| May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
| A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
| A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
| Level 3: ½M: Cure LVL hp.
| Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
| Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
| Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
|
| New spells:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
[PC3] Priest Classes Group
Orzhov Scion (MTG B/W)
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 000 --- ---
| 2
| 3.187
| 100 --- ---
| 3
| 6.375
| 110 0-- ---
|
4
| 12.75
| 210 0-- ---
| 5
| 25.5
| 211 00- ---
| 6
| 51
| 321 00- ---
|
7
| 102
| 321 100 ---
| 8
| 204
| 432 100 ---
| 9
| 408
| 432 110 0--
|
10
| 816
| 543 210 0--
| 11
| 1224
| 654 321 0--
| 12
| 1632
| 654 322 1--
|
13
| 2040
| 654 332 2c-
| 14
| 2448
| 654 333 3a-
| 15
| 2856
| 654 433 31-
|
16
| 3264
| 654 444 31c
| 17
| 3672
| 654 444 42a
| 18
| 4080
| 655 544 421
|
19
| 4488
| 655 555 431
| 20
| 4896
| 665 555 532
| 21
| 5304
| 666 655 532
|
22
| 5712
| 666 666 532
| 23
| 6120
| 666 666 543
| 24
| 6528
| 666 666 544
|
25
| 6936
| 666 666 554
| 26
| 7344
| 666 666 555
| 27
| 7752
| 666 666 655
|
28
| 8160
| 666 666 665
| 29
| 8568
| 666 666 666
| 30
| 8976
| 666 666 666
|
31
| 9384
| 666 666 666
| 32
| 9792
| 666 666 666
| 33
| 10200
| 666 666 666
|
34
| 10608
| 666 666 666
| 35
| 11016
| 666 666 666
| 36
| 11424
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 6 3 6 1 2 2
| +1
| 8 7 6 3 7 1 3 3
| +1
| 9 8 6 4 7 2 3 3
|
+2
| 9 8 7 4 7 2 4 4
| +3
| 10 9 7 5 8 3 4 4
| +3
| 10 9 7 6 8 3 5 5
|
+4
| 11 10 8 7 9 4 5 5
| +5
| 11 10 9 8 9 4 6 6
| +5
| 12 10 9 9 9 5 6 6
|
+6
| 12 11 10 10 10 5 7 7
| +7
| 13 11 10 11 10 6 7 7
| +7
| 13 12 11 12 11 6 8 8
|
+8
| 13 12 12 13 11 7 8 8
| +9
| 14 13 13 14 11 7 9 9
| +9
| 14 13 13 14 12 8 9 9
|
+10
| 14 13 14 14 12 8 10 10
| +11
| 15 14 14 14 13 9 10 10
| +11
| 15 14 14 14 13 9 11 11
|
|
Requisites:
| Wis 20, Dex 16; Class slots 2
| Alignment:
| LE, NE, NG, or CN
| HD/level:
| 3d3 {Wis} (see note)
| Weapon Prof.:
| 5+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri/Rog
| Reference:
| DM {Arch-Orzhov Euthanist}
| Groups:
| Priest, Rogue
|
|
|
|
Hit Dice: "3d3 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
| Barbarian Dex bonus. Exceptional Wis bonus.
| Channeling.
| Grand in Priest Necromancy spells.
| May have 2+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
| A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
| A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
| Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
| Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
|
| New spell:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
Lvl
| Divine Assassin Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| +rating/50 A actions /r this turn || B actions || C actions
| F
| 0
| Dex-20
| Dex-25
| 1
| Assassination (-3% per HD/level of target)
| ½0
| 0
| Wis-15
| Wis-25
| 1
| Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best)
| V
| 0
| Dex-13
| Dex-16
|
1
| Backstab (each 30% = x1) (increases 10/level)
| ½0
| 50
| Int-6
| Int-20
| 1
| Backstrike (each 30% = x1 TH) (increases 10/lvl)
| ½0
| 50
| Wis-6
| Wis-20
| 1
| Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200))
| V
| 0
| Str-15
| Str-18
|
1
| Find/Remove Wizard Abjurations/Priest Protections
| V
| 0
| Dex-13
| Dex-18
| 1
| Slap (does dmg to one target = % made by)
| P
| 20
| Str-0
| Str-12
| 1
| any 1st level Rogue ability
| -
| -
| -
| -
|
1
| any 1st level Rogue ability
| -
| -
| -
| -
| 2
| Controlled Blink | Controlled Blink 10'r (unwilling get PP save)
| ½V
| 50
| Wis-14
| Wis-14
| 2
| Song of Harming (1 dmg per 5% roll made)
| P*M
| 10
| Wis-12
| Wis-17
|
3
| Considered extra +(rating/25) weapon to hit
| V
| 0
| Str-5
| Str-15
| 3
| Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR
| V/N
| 0
| Dex-10
| Dex-20
| 4
| Erase a "?" in dungeon (loses track of party)
| -
| 0
| Dex-13
| Dex-19
|
4
| Song of Battle (+1 TH,dmg,or saves per 10% made)
| V,*M
| 10
| Str-15
| Str-20
| 5
| Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
| 5
| Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance
| 2M
| 0
| Wis-12
| Wis-20
|
6
| Misdirection | Aura Alteration | Non-Detection
| M
| 20
| Wis-10
| Wis-18
| 6
| any 6th level Rogue ability
| -
| -
| -
| -
| 7
| Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation
| #V
| 0
| Int-14
| Int-38
|
7
| Slay (target that you hit saves at +4, -1 per 10% made; or dies)
| V
| 0
| Wis-13
| Wis-19
| 8
| Backstorm (each 50%: +1 att is considered a backstab)
| -
| 0
| Dex-16
| Dex-22
| 8
| Finger of Death | Slay Living | Power Word Kill
| V
| 0
| Int-14
| Int-17
|
9
| Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you
| V
| 0
| Dex-17
| Dex-28
| 9
| +LVL*rating/2 item XP in Weapon flags per day
| F
| 0
| NA
| NA
| 10
| Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc.
| -
| 50
| Chr-18
| Chr-25
|
12
| Disharmonic Blast (1 dmg per 1% made)
| V
| 10
| Con-16
| Con-22
| 15
| Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane)
| 3M
| 35
| Wis-19
| Wis-25
| 18
| Backstave (N/2% of your dmg is vile) || Stun (save=N-100)
| -
| 0
| Wis-26
| Wis-32
|
27
| Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole
| V
| 0
| Int-19
| Int-25
|
|
[PC3] Priest Classes Group
Pantheon Worshiper
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 2-- --- ---
| 3
| 6
| 3a- --- ---
|
4
| 12
| 40- --- ---
| 5
| 24
| 41- --- ---
| 6
| 48
| 42b --- ---
|
7
| 96
| 43a --- ---
| 8
| 192
| 440 --- ---
| 9
| 384
| 441 c-- ---
|
10
| 750
| 542 b-- ---
| 11
| 1500
| 643 a-- ---
| 12
| 2000
| 744 0d- ---
|
13
| 2500
| 744 1c- ---
| 14
| 3000
| 754 2b- ---
| 15
| 3500
| 764 3ae ---
|
16
| 4000
| 774 40d ---
| 17
| 4500
| 774 41c ---
| 18
| 5000
| 775 42b f--
|
19
| 5500
| 776 43a e--
| 20
| 6000
| 777 440 d--
| 21
| 6500
| 777 441 cg-
|
22
| 7000
| 777 542 bf-
| 23
| 7500
| 777 643 ae-
| 24
| 8000
| 777 744 0dh
|
25
| 8500
| 777 744 1cg
| 26
| 9000
| 777 754 2bf
| 27
| 9500
| 777 764 3ae
|
28
| 10000
| 777 774 40d
| 29
| 10500
| 777 774 41c
| 30
| 11000
| 777 775 42b
|
31
| 11500
| 777 776 43a
| 32
| 12000
| 777 777 440
| 33
| 12500
| 777 777 441
|
34
| 13000
| 777 777 542
| 35
| 13500
| 777 777 643
| 36
| 14000
| 777 777 744
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 9, Dex 9, Con 9, Int 9, Wis 28, Chr 9
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Level 1: Gets 1 entire pantheon of specialty priest picks per level.
| Level 1: Automatically specialized in "All" sphere.
|
|
[PC3] Priest Classes Group
Patriarch
Level
| KXP
| Priest 123 456 789
|
1
| 0
| (unknown)
| 2
| 4
| (unknown)
| 3
| 8
| (unknown)
|
4
| 16
| (unknown)
| 5
| 32
| (unknown)
| 6
| 64
| (unknown)
|
7
| 128
| (unknown)
| 8
| 256
| (unknown)
| 9
| 512
| (unknown)
|
10
| 800
| (unknown)
| 11
| 1200
| (unknown)
| 12
| 1600
| (unknown)
|
13
| 2000
| (unknown)
| 14
| 2400
| (unknown)
| 15
| 2800
| (unknown)
|
16
| 3200
| (unknown)
| 17
| 3600
| (unknown)
| 18
| 4000
| (unknown)
|
19
| 4400
| (unknown)
| 20
| 4800
| (unknown)
| 21
| 5200
| (unknown)
|
22
| 5600
| (unknown)
| 23
| 6000
| (unknown)
| 24
| 6400
| (unknown)
|
25
| 6800
| (unknown)
| 26
| 7200
| (unknown)
| 27
| 7600
| (unknown)
|
28
| 8000
| (unknown)
| 29
| 8400
| (unknown)
| 30
| 8800
| (unknown)
|
31
| 9200
| (unknown)
| 32
| 9600
| (unknown)
| 33
| 10000
| (unknown)
|
34
| 10400
| (unknown)
| 35
| 10800
| (unknown)
| 36
| 11200
| (unknown)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 0 0 0 0 0 0 0 0
| +1
| 1 1 1 1 1 1 1 1
| +1
| 2 2 2 2 2 2 2 2
|
+2
| 3 3 3 3 3 3 3 3
| +3
| 3 3 3 3 3 3 3 3
| +3
| 4 4 4 4 4 4 4 4
|
+4
| 5 5 5 5 5 5 5 5
| +5
| 6 6 6 6 6 6 6 6
| +5
| 6 6 6 6 6 6 6 6
|
+6
| 7 7 7 7 7 7 7 7
| +7
| 8 8 8 8 8 8 8 8
| +7
| 9 9 9 9 9 9 9 9
|
+8
| 9 9 9 9 9 9 9 9
| +9
| 10 10 10 10 10 10 10 10
| +9
| 11 11 11 11 11 11 11 11
|
+10
| 12 12 12 12 12 12 12 12
| +11
| 12 12 12 12 12 12 12 12
| +11
| 13 13 13 13 13 13 13 13
|
|
Requisites:
| Str 9, Con 9, Int 9, Wis 12, Chr 16
| Alignment:
| L any (or) T any
| HD/level:
| d4+5
| Weapon Prof.:
| 7+level/5
| To Hit Table:
| Pri
| Save Table:
| 1½xMon
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Abilities not given, presumably similar to Lord (Warrior group) or Master Wizard (Wizard group)
|
|
[PC3] Priest Classes Group
Pharmacist5
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 2-- --- -
| 2
| 3
| 21- --- -
| 3
| 6
| 22- --- -
|
4
| 12
| 320 --- -
| 5
| 24
| 421 --- -
| 6
| 48
| 531 --- -
|
7
| 96
| 542 --- -
| 8
| 200
| 652 0-- -
| 9
| 400
| 663 00- -
|
10
| 600
| 664 10- -
| 11
| 800
| 665 200 -
| 12
| 1000
| 666 310 0
|
13
| 1200
| 666 420 0
| 14
| 1400
| 666 530 0
| 15
| 1600
| 666 641 0
|
16
| 1800
| 666 652 0
| 17
| 2200
| 666 663 1
| 18
| 2600
| 666 664 2
|
19
| 3000
| 666 665 3
| 20
| 3400
| 666 666 4
| 21
| 3800
| 666 666 5
|
22
| 4200
| 666 666 6
| 23
| 4600
| 766 666 6
| 24
| 5000
| 776 666 6
|
25
| 5400
| 777 666 6
| 26
| 5800
| 777 766 6
| 27
| 6200
| 777 776 6
|
28
| 6600
| 777 777 6
| 29
| 7000
| 777 777 7
| 30
| 7400
| 877 777 7
|
31
| 7800
| 887 777 7
| 32
| 8200
| 888 777 7
| 33
| 8600
| 888 877 7
|
34
| 9000
| 888 887 7
| 35
| 9400
| 888 888 7
| 36
| 9800
| 888 888 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 9 5 6 3 4 0 1 3
| +1
| 9 5 6 4 4 1 1 4
|
+2
| 10 6 7 5 5 2 2 5
| +3
| 11 7 8 5 6 2 2 5
| +3
| 12 7 9 6 7 3 3 6
|
+4
| 12 8 9 6 7 3 3 7
| +5
| 13 9 10 7 8 4 4 8
| +5
| 13 9 10 7 8 4 4 8
|
+6
| 14 10 11 8 9 5 5 9
| +7
| 14 10 11 9 9 6 5 10
| +7
| 15 11 12 10 11 6 6 11
|
+8
| 16 12 13 10 11 7 6 11
| +9
| 16 13 13 11 12 8 7 12
| +9
| 16 13 14 12 12 8 7 13
|
+10
| 16 14 14 13 13 9 8 14
| +11
| 16 14 15 13 13 9 8 14
| +11
| 16 15 15 14 14 10 9 15
|
|
Requisites:
| Con 7, Int 6, Wis 9, Chr 8
| Alignment:
| non-L
| HD/level:
| d6
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| 1½xPri
| Reference:
| DM
| Groups:
| Priest
|
|
| Grand in Drugs. Drugs is a Priest Sphere. Drug spells create 1 dose (charge) of a drug. When casting a Drug spell, decide whether you want to drug to be fresh for temporary or permanent duration. If you choose temporary, the drug must be used within 1 turn or it becomes worthless. If you choose permanent, the drug can be stored and kept for later days, but that spell slot is completely used for the day (even if channeling).
| Pharmacist can use it's spell slots on normal Priest spheres.
| It takes 1V action to consume or administer a drug (must be willing). The effects of a drug are usually immediate.
| "Drugged" (as a state) can be cured with Heal (for SL=1 to 4 drugs) or Cureall (for SL=1 to 6 drugs). A SL=7 drug requires a Fix.
|
|
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Can brew potions as if an Alchemist of half level.
| B
| Can create chemicals as if an Chemist of half level.
| C
| 1M: Detect Drug Influence
| D
| In a decent sized city, can sell your permanent drugs for (SL+1)^2*((Chr bonus)+5) gp per dose.
| E
| In a decent sized city, can buy permanent drugs for (SL+1)^2*20 gp per dose.
|
Level 4:
| Pick two from: Pharmacist5 Level 1-3, Witch Level 1-3, or Psi30 minor
|
Level 5-7:
| F
| 1M: Identify Drug, Potion, or Chemical
| G
| You can cast a Drug spell directly at someone; they make a save vs. Poison or are affected by a drug.
| H
| 1F: Cure Drug Effect of SL=LVL/3 or less (no save, ER to resist)
| I
| 1M, spend a SL spell slot: Anti-Drug Shell levels 0 to (SL-1)
| J
| 1M, spend a SL spell slot: Summon a DL=SL Drug Elemental; comprised of a random drug; does that effect with attacks
|
Level 8:
| Pick two from: Pharmacist5 Level 5-7, Witch Level 5-7, or Psi30 major
|
Level 9-12:
| K
| Can "material component" Drug spells directly at a group, and have the drug affect an entire group (save vs. Poison)
| L
| Gain 3-30 followers. They are Slut1 class of level 1-4; each requires their level in SL's of drugs per day, or you lose them as followers.
| M
| Drugs that you take or create last 1 hour instead of 1 turn.
| N
| Can take or administer the same drug twice, and they stack.
| O
| 1M, spend a SL spell slot: Enhance an existing drug (even one you didn't create or understand) up to SL+1
|
Level 13:
| Pick two from: Pharmacist5 Level 9-12, Witch Level 9-12, or Psi30 grand
|
|
[PC3] Priest Classes Group
Pharmacist5 Drugs
Optional Addiction Rule: Each time a drug is taken, add it's SL to the COA (Chance of Addiction) for that drug for that person. Roll 1d100, if <= COE, this person is addicted, and the effect of the drug is reduced by 1 SL. An "Addicted" person is -1 all stats cumulative for each day they do not take the drug. If the COA exceeds 100, subtract 100 for double addiction (reduce effect by 2 SL and -2 all stats), etc.
|
|
#
| Drug
| Effect (lasts 1 turn)
| Source
|
1
| Alcohol
| -SL*3 dmg/att; -SL Dex, Int, Wis
| (Real World)
| 2
| Athelas / Kingsfoil
| Cure SLd6 vile dmg
| Lord of the Rings
| 3
| Black Lace
| Regen SL hp/s
| Cyberpunk
|
4
| Blinkmoth Serum
| +SL Int, Wis
| MTG
| 5
| Blue Grass
| Ethereal Projection
| Cyberpunk
| 6
| Boost
| +SL Int
| Cyberpunk
|
7
| Cocaine
| Regen SL hp/s; +SL Dex, Int; -SL*2 Chr
| (Real World)
| 8
| Cordrazine
| Remove SL instances of stun, hold, para., sleep, etc.
| Star Trek
| 9
| Crack Cocaine
| Regen SL hp/s; +SL*2 Dex; -SL*2 Chr
| (Real World)
|
10
| Craze
| Roll a random drug on this table
| DM
| 11
| Deathsticks
| Resist slay effects SL/2 times; -SL Wis
| Star Wars
| 12
| Dorph
| Regen SL*2 hp/s; -SL Dex, AC
| Cyberpunk
|
13
| Drug of Delusion
| Identifies as different drug; 10*SL^2 poison dmg instead
| DM
| 14
| Dust
| Telepathy SL^2*30'
| Babylon 5
| 15
| Dyne
| Regen SL hp/s; -SL dmg/att; -SL Int
| City of Heroes
|
16
| Ecstacy
| Regen SL hp/s; -SL Dex, Int; Astral Perception
| (Real World)
| 17
| Excelsior
| -SL*2 dmg/att
| City of Heroes
| 18
| Heroin
| Regen SL hp/s; -SL Int; take 5*SL dmg at end
| (Real World)
|
19
| Hydronalin
| Cure Radiation up to RS=SL*2
| Star Trek
| 20
| Hyper
| Microscopic Tactile Touch
| Shadowrun
| 21
| Kamikaze
| +SL Str, Dex
| Shadowrun
|
22
| Kick
| +SL CL with Radiation powers (e.g. Psi9)
| Marvel
| 23
| LSD
| SL*15% chance of Astral Projection; 40-SL*5% Fear
| (Real World)
| 24
| Maggot Froth
| -SL*3 dmg/att; -SL Con, Chr
| DM
|
25
| Marijuana
| Regen SL hp/s; -SL Dex; take 2*SL dmg at end
| (Real World)
| 26
| Methamphetamines
| Regen SL hp/s; +SL Dex; take 10*SL dmg at end
| (Real World)
| 27
| Mutant Growth Hormone
| Get SL random minors in Psi (1d8-2)*9
| Marvel
|
28
| Opium
| -SL dmg/att; Resist Time SL/3 times
| (Real World)
| 29
| Pan Galactic Gargle Blaster
| -SL*6 dmg/att; -SL*2 Int, Wis
| Hitchhiker's Guide
| 30
| Panacea
| Miracle for spell level 0-SL Healing spell
| Traveller
|
31
| Phoenix Down
| Resurrect someone who's been dead < SL^3 s
| Final Fantasy
| 32
| Pylene 50
| Charmed to person giving the drug (Will save -SL^2)
| Blake's 7
| 33
| Quasit Piss
| Gain a random Psi6E power
| DM
|
34
| Retinax
| SL2: Cure Blindess; SL4: Far Sight
| Star Trek
| 35
| Smash
| Regen SL hp/s; +SL/2 Dex; take 2*SL dmg at end
| Cyberpunk
| 36
| Space Mead
| Suspend Animation; Astral Projection; High Freq. Sample
| Cthulhu
|
37
| Speedheal
| Regen SL*3 hp/s; -SL Dex
| Cyberpunk
| 38
| Stim
| Regen SL hp/s; +SL Dex; -SL Will saves
| Cyberpunk
| 39
| Syncomp 15
| Reverses a poison or a SL Drug
| Cyberpunk
|
40
| Synthcoke
| Regen SL*2 hp/s; +SL*2 Dex; -SL*3 Will saves
| Cyberpunk
| 41
| Synthehol
| -SL dmg/att; -SL Wis; Can throw off effects anytime
| Star Trek
| 42
| Triox Compound
| Need not breathe; Resist Vacuum SL/2 times
| Star Trek
|
|
[PC3] Priest Classes Group
Pixie Queen
Level
| KXP
| Priest 123 456 78
| Faerie 0½1 1½ 2 2½ 3 3½ 4 4½ 5 5½ 6 6½
| TH
|
1
| 0
| 0-- --- --
| 1-- - - - - - -
| -2
| 2
| 3.125
| 10- --- --
| 21- - - - - - -
| -1
| 3
| 6.25
| 210 --- --
| 221 - - - - - -
| -1
|
4
| 12.5
| 321 --- --
| 222 1 - - - - -
| -1
| 5
| 25
| 321 0-- --
| 222 2 1 - - - -
| -1
| 6
| 50
| 432 1-- --
| 222 2 2 1 - - -
| -1
|
7
| 100
| 432 10- --
| 222 2 2 2 - - -
| -1
| 8
| 200
| 543 21- --
| 222 2 2 2 1 - -
| -1
| 9
| 400
| 543 210 --
| 222 2 2 2 2 - -
| -1
|
10
| 800
| 654 321 --
| 222 2 2 2 2 1 -
| +0
| 11
| 1200
| 654 321 0-
| 222 2 2 2 2 2 -
| +0
| 12
| 1600
| 665 432 1-
| 222 2 2 2 2 2 -
| +0
|
13
| 2000
| 666 543 2-
| 222 2 2 2 2 2 1
| +0
| 14
| 2400
| 666 543 20
| 222 2 2 2 2 2 2
| +0
| 15
| 2800
| 666 543 21
| 222 2 2 2 2 2 2
| +0
|
16
| 3200
| 666 654 32
| 333 2 2 2 2 2 2
| +0
| 17
| 3600
| 666 665 43
| 333 3 3 3 2 2 2
| +0
| 18
| 4000
| 666 666 54
| 333 3 3 3 3 3 3
| +1
|
19
| 4400
| 666 666 65
| 444 3 3 3 3 3 3
| +1
| 20
| 4800
| 666 666 66
| 444 4 4 4 3 3 3
| +1
| 21
| 5200
| 666 666 66
| 444 4 4 4 4 4 4
| +1
|
22
| 5600
| 766 666 66
| 555 4 4 4 4 4 4
| +1
| 23
| 6000
| 766 666 66
| 555 5 5 5 4 4 4
| +1
| 24
| 6400
| 776 666 66
| 555 5 5 5 5 5 5
| +1
|
25
| 6800
| 776 666 66
| 655 5 5 5 5 5 5
| +1
| 26
| 7200
| 777 666 66
| 665 5 5 5 5 5 5
| +2
| 27
| 7600
| 777 666 66
| 666 5 5 5 5 5 5
| +2
|
28
| 8000
| 777 766 66
| 666 6 5 5 5 5 5
| +2
| 29
| 8400
| 777 766 66
| 666 6 6 5 5 5 5
| +2
| 30
| 8800
| 777 776 66
| 666 6 6 6 5 5 5
| +2
|
31
| 9200
| 777 776 66
| 666 6 6 6 6 5 5
| +2
| 32
| 9600
| 777 777 66
| 666 6 6 6 6 6 5
| +2
| 33
| 10000
| 777 777 66
| 666 6 6 6 6 6 6
| +2
|
34
| 10400
| 777 777 76
| 766 6 6 6 6 6 6
| +3
| 35
| 10800
| 777 777 76
| 776 6 6 6 6 6 6
| +3
| 36
| 11200
| 777 777 771
| 777 6 6 6 6 6 6 1
| +3
|
37
| 22400
| 777 777 772
| 777 6 6 6 6 6 6 2
| +3
| 38
| 33600
| 777 777 773
| 777 6 6 6 6 6 6 3
| +3
| 39
| 44800
| 777 777 774
| 777 6 6 6 6 6 6 4
| +3
|
45
| 112000
| 888 777 777
| 777 7 7 7 6 6 6 6 1
| +4
| 54
| 212800
| 998 888 888 1
| 777 7 7 7 7 7 7 6 6 1
| +5
| 63
| 313600
| 999 988 888 8
| 777 7 7 7 7 7 7 7 7 7 1
| +6
|
72
| 414400
| AA9 999 999 91
| 887 7 7 7 7 7 7 7 7 7 7 1
| +7
|
|
Requisites:
| Dex 12, Wis 12, Chr 18, Cml 21
| Alignment:
| T any (or) any N
| HD/level:
| d1+2
| Weapon Prof.:
| 2+level/14
| To Hit Table:
| ½xThf0
| Reference:
| MTG
| Groups:
| Priest, Monster
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+5
| RSW:
| level+4
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+3
| Fort:
| level+6
| Reflex:
| level+4
| Will:
| level+4
|
|
|
Can cast "Green" spells (out of either progression); see next page.
| Gets Barbarian Chr and Cml.
| Level 1 ¶: +4 Con, -2 Int.
| Level 1 ¶: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
| Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.
|
|
[PC3] Priest Classes Group
Plant0
Level
| KXP
| Priest 123 456
|
1
| 0.5 (owe)
| ½-- ---
| 2
| 1
| 1-- ---
| 3
| 2
| 2-- ---
|
4
| 4
| 21- ---
| 5
| 8
| 31- ---
| 6
| 16
| 32- ---
|
7
| 30
| 321 ---
| 8
| 60
| 331 ---
| 9
| 120
| 332 ---
|
10
| 220
| 332 1--
| 11
| 320
| 333 1--
| 12
| 420
| 333 2--
|
13
| 520
| 333 21-
| 14
| 620
| 333 31-
| 15
| 720
| 333 32-
|
16
| 820
| 433 321
| 17
| 920
| 443 331
| 18
| 1020
| 444 332
|
19
| 1120
| 444 432
| 20
| 1220
| 444 443
| 21
| 1320
| 444 444
|
22
| 1420
| 554 444
| 23
| 1520
| 555 444
| 24
| 1620
| 555 544
|
25
| 1720
| 555 554
| 26
| 1820
| 555 555
| 27
| 1920
| 665 555
|
28
| 2020
| 666 555
| 29
| 2120
| 666 655
| 30
| 2220
| 666 665
|
31
| 2320
| 666 666
| 32
| 2420
| 776 666
| 33
| 2520
| 777 666
|
34
| 2620
| 777 766
| 35
| 2720
| 777 776
| 36
| 2820
| 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 10 9 8 5 6 2 1 0
| +1
| 10 9 8 6 6 2 1 0
| +1
| 10 9 8 6 7 3 2 0
|
+2
| 12 11 10 8 9 3 2 1
| +3
| 12 11 10 9 9 4 2 1
| +3
| 12 11 10 9 10 4 3 1
|
+3
| 14 13 12 11 12 5 3 2
| +4
| 14 13 12 12 12 5 4 2
| +5
| 14 13 13 12 12 6 4 2
|
+5
| 16 15 14 14 15 6 4 3
| +5
| 16 15 15 14 15 7 5 3
| +6
| 16 15 15 15 15 7 5 3
|
+7
| 16 15 15 15 15 7 5 3
| +7
| 16 15 15 15 15 7 5 3
| +7
| 16 15 15 15 15 7 5 3
|
+8
| 16 15 15 15 15 7 5 3
| +9
| 16 15 15 15 15 7 5 3
| +9
| 16 15 15 15 15 7 5 3
|
|
Requisites:
| Wis 13
| Alignment:
| any (*N is helpful)
| HD/level:
| & d5
| Weapon Prof.:
| & 1+level/3
| To Hit Table:
| CTD0
| Save Table:
| Half0
| Reference:
| DM
| Groups:
| Monster, Priest
|
|
|
|
Can cast Priest spells. No stat bonus to progression. Gets Grand in Plant sphere, 1 Major, and 2 Minor spheres.
| Level 1: Speak Druid language
| Level 4 ¶: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
| Level 7 ¶: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
| Level 10 ¶: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
| Level 13 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
| Level 16 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
|
| New Plant spells for Plant0 class:
| Goodberry Golem (all SL's): Summon a DL=SL Goodberry Golem.
| Thornskin (all SL's): AC +CL; Saves +SL; Wood damaging shield 25*SL%
| Verdant Force (SL=4): Summon a DL IV Verdant Force; +1 summon slot for Saprolings; the Verdant Force summons 1 Saproling per segment as a 0 action.
|
|
[PC3] Priest Classes Group
Plator
Level
| KXP
| MTG Wiz/Pri 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 5
| 20- --- ---
| +1
| 3
| 10
| 21- --- ---
| +1
|
4
| 20
| 320 --- ---
| +2
| 5
| 40
| 421 --- ---
| +3
| 6
| 80
| 422 0-- ---
| +3
|
7
| 160
| 432 1-- ---
| +4
| 8
| 250
| 433 20- ---
| +5
| 9
| 500
| 433 21- ---
| +5
|
10
| 700
| 443 22- ---
| +6
| 11
| 900
| 444 330 ---
| +7
| 12
| 1100
| 444 441 ---
| +7
|
13
| 1300
| 555 442 0--
| +8
| 14
| 1500
| 555 442 1--
| +9
| 15
| 1700
| 555 552 10-
| +9
|
16
| 1900
| 555 553 21-
| +10
| 17
| 2100
| 555 553 320
| +11
| 18
| 2300
| 555 553 321
| +11
|
19
| 2500
| 555 553 331
| +12
| 20
| 2700
| 555 554 332
| +13
| 21
| 2900
| 555 554 442
| +13
|
22
| 3100
| 555 555 443
| +14
| 23
| 3300
| 555 555 553
| +15
| 24
| 3500
| 555 555 554
| +15
|
25
| 3700
| 555 555 555
| +16
| 26
| 3900
| 666 655 555
| +17
| 27
| 4100
| 666 666 655
| +17
|
28
| 4300
| 666 666 666
| +18
| 29
| 4500
| 777 766 666
| +19
| 30
| 4700
| 777 777 766
| +19
|
31
| 4900
| 777 777 777
| +20
| 32
| 5100
| 888 877 777
| +21
| 33
| 5300
| 888 888 877
| +21
|
34
| 5500
| 888 888 888
| +22
| 35
| 5700
| 999 988 888
| +23
| 36
| 5900
| 999 999 999 1
| +23
|
37
| 11800
| 999 999 999 2
| +24
| 38
| 17700
| 999 999 999 3
| +25
| 39
| 23600
| 999 999 999 4
| +25
|
45
| 59000
| A99 999 999 9
| +29
| 54
| 112100
| AAA AAA AAA 91
| +35
| 63
| 165200
| AAA AAA AAA A9
| +41
|
72
| 218300
| BBB BBB BAA AA1
| +47
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-5
| +0
| +0
| +7
| +3
| +0
| +0
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Int 25, Wis 9,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| MTG / DM
| Groups:
| Wizard, Priest, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+0
| Reflex:
| level+0
| Will:
| level+0
|
|
|
Gets Int bonus to progression.
| Has access to the following Schools/Spheres:
| Artifact (Wizard School and Concordant School)
| Black (Wizard School and Priest Sphere)
| Blue (Wizard School and Psionic Discipline)
| Gold (Wizard School, Priest Sphere, and Psionic Discipline)
| Green (Priest Sphere)
| Red (Wizard School)
| White (Priest Sphere)
| Spells are on the following pages. Can cast normal Wizard or Priest spells; they cost 2 spells each.
| Artifact spells are generally cast once, then the effect lasts for the day.
|
|
[PC3] Priest Classes Group
Plator (MTG Spells)
School/Sphere
| SL
| #
| Spell
| Effect
|
Artifact
| 1
| 1
| AEther Vial
| 0, 1/r: Cast a Conjuration/Summoning spell.
| Artifact
| 1
| 2
| Ivory Tower
| Regenerate 3 hp/s.
| Artifact
| 1
| 3
| Skullclamp
| Your summons get +CL TH/dmg, -CL AC/saves/rhp
|
Artifact
| 1
| 4
| Sol Ring
| +2 SL in progression.
| Artifact
| 1
| 5
| Soul Net
| Whenever you kill someone with a spell, cure 1 hp.
| Artifact
| 1
| 6
| Summon Myr 1
| Summon a DL=1 Myr
|
Artifact
| 1
| 7
| Voltaic Key
| 1V: An item gets 1E action this segment.
| Black
| 1
| 1
| Darkness
| 1bM: Immune to a P attack from someone
| Black
| 1
| 2
| Paralyze
| Target is paralyzed (PP save)
|
Black
| 1
| 3
| Unholy Strength
| Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
| Blue
| 1
| 1
| Ancestral Recall
| This spell can be cast only once per turn. Target regains 3 SL's in memorization.
| Blue
| 1
| 2
| Flight
| Target flies at 12" (C).
|
Blue
| 1
| 3
| Mind Games
| Target loses his next action (Spell save)
| Green
| 1
| 1
| Awaken
| Removes sleep/fatigue effect on up to CL targets
| Green
| 1
| 2
| Berserk
| Attacking creature does x2 dmg and is slain this segment (not 1bM)
|
Green
| 1
| 3
| Force of Nature I
| Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
| Green
| 1
| 4
| Giant Growth
| Target gets +3 TH, dmg, AC, and saves this round.
| Green
| 1
| 5
| Instill Energy
| You get +1S action per round for CL r (counts as your haste).
|
Green
| 1
| 6
| Natural Healing
| Target is cured equal to his Con score in hp
| Green
| 1
| 7
| Nature’s Lore
| Know direction & distance to an object or person (if they are touching the ground)
| Red
| 1
| 1
| Earthbind
| Target loses flying and takes double normal falling damage (no save).
|
Red
| 1
| 2
| False Orders
| (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
| Red
| 1
| 3
| Lightning Bolt
| Target takes 30 lightning dmg (Spell save for 0)
| White
| 1
| 1
| Angel's Grace
| 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
|
White
| 1
| 2
| Death Ward
| 1bM, cannot act next segment: Avoid a slay effect on someone.
| White
| 1
| 3
| Healing Salve
| One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
| Artifact
| 2
| 1
| Chaos Orb
| 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
|
Artifact
| 2
| 2
| Helm of Awakening
| All spells in the room are school/sphere robed (x1 Special)
| Artifact
| 2
| 3
| Illusionary Mask
| Your summons are Dust of Disappearanced
| Artifact
| 2
| 4
| Lightning Greaves
| Your summons are not summoning sick
|
Artifact
| 2
| 5
| Scythe of the Wretched
| +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
| Artifact
| 2
| 6
| Summon Myr 2
| Summon a DL=2 Myr
| Artifact
| 2
| 7
| Sun Droplet
| Regenerate 10 hp/s.
|
Black
| 2
| 1
| Animate Dead
| Animates a dead monster as your summon (1 DL lower)
| Black
| 2
| 2
| Simulacrum
| 1bM: Redirect any amount of damage from you to one of your subordinates.
| Black
| 2
| 3
| Terror
| Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
|
Blue
| 2
| 1
| Aura of Dominion
| Target can use 2M this segment.
| Blue
| 2
| 2
| Force Spike
| 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Blue
| 2
| 3
| Invisibility
| Improved Invisibility.
|
Blue
| 2
| 4
| Time Walk
| This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
| Gold
| 2
| 1
| Angelic Shield
| All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
| Gold
| 2
| 2
| Azorius First-Wing
| Summon a DL II Griffin, it flies, and can remove bad effects on people.
|
Gold
| 2
| 3
| Azorius Guildmage
| Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
| Gold
| 2
| 4
| Crystalline Sliver
| Summon a DL II Sliver, it can't be targetted.
| Gold
| 2
| 5
| Energy Arc
| 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
|
Gold
| 2
| 6
| Galina's Knight
| Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
| Gold
| 2
| 7
| Meddling Mage
| Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
| Gold
| 2
| 8
| Overrule
| 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
|
Gold
| 2
| 9
| Pride of the Clouds
| Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
| Gold
| 2
| 10
| Prismatic Boon
| Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
| Gold
| 2
| 11
| Sygg, River Guide
| Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
|
Gold
| 2
| 12
| Wings of Aesthir
| Target gets +CL TH/dmg and flying 12" for 1t.
| Gold
| 2
| 13
| Wings of Hope
| Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
| Green
| 2
| 1
| Bind
| 1bM: Counter an item ability.
|
Green
| 2
| 2
| Earth Bolt
| Deal CLd10 Eldritch Earth dmg to one target (no save)
| Green
| 2
| 3
| Gaea’s Bounty
| Regain one first-level Plant/Animal spell to memorization
| Green
| 2
| 4
| Gaea’s Cradle
| One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
|
Green
| 2
| 5
| Gaea’s Might
| Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
| Green
| 2
| 6
| Lifeforce
| 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
| Green
| 2
| 7
| Naturalize
| Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
|
Green
| 2
| 8
| Regeneration
| You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
| Green
| 2
| 9
| Soothing Word
| Removes fear/horror effect on up to CL targets
| Green
| 2
| 10
| Spiritual Energy
| +LVL Con
|
Red
| 2
| 1
| Echoing Ruin
| Destroy all magic items of the same exact type (Disint. save each)
| Red
| 2
| 2
| Raging River
| Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
| Red
| 2
| 3
| Shatter
| Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
|
White
| 2
| 1
| Abeyance
| Target cannot use M actions this segment (Will save)
| White
| 2
| 2
| Circle of Protection
| When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
| White
| 2
| 3
| Disenchant
| Dispel an effect.
|
Artifact
| 3
| 1
| Ashnod's Altar
| 0, sacrifice a summon: Get back 2 SL in progression
| Artifact
| 3
| 2
| Blasting Station
| 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
| Artifact
| 3
| 3
| Brass Gnat 3-1
| 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
|
Artifact
| 3
| 4
| Brass Gnat 3-2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
| Artifact
| 3
| 5
| Brass Gnat 3-3
| 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
| Artifact
| 3
| 6
| Brass Gnat 3-4
| Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
|
Artifact
| 3
| 7
| Brass Gnat 3-5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
| Artifact
| 3
| 8
| Brass Gnat 3-6
| Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
| Artifact
| 3
| 9
| Brass Gnat 3-7
| Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
|
Artifact
| 3
| 10
| Brass Gnat 3-8
| 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
| Artifact
| 3
| 11
| Brass Gnat 3-9
| 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
| Artifact
| 3
| 12
| Brass Gnat 3-10
| 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
|
Artifact
| 3
| 13
| Brass Gnat 3-11
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
| Artifact
| 3
| 14
| Brass Gnat 3-12
| "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
| Artifact
| 3
| 15
| Brass Gnat 3-13
| 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
|
Artifact
| 3
| 16
| Brass Gnat 3-14
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
| Artifact
| 3
| 17
| Brass Gnat 3-15
| 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
| Artifact
| 3
| 18
| Caltrops
| 10 damage damaging shield (no save, TechR to resist)
|
Artifact
| 3
| 19
| Fireshrieker
| One of your summons deals double damage
| Artifact
| 3
| 20
| Forcefield
| Damage Threshold 10 from physical attacks
| Artifact
| 3
| 21
| Loxodon Warhammer
| Vampiric Regen. (can be used on one of your summons)
|
Artifact
| 3
| 22
| Summon Myr 3
| Summon a DL=3 Myr
| Black
| 3
| 1
| Attrition
| Sacrifice a summon: Target is slain (PPD save)
| Black
| 3
| 2
| Gloom
| [x1 Special] Priest spells cost triple spell slots to cast.
|
Blue
| 3
| 1
| Charisma
| Your attacks are charm branded (Will save)
| Blue
| 3
| 2
| Mana Leak
| 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Blue
| 3
| 3
| Psionic Blast
| Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
|
Gold
| 3
| 1
| Absorb
| 1bM: Counterspell, and be cured 30 hp.
| Gold
| 3
| 2
| Azorius AEthermage
| Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
| Gold
| 3
| 3
| Chromatic Armor
| Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
|
Gold
| 3
| 4
| Daring Leap
| One creature flies and gets +10 TH/dmg/AC/saves this segment.
| Gold
| 3
| 5
| Demand (Supply/Demand)
| Wishoid for a SL 2 Psi11U/W spell
| Gold
| 3
| 6
| Guiding Spirit
| Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
|
Gold
| 3
| 7
| Hanna, Ship's Navigator
| Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
| Gold
| 3
| 8
| Leering Gargoyle
| Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
| Gold
| 3
| 9
| Minister of Impediments
| Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
|
Gold
| 3
| 10
| Opaline Sliver
| Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
| Gold
| 3
| 11
| Phantatog
| Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
| Gold
| 3
| 12
| Plumes of Peace
| Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
|
Gold
| 3
| 13
| Reparations
| Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
| Gold
| 3
| 14
| Riptide Crab
| Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
| Gold
| 3
| 15
| Samite Archer
| Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
|
Gold
| 3
| 16
| Silver Drake
| When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
| Gold
| 3
| 17
| Sky Spirit
| Summon a DL III Spirit, it flies.
| Gold
| 3
| 18
| Spectral Shield
| Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
|
Gold
| 3
| 19
| Tempest Drake
| Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
| Green
| 3
| 1
| Adaptation
| NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
| Green
| 3
| 2
| Ancestral Mask
| Target gets +LVL/+LVL TH/dmg for each other of same race in room
|
Green
| 3
| 3
| Force of Nature II
| Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
| Green
| 3
| 4
| Gaea’s Skyfolk
| Winged flight CL^2"
| Green
| 3
| 5
| Nature’s Chosen
| +1S action
|
Green
| 3
| 6
| Tranquility
| Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
| Red
| 3
| 1
| Fervor
| You and your summons are not summoning sick.
| Red
| 3
| 2
| Stone Rain
| Deal CL Hull dmg to one inanimate object (no save)
|
White
| 3
| 1
| Arenson's Aura
| 0, sacrifice a maintained effect: Dispel a maintained effect.
| White
| 3
| 2
| Reverse Damage
| 1bM: One effect that's damaging you heals you for that amount instead.
| Artifact
| 4
| 1
| Giant Fan
| 1V: Move an effect from one person to another (aER to resist)
|
Artifact
| 4
| 2
| Icy Manipulator
| 1S: Target loses his next action.
| Artifact
| 4
| 3
| Jester's Cap
| Target forgets how to cast 3 spells or effects by name
| Artifact
| 4
| 4
| Summon Myr 4
| Summon a DL=4 Myr
|
Black
| 4
| 1
| Breeding Pit
| Once per round, get a DL I Thrull as a summon (limit=LVL)
| Black
| 4
| 2
| Lich
| Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
| Blue
| 4
| 1
| Coastal Piracy
| Whenever you kill a creature, restore 1 SL in memorization
|
Blue
| 4
| 2
| Control Magic
| Charm Monster (Will save)
| Blue
| 4
| 3
| Counterspell
| 1bM or 1 OppM: Counter target magical/psionic effect.
| Gold
| 4
| 1
| AEthermage's Touch
| Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
|
Gold
| 4
| 2
| Ayesha Tanaka
| Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
| Gold
| 4
| 3
| Azorius Ploy
| One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
| Gold
| 4
| 4
| Cloud Cover
| Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
|
Gold
| 4
| 5
| Glaciers
| x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
| Gold
| 4
| 6
| Grand Arbiter Augustin IV
| Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
| Gold
| 4
| 7
| Harbor Guardian
| Summon a DL IV Gargoyle, he has near-infinite reach upwards.
|
Gold
| 4
| 8
| Hazerider Drake
| Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
| Gold
| 4
| 9
| Kangee, Aerie Keeper
| Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
| Gold
| 4
| 10
| Meddling Kids
| Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
|
Gold
| 4
| 11
| Reviving Vapors
| Up to 3 targets are cured (1d10+CL)*10 hp
| Gold
| 4
| 12
| Sawtooth Loon
| When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
| Gold
| 4
| 13
| Stand // Deliver
| Unsummon a summon or dispel one effect, and cure one target 80 hp.
|
Gold
| 4
| 14
| Trial (Trial/Error)
| Unsummon all creatures in a group, at least one of your summons must be in that group.
| Gold
| 4
| 15
| Vanish into Memory
| Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
| Green
| 4
| 1
| Aluren
| You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
|
Green
| 4
| 2
| Earth Storm
| Deal CLd12 Eldritch Earth dmg 40' radius (no save)
| Green
| 4
| 3
| Gaea’s Balance
| You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
| Green
| 4
| 4
| Gaea’s Blessing
| Reconstruct up to three effects which were dispelled/twisted within the last turn
|
Green
| 4
| 5
| Gaea’s Touch
| +1QM only for Pixie Queen spells
| Green
| 4
| 6
| Harmony of Nature
| 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
| Green
| 4
| 7
| Living Lands
| Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
|
Green
| 4
| 8
| Nature’s Blessing
| +CL distributed among AC/saves/TH/dmg as you like
| Red
| 4
| 1
| AEther Flash
| Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| Red
| 4
| 2
| Fork
| 1bM or 1 OppM: Copy target magical/psionic effect.
|
Red
| 4
| 3
| Orcish Oriflamme
| All your subordinates get +1 offensive DL.
| White
| 4
| 1
| Congregate
| Target gains 10*N hp, where N is the number of people in the party+summons
| White
| 4
| 2
| Resurrection
| Resurrect someone who's been killed within the past CL s.
|
Artifact
| 5
| 1
| Al-Abara's Carpet
| Immune to attackers unless they are flying
| Artifact
| 5
| 2
| Coat of Arms
| Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
| Artifact
| 5
| 3
| Mirari
| 1bM, lose a SL=5 spell in memorization: Fork
|
Artifact
| 5
| 4
| Summon Myr 5
| Summon a DL=5 Myr
| Black
| 5
| 1
| Extinction
| Slay all creatures of one race in a group (PPD save)
| Blue
| 5
| 1
| Deflection
| 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
|
Blue
| 5
| 2
| Evacuation
| A group of summons is unsummoned
| Gold
| 5
| 1
| Armored Guardian
| Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
| Gold
| 5
| 2
| Hunding Gjornersen
| Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
|
Gold
| 5
| 3
| Isperia the Inscrutable
| Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
| Gold
| 5
| 4
| Ordered Migration
| Summon CL/6 DL I Birds
| Gold
| 5
| 5
| Palliation Accord
| Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
|
Gold
| 5
| 6
| Sky Hussar
| Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
| Gold
| 5
| 7
| Swift Silence
| The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
| Gold
| 5
| 8
| Teferi's Moat
| Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
|
Gold
| 5
| 9
| Tobias Andrion
| Summon a DL V Human, he beats things.
| Gold
| 5
| 10
| Windreaver
| Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
| Green
| 5
| 1
| Brute
| For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
|
Green
| 5
| 2
| Call of the Wild
| Summon any real-world animal (your choice), you get CL/DL of them (round up)
| Green
| 5
| 3
| Doubling Season
| Whenever you summon a creature, you get 2 instead (+1 slot too)
| Green
| 5
| 4
| Force of Nature III
| Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
|
Green
| 5
| 5
| Gaea’s Embrace
| Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
| Green
| 5
| 6
| Life Essence
| If target has less than CL*CL current hp, it is cured so it has CL*CL hp
| Red
| 5
| 1
| Fissure
| Slay target creature (RSW save), or Earthquake the floor
|
White
| 5
| 1
| Angelic Chorus
| Whenever you summon a creature, cure it's hp on yourself
| Artifact
| 6
| 1
| Brass Gnat 6-1
| 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
| Artifact
| 6
| 2
| Brass Gnat 6-2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
|
Artifact
| 6
| 3
| Brass Gnat 6-3
| Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
| Artifact
| 6
| 4
| Brass Gnat 6-4
| Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
| Artifact
| 6
| 5
| Brass Gnat 6-5
| Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
|
Artifact
| 6
| 6
| Brass Gnat 6-6
| 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
| Artifact
| 6
| 7
| Brass Gnat 6-7
| 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
| Artifact
| 6
| 8
| Brass Gnat 6-8
| 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
|
Artifact
| 6
| 9
| Brass Gnat 6-9
| 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
| Artifact
| 6
| 10
| Brass Gnat 6-10
| You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
| Artifact
| 6
| 11
| Joven's Tools
| 1M: Target creature ignores all defenses with one attack
|
Artifact
| 6
| 12
| Mindslaver
| 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
| Artifact
| 6
| 13
| Mirror Universe
| 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
| Black
| 6
| 1
| Dark Offering
| Slay a creature (PPD save), you gain it's hp to current hp
|
Blue
| 6
| 1
| Mind's Desire
| You can cast 1d6 spells of SL=1d6 next segment as 1M
| Blue
| 6
| 2
| Quash
| 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
| Gold
| 6
| 1
| Dovescape
| x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
|
Gold
| 6
| 2
| Kasimir the Lone Wolf
| Summon a DL VI Human Warrior, he beats things down.
| Gold
| 6
| 3
| Rasputin Dreamweaver
| Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
| Green
| 6
| 1
| Desert Twister
| Destroy something (PP save, like a Disintegrate spell)
|
Green
| 6
| 2
| Gaea’s Herald
| When your summoned creatures go below -10 hp, they don't disappear (you can cure)
| Green
| 6
| 3
| Nature’s Cloak
| +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
| Red
| 6
| 1
| Dragon Roost
| Once per round, get a DL V Dragon as a summon (limit=LVL/3)
|
Red
| 6
| 2
| Gravity Sphere
| No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
| White
| 6
| 1
| Beacon of Immortality
| Double current hp (like a Tenser's, but a different source)
| Artifact
| 7
| 1
| Legacy Weapon
| 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
|
Artifact
| 7
| 2
| Summon Myr 7
| Summon a DL=7 Myr
| Blue
| 7
| 1
| Blatant Thievery
| Pick Pockets LVL*10% on each target in a group
| Gold
| 7
| 1
| Gosta Dirk
| Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
|
Gold
| 7
| 2
| Iridescent Angel
| Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
| Gold
| 7
| 3
| Ith, High Arcanist
| Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
| Gold
| 7
| 4
| Jedit Ojanen
| Summon a DL VII Cat Warrior, he really beats things down.
|
Green
| 7
| 1
| Force of Nature IV
| Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
| Green
| 7
| 2
| Nature’s Wrath
| Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
| Green
| 7
| 3
| One with Nature
| For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
|
Green
| 7
| 4
| Seeds of Life
| 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
| Green
| 7
| 5
| Tooth and Nail
| Summon DL VII, can pick type, or can pick creature within type
| Red
| 7
| 1
| Flame Wave
| CL/3 groups each take 40 eldritch fire dmg (no save)
|
White
| 7
| 1
| Look at Me, I'm the DCI
| An effect is banned from the room (x1 Special)
| Artifact
| 8
| 1
| Aladdin's Ring
| 1M: 40 damage to one target (no resistance)
| Black
| 8
| 1
| Decree of Pain
| Slay all creatures in two groups (PPD save) or one group (no save)
|
Blue
| 8
| 1
| Beacon of Tomorrows
| You get an extra segment this round (segment 11 at end)
| Green
| 8
| 1
| Biorhythm
| Each person in a group's current hp = (Number of summons)*10
| Green
| 8
| 2
| Dual Nature
| Whenever you summon or create creatures, you get twice as many of them
|
Green
| 8
| 3
| Force of Nature V
| Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
| Green
| 8
| 4
| Gaea’s Avenger
| Immune to x5 and lower artifact effects that you (or your party) do not control
| Red
| 8
| 1
| Insurrection
| Charm a group (Will save, ignores immunity to Charm effects)
|
White
| 8
| 1
| Reverse the Sands
| Switch current hp totals with someone (no save)
| Artifact
| 9
| 1
| Brass Gnat 9-1
| 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
| Artifact
| 9
| 2
| Brass Gnat 9-2
| 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
|
Artifact
| 9
| 3
| Brass Gnat 9-3
| Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
| Artifact
| 9
| 4
| Brass Gnat 9-4
| 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
| Artifact
| 9
| 5
| Brass Gnat 9-5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
|
Artifact
| 9
| 6
| Brass Gnat 9-6
| You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
| Artifact
| 9
| 7
| Brass Gnat 9-7
| 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
| Artifact
| 9
| 8
| Darksteel Forge
| Your items are indestructible.
|
Green
| 9
| 1
| Child of Gaea
| Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
| Green
| 9
| 2
| Everhome
| Your home plane is every plane; when this effect ends, your home plane = current plane
| Green
| 9
| 3
| Force of Nature VI
| Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
|
Green
| 9
| 4
| Gaea’s Liege
| Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
| White
| 9
| 1
| Blessed Wind
| Target's current hp becomes 200.
|
|
[PC3] Priest Classes Group
Protector0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 7 6 4 2 3 0 0 2
| +1
| 7 6 4 3 4 0 1 3
| +1
| 7 6 5 3 4 1 1 4
|
+2
| 9 8 6 5 5 2 2 5
| +3
| 9 8 6 5 6 2 2 5
| +3
| 11 10 8 6 7 3 3 6
|
+3
| 11 10 8 7 7 3 3 7
| +4
| 11 10 9 7 8 4 4 8
| +5
| 12 11 10 8 9 4 4 8
|
+5
| 12 11 10 9 10 5 5 9
| +5
| 12 11 11 9 10 6 5 10
| +6
| 13 12 12 11 11 6 6 11
|
+7
| 13 12 12 11 12 7 6 11
| +7
| 14 13 13 12 13 8 7 12
| +7
| 14 13 13 13 13 8 7 13
|
+8
| 14 14 14 13 13 9 8 14
| +9
| 15 14 14 14 14 9 8 14
| +9
| 15 15 15 14 14 10 9 15
|
|
Requisites:
| Wis 16, Con 13
| Alignment:
| any
| HD/level:
| d7
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| 1½xClr0
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Priest Spells: Gets Grand in Protection, 2 Major, and 5 Minor spheres.
| When you material component one of the new spells below, replace "You get" with "All PCs that you as a Player are playing". You cannot material component to hit a group or someone else (that you're not playing) at all.
| Level 1: Turn Undead.
|
| New Protection spells for Protector0 class:
| C-Resist (all SL's): You get SL instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
| Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).
| Effects Resistance (SL=3): You get iER 28+CL*2%.
| Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
| Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
| Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)
|
|
[PC3] Priest Classes Group
Proto-Lich
Level
| KXP
| ProtoLich Lich 123 456 7 [01]
|
1
| 0
| 1-- --- - [--]
| 2
| 6
| 2-- --- - [--]
| 3
| 18
| 21- --- - [--]
|
4
| 42
| 32- --- - [--]
| 5
| 90
| 321 --- - [--]
| 6
| 186
| 432 --- - [--]
|
7
| 282
| 432 1-- - [--]
| 8
| 378
| 543 2-- - [--]
| 9
| 570
| 543 21- - [--]
|
10
| 800
| 653 21- - [--]
| 11
| 1400
| 654 31- - [--]
| 12
| 2000
| 654 32- - [--]
|
13
| 2600
| 654 321 - [--]
| 14
| 3200
| 654 322 - [--]
| 15
| 3800
| 654 332 - [--]
|
16
| 4400
| 654 333 - [--]
| 17
| 5000
| 654 433 - [--]
| 18
| 5600
| 654 443 - [--]
|
19
| 6200
| 654 444 - [--]
| 20
| 6800
| 655 444 1 [--]
| 21
| 7400
| 655 544 1 [--]
|
22
| 8000
| 655 554 1 [--]
| 23
| 8600
| 655 555 1 [--]
| 24
| 9200
| 665 555 1 [1-]
|
25
| 9800
| 666 555 1 [2-]
| 26
| 10400
| 666 655 2 [3-]
| 27
| 11000
| 666 665 2 [21]
|
28
| 11600
| 666 666 2 [21]
| 29
| 12200
| 766 666 2 [12]
| 30
| 12800
| 777 666 2 [12]
|
31
| 13400
| 777 776 3 [-3]
| 32
| 14000
| 777 777 3 [-3]
| 33
| 14600
| 888 777 3 [-4]
|
34
| 15200
| 888 888 3 [-4]
| 35
| 15800
| 999 999 4 [-5]
| 36
| 16400
| AAA AAA 4 [-5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 5 2 3 0 0 2
| +2
| 8 4 6 3 4 0 0 3
| +3
| 9 5 6 3 4 0 1 3
|
+4
| 9 5 6 4 4 1 1 4
| +5
| 10 6 7 4 5 1 1 4
| +6
| 10 6 7 5 5 2 2 5
|
+7
| 11 7 8 5 6 2 2 5
| +8
| 11 7 9 6 6 2 2 6
| +9
| 12 7 9 6 7 3 3 6
|
+10
| 12 8 9 6 7 3 3 7
| +11
| 13 8 10 7 8 4 3 7
| +12
| 13 9 10 7 8 4 4 8
|
+13
| 13 9 10 7 8 4 4 8
| +14
| 14 9 11 8 9 5 4 9
| +15
| 14 10 11 8 9 5 5 9
|
+16
| 14 10 11 9 9 6 5 10
| +17
| 15 11 12 9 10 6 5 10
| +18
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Int 19, Wis 14, Chr 5
| Alignment:
| any E
| HD/level:
| +d10
| Weapon Prof.:
| level
| To Hit Table:
| Mon
| Save Table:
| Pri
| Reference:
| DM {Reduced Lich}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
+1 Nonweapon proficiency per level.
| +LVL-2 or better weapon needed to hit you (at level 1 this is "silver or better").
|
| Level 0 Proto-Lich spells (cantrips) are not on the progression; these are 1/4 of a 1st level spell each.
| Level 8 Proto-Lich spells are provided, as Proto-Liches are more likely than other classes (due to their nature) to be able to figure out a way to "School Robe" (-1 SL) their effects.
|
| Several Proto-Lich spells trigger by touch. They all trigger whenever someone is touched (or whenever someone touches you), and can be conducted through weapons (spend 2 Feats to be able to do this). You may pick the same touch spell more than once to allow it to trigger more than once per touch.
|
| The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.
|
|
[PC3] Priest Classes Group
Proto-Lich Spells
Level
| #
| Spell
|
1
| 1
| 1M, 1/r: Any 0th level Wizard spell
| 1
| 2
| 1M, 1/r: Any 0th level Priest spell
| 1
| 3
| 1M, 1/r: Any 0th level psionic effect
|
1
| 4
| 1M: Turn Undead at CL=LVL
| 1
| 5
| 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
| 1
| 6
| +10*LVL% WR
|
1
| 7
| Mask Undead status; Turn as if double HD
| 1
| 8
| Detect Magic Items; 1M: Identify Magic Item
| 1
| 9
| 1M, 1/d: Gain +1 XP
|
1
| 10
| 1P: Create x1 Trap 15*LVL%
| 1
| 11
| Material componenting costs ½V action
| 1
| 12
| +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
|
1
| 13
| Cold LVL dmg by touch
| 1
| 14
| +1 Research Point (or drawn sheet) per reset (see [P12])
| 1
| 15
| 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
|
2
| 1
| 1M, 1/r: Any 0th-1st level Wizard spell
| 2
| 2
| 1M, 1/r: Any 0th-1st level Priest spell
| 2
| 3
| 1M, 1/r: Any 0th-1st level psionic effect
|
2
| 4
| Immune Turning
| 2
| 5
| 1M: Control Undead (as per Turn Undead)
| 2
| 6
| +10*LVL% RaRR
|
2
| 7
| Detect Concordant Beings; 1M: Legend Lore Concordant Being
| 2
| 8
| 1M: Create x1 Trick 15*LVL%
| 2
| 9
| Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
|
2
| 10
| +LVL/3 M actions
| 2
| 11
| 1M, Touch: Energy Drain 2 levels
| 2
| 12
| Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
|
3
| 1
| 1M, 1/r: Any 0th-2nd level Wizard spell
| 3
| 2
| 1M, 1/r: Any 0th-2nd level Priest spell
| 3
| 3
| 1M, LVL/d: Grant Undead Status
|
3
| 4
| +10*LVL MR
| 3
| 5
| 1F: Create x1 Special 5*LVL%
| 3
| 6
| 0, Gaze: Life Trapping (as per Mirror) (save)
|
3
| 7
| Immune to Twilight
| 3
| 8
| 1M, touch: Imprisonment (save)
| 3
| 9
| 1M: LVLd10 Colorless Fire dmg to one target (no save)
|
3
| 10
| Troll-like Regen LVL hp /s
| 3
| 11
| Double the memorization of 1 SL (Wizard or Priest)
| 3
| 12
| Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
|
4
| 1
| 1M, 1/r: Any 0th-3rd level Wizard spell
| 4
| 2
| 1M, 1/r: Any 0th-3rd level Priest spell
| 4
| 3
| 1M, 1/r: Any psionic minor
|
4
| 4
| +10*LVL PaPR
| 4
| 5
| 1M: Dispel Innate or Racial ability effect
| 4
| 6
| 1M, 1/d: Reset
|
4
| 7
| 1M, 1/d: Contact Alternate Reality
| 4
| 8
| 1M, 1/d: Create Any DL 4 Monster
| 4
| 9
| 1M, touch: Steal all spells (save)
|
4
| 10
| 1M, touch: Lose LVLd4 stat pts
| 4
| 11
| 1bF: Fork
| 4
| 12
| Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
|
5
| 1
| 1M, 1/r: Any 0th-4th level Wizard spell
| 5
| 2
| 1M, 1/r: Any 0th-4th level Priest spell
| 5
| 3
| +10*LVL aMR
|
5
| 4
| 1M: Project Image
| 5
| 5
| 1M: Teleport
| 5
| 6
| 1M: Contact Other Plane
|
5
| 7
| Conduct M actions through psi link (range sight)
| 5
| 8
| 1M, touch: Drain all psionic pools (save)
| 5
| 9
| 1M, touch: Slay Living (save)
|
5
| 10
| 1F: Get 2M you can use this segment
| 5
| 11
| +LVL/5 QM actions
| 5
| 12
| Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
|
6
| 1
| 1M, 1/r: Any 0th-5th level Wizard spell
| 6
| 2
| 1M, 1/r: Any 0th-5th level Priest spell
| 6
| 3
| 1M, 1/r: Any psionic major
|
6
| 4
| 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
| 6
| 5
| 1M: Teleport without Error
| 6
| 6
| +10*LVL IR
|
6
| 7
| 1M, touch: Steal a random powers for 1 round (no save)
| 6
| 8
| 1M, touch: Erase Truename (must know their Truename first)
| 6
| 9
| Troll-like regen LVL hp (including vile) /s
|
6
| 10
| Conduct effects through psi link (within sight)
| 6
| 11
| +LVL/10 number of segments per round
| 6
| 12
| Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
|
7
| 1
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 2
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 3
| +10*LVL EaER
|
7
| 4
| 1M, touch: Annihilation (save)
| 7
| 5
| 1M, touch: Incursion (save)
| 7
| 6
| Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
|
Lich 0 (10)
| 1
| 0, 1/r: Any 0th-5th level Wizard spell
| Lich 0 (10)
| 2
| 0, 1/r: Any 0th-4th level Priest spell
| Lich 0 (10)
| 3
| 0, 1/r: Any psionic cantrip
|
Lich 0 (10)
| 4
| +5*(Lich level)% WR (not irreducible) that can't be ignored
| Lich 0 (10)
| 5
| Resist Turning (you are double the rating)
| Lich 0 (10)
| 6
| 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
|
Lich 1 (11)
| 1
| 0, 1/r: Any 1st-6th level Wizard spell
| Lich 1 (11)
| 2
| 0, 1/r: Any 1st-5th level Priest spell
| Lich 1 (11)
| 3
| 0, 1/r: Any psionic minor
|
Lich 1 (11)
| 4
| 1M: Banish Undead
| Lich 1 (11)
| 5
| Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
| Lich 1 (11)
| 6
| +10*(Lich level)% iWR that can't be ignored
|
Lich 1 (11)
| 7
| Mask Undead status; Can't be turned
| Lich 1 (11)
| 8
| Detect Artifacts; 1M: Legend Lore Artifact
| Lich 1 (11)
| 9
| 1M, (lich level)/d: Gain +10 XP
|
Lich 1 (11)
| 10
| 0: Create Traps 15*(Lich level)%
| Lich 1 (11)
| 11
| All spells cost 0 P actions; Material componenting does not cost 1 V action
| Lich 1 (11)
| 12
| +(Lich level) OppV or QM actions
|
Lich 1 (11)
| 13
| Negative Cold (Lich level)d10 dmg by touch
| Lich 1 (11)
| 14
| +(Lich level) Research Points per reset (see [P12])
| Lich 1 (11)
| 15
| 1F or 1X: Duplicate any level 0 Concordant spell
|
|
[PC3] Priest Classes Group
Psionic Usher
Level
| KXP
| Priest/Psi 123 456 78
| TH
|
1
| 0
| a-- --- --
| +0
| 2
| 1.75
| 0a- --- --
| +1
| 3
| 3.5
| 10a --- --
| +1
|
4
| 7
| 20a --- --
| +2
| 5
| 14
| 310 --- --
| +3
| 6
| 28
| 420 a-- --
| +3
|
7
| 56
| 530 a-- --
| +4
| 8
| 112
| 641 0a- --
| +5
| 9
| 224
| 752 0a- --
| +5
|
10
| 399
| 863 0a- --
| +6
| 11
| 574
| 974 0a- --
| +7
| 12
| 749
| A85 10a --
| +7
|
13
| 924
| B96 20a --
| +8
| 14
| 1099
| CA7 30a --
| +9
| 15
| 1274
| DB8 40a --
| +9
|
16
| 1624
| EC9 50a --
| +10
| 17
| 1799
| FDA 610 a-
| +11
| 18
| 2149
| GEB 720 a-
| +11
|
19
| 2499
| HFC 830 a-
| +12
| 20
| 2849
| IGD 940 a-
| +13
| 21
| 3199
| JHE A50 a-
| +13
|
22
| 3549
| KIF B60 a-
| +14
| 23
| 3899
| LJG C71 0a
| +15
| 24
| 4249
| MKH D82 0a
| +15
|
25
| 4599
| NLI E93 0a
| +16
| 26
| 4949
| OMJ FA4 0a
| +17
| 27
| 5649
| PNK GB5 0a
| +17
|
28
| 6349
| QOL HC6 0a
| +18
| 29
| 7049
| RPM ID7 0a
| +19
| 30
| 7749
| SQN JE8 10
| +19
|
31
| 8449
| TRO KF9 20
| +20
| 32
| 9149
| USP LGA 30
| +21
| 33
| 9849
| VTQ MHB 40
| +21
|
34
| 10549
| WUR NIC 50
| +22
| 35
| 11249
| XVS OJD 61
| +23
| 36
| 12649
| YWT PKE 711
| +23
|
37
| 25298
| YWT PKE 721
| +24
| 38
| 37947
| YWT PKE 722
| +25
| 39
| 50596
| YWT PKE 732
| +25
|
45
| 126490
| YWT PKE 765
| +29
| 54
| 240331
| YWT PKE 998 1
| +35
| 63
| 354172
| YWT PKE 999 9
| +41
|
72
| 468013
| YWT PKE BBB B1
| +47
|
|
Requisites:
| Int 9, Wis 13, Con or Chr 11,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| 2d2
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Pri
| Reference:
| DM {Mirror Attendant}
| Groups:
| Priest, Psionicist, Mirror
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level+0
| Reflex:
| level+0
| Will:
| level+4
|
|
|
Free Grand spheres in Knowledge, Psionics, and Thought.
| Can turn Aliens (creatures from alternate prime planes or other planets, but not outer or ultra planar) as if they were Undead.
|
| Has access to one psionic frequency from the following list:
| 1, 2, 3, 4, 7, 8, 10, 14, 15, 16, 24, 30
| Reminder: None of these are X frequencies (4=4th edition when it becomes available, 7=Undead, 14=Lycanthrope, 24=Intelligent Items)
| Variants of these frequencies (0.01, 1Blaster, -2, 3.5, 100, etc.) are also legal to pick from, if they are in the Collective.
|
| For the purposes of this progression, the SL's for psionics is as follows: Minor=1, Major=3, Grand=5, Super=7, Ultra=9, etc.
|
| Level 9: +1 psionic frequency from the list of available choices.
| Level 18: +1 psionic frequency from the list of available choices.
| Level 27: +1 psionic frequency from the list of available choices.
| Level 36: +1 psionic frequency from the list of available choices.
|
| CF=3:
| Add 12, 18, and 60 to the list of available frequencies to choose from.
|
| CF=4:
| Gets Psi29 at level 1 in addition to the other psionic frequencies.
| Add 5, 6, and 27 to the list of available frequencies to choose from.
|
| CF=5:
| May choose from any psionic frequencies available in the setting.
| The Level 27 and 36 picks may choose X frequencies.
|
|
[PC3] Priest Classes Group
Quintessential Cleric6
Level
| KXP
| Priest 123 456 789 jk L
|
1
| 0
| 20- --- --- -- -
| 2
| 6
| 31- --- --- -- -
| 3
| 18
| 320 --- --- -- -
|
4
| 36
| 431 --- --- -- -
| 5
| 60
| 432 0-- --- -- -
| 6
| 90
| 443 1-- --- -- -
|
7
| 126
| 543 20- --- -- -
| 8
| 168
| 544 31- --- -- -
| 9
| 216
| 554 320 --- -- -
|
10
| 486.4
| 654 431 --- -- -
| 11
| 729.6
| 655 432 0-- -- -
| 12
| 972.8
| 665 443 1-- -- -
|
13
| 1216
| 765 543 20- -- -
| 14
| 1459.2
| 766 544 31- -- -
| 15
| 1702.4
| 776 554 32- -- -
|
16
| 1945.6
| 876 654 430 -- -
| 17
| 2188.8
| 877 655 431 -- -
| 18
| 2432
| 887 665 442 -- -
|
19
| 2675.2
| 987 765 543 -- -
| 20
| 2918.4
| 988 766 543 0- -
| 21
| 3161.6
| 998 776 554 1- -
|
22
| 3404.8
| A98 876 654 2- -
| 23
| 3648
| A99 877 654 3- -
| 24
| 3891.2
| AA9 887 665 3- -
|
25
| 4134.4
| BA9 987 765 40 -
| 26
| 4377.6
| BAA 988 765 41 -
| 27
| 4620.8
| BBA 998 776 42 -
|
28
| 4864
| CBA A98 876 53 -
| 29
| 5350.4
| CBB A99 876 53 -
| 30
| 5593.6
| CCB AA9 887 54 -
|
31
| 5836.8
| DCB BA9 987 64 0
| 32
| 6080
| DCC BAA 987 64 1
| 33
| 6323.2
| DDC BBA 998 65 2
|
34
| 6566.4
| EDC CBA A98 75 3
| 35
| 6809.6
| EDD CBB A98 75 3
| 36
| 7052.8
| EDD CBB A98 76 4
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 20
| Alignment:
| any
| HD/level:
| d15
| Weapon Prof.:
| 7+level/7
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| Quintessential Cleric3
| Groups:
| Priest
|
|
| Gets Wis bonus to spells.
| In the spell progression, "j" means SL=9+1, "k" means SL=9+2, and "L" means SL=10+2 (not 9+3; I put in an extra space to make it more noticeable).
|
|
Levels 1-5: (2/level)
| A.
| Always know exact location; cannot get lost in woods {Anchorite}
| B.
| Buy potions and general equipment at half cost {Church Provisioner}
| C.
| Can weapon specialize as a Warrior; count as a +LVL weapon {Divine Hammer}
| D.
| Creatures you Charm and Undead you Turn are still charmed/turned even if attacked
| E.
| Deal x2 damage vs. structures (physical or spells) {Proselyte}
| F.
| Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell {Investigator}
| G.
| Gather Information in cities quickly; 0,1/d: "Jobber" at a Job {Reformed Criminal}
| H.
| Get a level=LVL Rogue ability and 20*LVL rogue points {Divine Revolutionary}
| I.
| 1D or 1F, 1/t: Heal self {Redeemer}
| J.
| Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse* {Pariah}
| K.
| +LVL saves {Vengeful Survivor}
| L.
| Your party gets +LVL/2 TH and +LVL" movement rate
|
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
|
Levels 7-11: (2/level)
| M.
| Can cast a spell through another person of same faith in your psionic link
| N.
| Detect Lie, Know Real Truth cont. {Judge}
| O.
| Get 2 instances of one of your GGL picks, they stack {Abandoned Child}
| P.
| +LVL max hp; 1N, 1/d: Get 1G action this segment {Godslave}
| Q.
| On the Turn Undead table, replace -'s with 20's. (You Turn any type of undead on a 20.)
| R.
| Replace d12's with 3d6+LVL when determined number of creatures turned
| S.
| 1P, sacrifice a held/bound creature: Get N SL's back in memorization (N=DL of creature)
| T.
| XR LVL*5; 0, talking action, 1/h: Holy Word {Divine Emissary}
| U.
| You have a Clone; +1QD action; +LVL TH {Twice-Born}
|
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
|
Levels 13-17: (2/level)
| V.
| 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB) {Missionary}
| W.
| Know which gods people worship by sight; 0, 1/d: Counter a Divine Intervention.
| X.
| ½0, take SL^2 damage: Material Component a spell, may do more than once {Bloodchild}
| Y.
| +1 summon slot.
| Z.
| Your area effects only affect people you want them to (selective targetting)
| AA.
| Your poisonous effects give no save.
|
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11
|
|
[PC3] Priest Classes Group
Remover
Level
| KXP
| Priest 123 456 789 ABC DE
| TH
|
1
| 0
| 000 --- --- --
| +0
| 2
| 2
| 000 0-- --- --
| +0
| 3
| 6
| 000 00- --- --
| +0
|
4
| 15
| 000 000 --- --
| +0
| 5
| 39
| 000 000 0-- --
| +0
| 6
| 97
| 000 000 00- --
| +0
|
7
| 244
| 111 110 000 --
| +0
| 8
| 391
| 111 111 111 --
| +0
| 9
| 750
| 111 111 111 0-
| +0
|
10
| 1100
| 222 221 111 0-
| +0
| 11
| 1450
| 222 222 222 1-
| +0
| 12
| 1800
| 222 222 222 10
| +0
|
13
| 2150
| 333 332 222 10
| +0
| 14
| 2500
| 333 333 333 20
| +0
| 15
| 2850
| 333 333 333 21
| +0
|
16
| 3200
| 333 333 333 22
| +0
| 17
| 3550
| 333 333 333 32
| +0
| 18
| 3900
| 333 333 333 33
| +0
|
19
| 4250
| 433 333 333 33
| +0
| 20
| 4600
| 443 333 333 33
| +0
| 21
| 4950
| 444 333 333 33
| +0
|
22
| 5300
| 444 433 333 33
| +0
| 23
| 5650
| 444 443 333 33
| +0
| 24
| 6000
| 444 444 333 33
| +0
|
25
| 6350
| 444 444 433 33
| +0
| 26
| 6700
| 444 444 443 33
| +0
| 27
| 7050
| 444 444 444 33
| +0
|
28
| 7400
| 444 444 444 43
| +0
| 29
| 7750
| 444 444 444 44
| +0
| 30
| 8100
| 544 444 444 44
| +0
|
31
| 8450
| 554 444 444 44
| +0
| 32
| 8800
| 555 444 444 44
| +0
| 33
| 9150
| 555 544 444 44
| +0
|
34
| 9500
| 555 554 444 44
| +0
| 35
| 9850
| 555 555 444 44
| +0
| 36
| 10200
| 555 555 544 441
| +0
|
37
| 20400
| 555 555 544 442
| +0
| 38
| 30600
| 555 555 544 443
| +0
| 39
| 40800
| 555 555 544 444
| +0
|
45
| 102000
| 655 555 555 555
| +0
| 54
| 193800
| 666 666 666 555 1
| +0
| 63
| 285600
| 766 666 666 666 6
| +0
|
72
| 377400
| 777 777 777 666 61
| +0
|
|
Requisites:
| Dex 18, Wis 9,
|
| Class Slots 3
| Alignment:
| not LG
| HD/level:
| d6
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| +0
| Reference:
| RKR
| Groups:
| Priest, Rogue, PC Designed
| Complexity:
| CF=5
|
|
| Saving Throws:
|
| PPD:
| level*2+0 ++1
| RSW:
| level*2+0 ++1
| PP:
| level*2+0 ++1
| BW:
| level*2+0 ++1
| Spell:
| level*2+0 ++1
| Fort:
| level*2+0 ++1
| Reflex:
| level*2+0 ++1
| Will:
| level*2+0 ++1
|
|
|
++1 to saves means to adjust the true die roll by 1.
| Gets Dex bonus to spell progression.
| 40 Rogue points per level.
| Gets 1 Rogue pick at 1st level, then 1 more every 3rd level.
| Spells with SL > (LVL+1)/2 may only be used for Healing sphere spells.
|
|
[PC3] Priest Classes Group
Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)
Level
| KXP
| Wiz/Pri 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 4.8
| 31- --- ---
| 3
| 9.6
| 430 --- ---
|
4
| 19.2
| 542 --- ---
| 5
| 38.4
| 543 0-- ---
| 6
| 76.8
| 754 2-- ---
|
7
| 153.6
| 764 30- ---
| 8
| 307.2
| 876 42- ---
| 9
| 614.4
| 876 530 ---
|
10
| 1228.8
| A87 642 ---
| 11
| 1843.2
| A98 642 0--
| 12
| 2457.6
| AA9 754 1--
|
13
| 3072
| AAA 975 2--
| 14
| 3686.4
| BAA 975 30-
| 15
| 4300.8
| BBB 975 41-
|
16
| 4915.2
| CBB A97 52-
| 17
| 5529.6
| CBB AA8 64-
| 18
| 6144
| CBB BA9 76-
|
19
| 6758.4
| CBB BAA 97-
| 20
| 7372.8
| CBB BAA 981
| 21
| 7987.2
| CCB BBA 982
|
22
| 8601.6
| DCC CBA 992
| 23
| 9216
| EDC CBB A92
| 24
| 9830.4
| EEC CBB AA3
|
25
| 10444.8
| EED CCB BA3
| 26
| 11059.2
| EEE CCB BB4
| 27
| 11673.6
| FFE CCC CB4
|
28
| 12288
| FFE EDC CB5
| 29
| 12902.4
| FFF EDD CC5
| 30
| 13516.8
| FFF EED DC6
|
31
| 14131.2
| GFF FFD DD6
| 32
| 14745.6
| GGG FFF DD7
| 33
| 15360
| GGG GFF EE7
|
34
| 15974.4
| GGG GGG FE8
| 35
| 16588.8
| GGG GGG GF8
| 36
| 17203.2
| GGG GGG GG9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 8 7 5 3 6 1 1 2
| +3
| 8 7 6 3 7 1 1 3
| +4
| 9 8 6 4 7 2 2 3
|
+5
| 9 8 6 4 7 2 2 4
| +6
| 10 9 7 5 8 3 2 4
| +7
| 10 9 7 6 8 3 3 5
|
+8
| 11 10 8 7 9 4 3 5
| +9
| 11 10 9 8 9 4 4 6
| +10
| 12 10 9 9 9 5 4 6
|
+11
| 12 11 10 10 10 5 4 7
| +12
| 13 11 10 11 10 6 5 7
| +13
| 13 12 11 12 11 6 5 8
|
+14
| 13 12 12 13 11 7 6 8
| +15
| 14 13 13 14 11 7 6 9
| +16
| 14 13 13 14 12 8 6 9
|
+17
| 14 13 14 14 12 8 7 10
| +18
| 15 14 14 14 13 9 7 10
| +19
| 15 14 14 14 13 9 8 11
|
|
Requisites:
| Str 16, Dex 18, Con 18, Int 16,
|
| Wis 16, Chr 18, Class Slots 3
| Alignment:
| CG or CN
| HD/level:
| 3d8
| Weapon Prof.:
| 6+level
| To Hit Table:
| War +3 levels
| Save Table:
| War/Wiz/Pri
| Reference:
| DM
| Groups:
| Warrior, Priest, Monster
|
|
|
|
Exceptional Str, Int, Wis bonus.
| Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
| Specialized in Wizard Invocation school.
| Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
| Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
| Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
| Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
| Has a "Familiar" slot.
| Level 1: You are immune to "summoning sickness" and "teleport sickness".
| Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
| Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
| Level 2: 1M: You will win initiative next segment.
| Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
| Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
| Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
| Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
| Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
| Level 9: Specialized in Priest Healing sphere spells.
| Level 9: 1M: Target gains Free Action until end of turn.
| Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
| Level 9: Free Action cont.
| Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
| Level 14: +1 Animal Companion slot.
|
| New spells:
| Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
| Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
|
|
[PC3] Priest Classes Group
Scarlet Chirurgeon
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.8
| 20- --- ---
| 3
| 5.6
| 210 --- ---
|
4
| 11.2
| 211 0-- ---
| 5
| 22.4
| 221 1-- ---
| 6
| 44.8
| 222 2-- ---
|
7
| 89.6
| 333 20- ---
| 8
| 179.2
| 333 31- ---
| 9
| 358.4
| 443 320 ---
|
10
| 918.4
| 444 431 ---
| 11
| 1478.4
| 444 432 ---
| 12
| 2038.4
| 444 433 ---
|
13
| 2598.4
| 444 444 0--
| 14
| 3158.4
| 555 444 1--
| 15
| 3718.4
| 555 554 2--
|
16
| 4278.4
| 555 555 30-
| 17
| 4838.4
| 666 555 31-
| 18
| 5398.4
| 666 665 32-
|
19
| 5958.4
| 666 666 430
| 20
| 6518.4
| 777 666 431
| 21
| 7078.4
| 777 776 432
|
22
| 7638.4
| 777 777 443
| 23
| 8198.4
| 888 777 444
| 24
| 8758.4
| 888 887 544
|
25
| 9318.4
| 888 888 554
| 26
| 9878.4
| 999 888 555
| 27
| 10438.4
| 999 998 655
|
28
| 10998.4
| 999 999 665
| 29
| 11558.4
| AAA 999 666
| 30
| 12118.4
| AAA AA9 766
|
31
| 12678.4
| AAA AAA 776
| 32
| 13238.4
| BBB AAA 777
| 33
| 13798.4
| BBB BBB 877
|
34
| 14358.4
| CCC BBB 887
| 35
| 14918.4
| CCC CCC 888
| 36
| 15478.4
| CCC CCC 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 8 4 5 2 3 0 0 2
| +3
| 8 4 6 3 4 0 0 3
| +4
| 9 5 6 3 4 0 1 3
|
+5
| 9 5 6 4 4 1 1 4
| +6
| 10 6 7 4 5 1 1 4
| +7
| 10 6 7 5 5 2 2 5
|
+8
| 11 7 8 5 6 2 2 5
| +9
| 11 7 9 6 6 2 2 6
| +10
| 12 7 9 6 7 3 3 6
|
+11
| 12 8 9 6 7 3 3 7
| +12
| 13 8 10 7 8 4 3 7
| +13
| 13 9 10 7 8 4 4 8
|
+14
| 13 9 10 7 8 4 4 8
| +15
| 14 9 11 8 9 5 4 9
| +16
| 14 10 11 8 9 5 5 9
|
+17
| 14 10 11 9 9 6 5 10
| +18
| 15 11 12 9 10 6 5 10
| +19
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 11, Con 13, Int 14, Wis 14
| Alignment:
| LE (overwrite)
| HD/level:
| d8
| Weapon Prof.:
| 4+level
| To Hit Table:
| War +2 levels
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Scarlet Torturer}
| Groups:
| Priest, Alternate, Lost
|
|
| For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
|
|
|
|
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
| Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
| Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
| If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
| Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
| Each type of Surgical Experimentation below generally can be used on a creature only once.
| Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
| Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
| Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
| Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ½). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
| Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
|
Surgical Tool
| gp
| lbs.
| Size
| Size -M
| Size L+
| Critical
| Special
|
Amputation Saw / Bone Cutter
| 247
| 8
| L
| 2d6
| 1d12
| 16+ / x2
| Sharpness ability: +20 to 1d100 roll
| Chisel and Hammer
| 78
| 4
| M
| 1d6
| 1d8
| 20+ / x4
| (none)
| Drill / Cranial Drill / Trephine
| 108
| 3
| M
| 1d8
| 1d6
| 18+ / x3
| Stat Dmg ability: roll d8's; +10 to 1d100 roll
|
Hemostat / Forceps / Scissors Clamp
| 52
| 1
| S
| 1d2
| 1d2
| 20+ / x2
| Successful hit: You are Overbearing him
| Hypodermic Syringe
| 93
| 1
| S
| 1d2+3
| 1d2+1
| 20+ / x3
| Venom weapon flag (6 doses)
| Metzenbaum Scissors
| 210
| 1
| S
| 1d4
| 1d3
| 19+ / x2
| +2 TH
|
Nippers
| 3
| 1
| S
| 1d3
| 1d2
| 20+ / x2
| (none)
| Pliers
| 17
| 2
| M
| 1d6
| 1d4
| 19+ / x2
| (none)
| Scalpel
| 335
| 1
| S
| 1d2+2
| 1d4
| 17+ / x2
| +1Q0 per 1P action for Surgical Experimentation
|
|
[PC3] Priest Classes Group
Scarlet Torturer
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.1
| 20- --- ---
| 3
| 4.2
| 210 --- ---
|
4
| 8.4
| 211 0-- ---
| 5
| 16.8
| 221 1-- ---
| 6
| 33.6
| 222 2-- ---
|
7
| 67.2
| 333 20- ---
| 8
| 134.4
| 333 31- ---
| 9
| 268.8
| 443 320 ---
|
10
| 688.8
| 444 431 ---
| 11
| 1108.8
| 444 432 ---
| 12
| 1528.8
| 444 433 ---
|
13
| 1948.8
| 444 444 0--
| 14
| 2368.8
| 555 444 1--
| 15
| 2788.8
| 555 554 2--
|
16
| 3208.8
| 555 555 30-
| 17
| 3628.8
| 666 555 31-
| 18
| 4048.8
| 666 665 32-
|
19
| 4468.8
| 666 666 430
| 20
| 4888.8
| 777 666 431
| 21
| 5308.8
| 777 776 432
|
22
| 5728.8
| 777 777 443
| 23
| 6148.8
| 888 777 444
| 24
| 6568.8
| 888 887 544
|
25
| 6988.8
| 888 888 554
| 26
| 7408.8
| 999 888 555
| 27
| 7828.8
| 999 998 655
|
28
| 8248.8
| 999 999 665
| 29
| 8668.8
| AAA 999 666
| 30
| 9088.8
| AAA AA9 766
|
31
| 9508.8
| AAA AAA 776
| 32
| 9928.8
| BBB AAA 777
| 33
| 10348.8
| BBB BBB 877
|
34
| 10768.8
| CCC BBB 887
| 35
| 11188.8
| CCC CCC 888
| 36
| 11608.8
| CCC CCC 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 12, Con 14, Int 12, Wis 14
| Alignment:
| LE (overwrite)
| HD/level:
| d10
| Weapon Prof.:
| 3+level
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
| For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
|
|
|
|
Has Barbarian Con bonus. Gets (Barbarian) Con bonus to spell progression (instead of Wis).
| Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
| Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
| Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
| Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
| Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
| Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
|
Torture Device
| gp
| lbs.
| Size
| Size -M
| Size L+
| Critical
| Source
|
Black Vise
| 1000
| 50
| L {H}
| 1d12
| 1d10
| 20+ / x2
| MTG
| Branding Iron / Poker
| 12
| 4
| M
| 1d6
| 1d3
| 19+ / x2
| BoVD3
| Foot Screw / Spanish Boot
| 14
| 5
| M
| 1d8
| 1d2
| 20+ / x3
| Wikipedia
|
Iron Maiden
| 200
| 250
| H
| 1d50
| 1d50
| 20+ / x4
| BoVD3
| Jaw Breaker
| 10
| 1
| S
| 2d4
| 2d4
| (none)
| BoVD3
| Rack
| 150
| 200
| H
| 1/s for 1r
| 1/s for 1r
| (none)
| BoVD3
|
Stocks
| 10
| 25
| L
| 1d1
| 1d1
| (none)
| BoVD3
| Thumbscrew
| 1
| 1
| S
| 1d2
| 1d2
| 20+ / x2
| BoVD3
| Waterboarding
| 2
| 10
| M
| 1d4
| 1d4
| 20+ / x3
| DM
|
|
[PC3] Priest Classes Group
Selesnya Druid (MTG G/W)
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 0-- --- --
| 2
| 3.125
| 10- --- --
| 3
| 6.25
| 210 --- --
|
4
| 12.5
| 321 --- --
| 5
| 25
| 321 0-- --
| 6
| 50
| 432 1-- --
|
7
| 100
| 432 10- --
| 8
| 200
| 543 21- --
| 9
| 400
| 543 210 --
|
10
| 800
| 654 321 --
| 11
| 1200
| 654 321 0-
| 12
| 1600
| 665 432 1-
|
13
| 2000
| 666 543 2-
| 14
| 2400
| 666 543 20
| 15
| 2800
| 666 543 21
|
16
| 3200
| 666 654 32
| 17
| 3600
| 666 665 43
| 18
| 4000
| 666 666 54
|
19
| 4400
| 666 666 65
| 20
| 4800
| 666 666 66
| 21
| 5200
| 666 666 66
|
22
| 5600
| 766 666 66
| 23
| 6000
| 766 666 66
| 24
| 6400
| 776 666 66
|
25
| 6800
| 776 666 66
| 26
| 7200
| 777 666 66
| 27
| 7600
| 777 666 66
|
28
| 8000
| 777 766 66
| 29
| 8400
| 777 766 66
| 30
| 8800
| 777 776 66
|
31
| 9200
| 777 776 66
| 32
| 9600
| 777 777 66
| 33
| 10000
| 777 777 66
|
34
| 10400
| 777 777 76
| 35
| 10800
| 777 777 76
| 36
| 11200
| 777 777 77
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 1 1 2
| +1
| 8 4 6 3 4 1 1 3
| +1
| 9 5 6 3 4 2 2 3
|
+2
| 9 5 6 4 4 2 2 4
| +3
| 10 6 7 5 5 3 2 4
| +3
| 10 6 7 6 5 3 3 5
|
+4
| 11 7 8 7 6 4 3 5
| +5
| 11 7 9 8 6 4 4 6
| +5
| 12 8 9 9 7 5 4 6
|
+6
| 12 8 10 10 7 5 4 7
| +7
| 13 9 10 11 8 6 5 7
| +7
| 13 10 11 12 9 6 5 8
|
+8
| 13 11 12 13 10 7 6 8
| +9
| 14 11 13 14 10 7 6 9
| +9
| 14 12 13 14 11 8 6 9
|
+10
| 14 12 14 14 11 8 7 10
| +11
| 15 13 14 14 12 9 7 10
| +11
| 15 13 14 14 12 9 8 11
|
|
Requisites:
| Con 14, Wis 16, Chr 14
| Alignment:
| LG, NG, CG, or TN
| HD/level:
| others +1d+0 (see note)
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri/War
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Hit Dice: "others +1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
| For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
| Example: Multiclassed Fighter1 level 1 / Selesnya Druid level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The druid gives 0 hp. The character has 12 hp (24+0 divided by 2).
| Exceptional Wis bonus.
| Channeling.
| Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
| Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
| Has a "Familiar" slot.
| Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
| Level 1: You may have your spells (from the Selesnya Druid class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
| Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
| Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
| Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
| Level 14: +1 Animal Companion slot.
|
| New spells:
| Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
| Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
|
|
[PC3] Priest Classes Group
Selesnya Sagittar (MTG G/W)
Level
| KXP
| Priest 123 456 78
|
1
| 0
| a-- --- --
| 2
| 3.125
| 0-- --- --
| 3
| 6.25
| 0a- --- --
|
4
| 12.5
| 10- --- --
| 5
| 25
| 20a --- --
| 6
| 50
| 210 --- --
|
7
| 100
| 320 --- --
| 8
| 200
| 321 --- --
| 9
| 400
| 321 a-- --
|
10
| 800
| 321 0-- --
| 11
| 1200
| 432 0-- --
| 12
| 1600
| 432 1-- --
|
13
| 2000
| 432 1a- --
| 14
| 2400
| 432 10- --
| 15
| 2800
| 543 20- --
|
16
| 3200
| 543 21- --
| 17
| 3600
| 543 21a --
| 18
| 4000
| 543 210 --
|
19
| 4400
| 654 320 --
| 20
| 4800
| 654 321 --
| 21
| 5200
| 654 321 a-
|
22
| 5600
| 654 321 0-
| 23
| 6000
| 665 432 0-
| 24
| 6400
| 665 432 1-
|
25
| 6800
| 666 543 1-
| 26
| 7200
| 666 543 2-
| 27
| 7600
| 666 543 2a
|
28
| 8000
| 666 543 20
| 29
| 8400
| 666 543 21
| 30
| 8800
| 666 543 22
|
31
| 9200
| 666 543 32
| 32
| 9600
| 666 654 32
| 33
| 10000
| 666 654 33
|
34
| 10400
| 666 665 43
| 35
| 10800
| 666 665 44
| 36
| 11200
| 666 666 54
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 1 1 2
| +1
| 8 4 6 3 4 1 1 3
| +2
| 9 5 6 3 4 2 2 3
|
+3
| 9 5 6 4 4 2 2 4
| +4
| 10 6 7 5 5 3 2 4
| +5
| 10 6 7 6 5 3 3 5
|
+6
| 11 7 8 7 6 4 3 5
| +7
| 11 7 9 8 6 4 4 6
| +8
| 12 8 9 9 7 5 4 6
|
+9
| 12 8 10 10 7 5 4 7
| +10
| 13 9 10 11 8 6 5 7
| +11
| 13 10 11 12 9 6 5 8
|
+12
| 13 11 12 13 10 7 6 8
| +13
| 14 11 13 14 10 7 6 9
| +14
| 14 12 13 14 11 8 6 9
|
+15
| 14 12 14 14 11 8 7 10
| +16
| 15 13 14 14 12 9 7 10
| +17
| 15 13 14 14 12 9 8 11
|
|
Requisites:
| Str 14, Dex 14, Wis 16
| Alignment:
| LG, NG, CG, or TN
| HD/level:
| others +1d+0 (see note)
| Weapon Prof.:
| 5+level/2
| To Hit Table:
| War
| Save Table:
| War/Pri
| Reference:
| DM {Planeshifted Selesnya Druid22}
| Groups:
| Warrior, Priest, Alternate
|
|
|
|
Hit Dice: "&+1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
| For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
| Example: Multiclassed Fighter1 level 1 / Selesnya Sagittar level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The Sagittar gives 0 hp. The character has 12 hp (24+0 divided by 2).
| Exceptional Wis bonus.
| Channeling.
| Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
| Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
| Specialized in Animal, Plant, and War spheres. Spells of these spheres cost ½M to cast.
| Level 1: You may have your spells (from the Selesnya Sagittar class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
| Level 1: Do double damage to creatures in your group when using a bow (this doubles everything, not just the arrow base damage).
| Level 1: +LVL*2 TH with bows.
| Level 1: Your bow attacks use the "Dagger" line for number of attacks.
| Level 2: xLVL range with bows.
| Level 14: +1 Animal Companion slot.
|
| New spell:
| Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
|
|
[PC3] Priest Classes Group
SemiDivine3
Level
| KXP
| SemiDivine3 124 68 [A]
|
1
| 0
| 1-- -- [-]
| 2
| 10
| 2b- -- [-]
| 3
| 30
| 3a- -- [-]
|
4
| 60
| 40- -- [-]
| 5
| 100
| 41c -- [-]
| 6
| 150
| 42b -- [-]
|
7
| 210
| 52a -- [-]
| 8
| 280
| 630 -- [-]
| 9
| 360
| 631 e- [-]
|
10
| 450
| 632 d- [-]
| 11
| 550
| 642 c- [-]
| 12
| 660
| 742 b- [-]
|
13
| 780
| 743 a- [-]
| 14
| 910
| 843 0- [-]
| 15
| 1050
| 843 1b [-]
|
16
| 1200
| 843 2a [-]
| 17
| 1360
| 854 30 [-]
| 18
| 1530
| 854 31 [-]
|
19
| 1710
| 854 32 [-]
| 20
| 1900
| 854 33 [-]
| 21
| 2100
| 854 43 [-]
|
22
| 2310
| 854 44 [-]
| 23
| 2530
| 855 44 [-]
| 24
| 2760
| 855 54 [-]
|
25
| 3000
| 855 55 [-]
| 26
| 3250
| 865 55 [-]
| 27
| 3510
| 865 55 [1]
|
28
| 3780
| 865 55 [2]
| 29
| 4060
| 865 55 [3]
| 30
| 4350
| 865 55 [4]
|
31
| 4650
| 865 55 [5]
| 32
| 4960
| 866 55 [5]
| 33
| 5280
| 866 65 [5]
|
34
| 5610
| 866 66 [5]
| 35
| 5950
| 866 66 [6]
| 36
| 6300
| 877 77 [7]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Six 9's or three 11's
| Alignment:
| any
| HD/level:
| d3+7
| Weapon Prof.:
| 5+level/5
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| ImmHBAsc3 {Reduced Divine3}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Gets 1 Feat per level.
| Gets Wisdom bonus twice. Can cast normal Priest spells. Can downgrade spell levels to the odd spell levels (a 4th can be downgraded to a 3rd, even though 3rd level spells don't appear on the progression).
|
|
[PC3] Priest Classes Group
SemiDivine3 Spells
SL
| #
| Spell
| Effect
|
1
| 1
| Combat Defense
| -2 TH; +CL AC
| 1
| 2
| Finesse
| Use your dexterity bonus for damage instead of strength
| 1
| 3
| Improve Crit Multiplier
| +2 critical multiplier
|
1
| 4
| Improve Crit Range
| +2 critical threat range
| 1
| 5
| Metamagic Capacity
| Pick a spell you know. Get +1 SL effect or free material componenting this day.
| 1
| 6
| Resist Fall
| Resist falling and TK damage
|
1
| 7
| Star Miracle
| 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
| 1
| 8
| Toughness
| +CL max hp
| 1
| 9
| Weapon Resistance
| You resist the first successful blow dealt from a weapon
|
2
| 1
| Lesser Abnormality
| +1 limb (it is not a new set of limbs)
| 2
| 2
| Mithral Body
| Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
| 2
| 3
| Apport
| All of your weapons have End-of-Segment Returning
|
2
| 4
| Cunning Saves
| +Int/3 saves
| 2
| 5
| Drake Companion
| Gain a drake companion (Animal Companion with 1/10 your XP)
| 2
| 6
| Element Absorb
| Pick an element. You resist that element.
|
2
| 7
| Force Field
| 1M: 25 hit point force field (lasts until destroyed or dropped)
| 2
| 8
| Lord of Undead
| You gain an Undead racial adjective of ÷(CL/10) or less
| 2
| 9
| Mercurial Haste
| +1 attack per weapon (counts as your haste)
|
2
| 10
| Lesser Saviour
| 1bM: Interpose self in front of a spell effect (someone in same group only)
| 2
| 11
| Improved Charge
| Deal x3 damage on a charge, or x4 with a lance
| 2
| 12
| X-Ray Vision
| See through solid objects
|
4
| 1
| Aligned Friend
| Same aligned beings must save (vs. Will) to attack you
| 4
| 2
| Anaretic
| 1 attack: Dispel Magic, Radiation, or Innate
| 4
| 3
| Cosmic Insight
| 0, 1/r: Dispel Invisibility or Illusion
|
4
| 4
| Counter-attack
| +1 to number of parting shots you are allowed
| 4
| 5
| Improve Ability Score
| +CL to one ability score
| 4
| 6
| Improve Summoning
| Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
|
4
| 7
| Semi-Quixotic
| 0,1/r: You can re-roll any dice roll (yours or friend's)
| 4
| 8
| Semi-Slipstream
| Resist time
| 4
| 9
| Semi-Soniferous
| 0, when using a magic item spend 4 times the charges: double the effect
|
4
| 10
| Shroud of Harm
| Anyone attacking you loses 50% of their current hp (for each attack)
| 4
| 11
| Time Dilate
| Can use 2M (no P's or V's) instead of 1S+1V actions per segment
| 4
| 12
| Underhand
| Backstab x(CL/3), round up
|
6
| 1
| Magic Dead Zone
| Drain the MF by 1 in the area (except to you; you are unaffected)
| 6
| 2
| Edifying Beam
| Target's alignment changes (save)
| 6
| 3
| Induction Skins
| Gain infinite Stoneskins
|
6
| 4
| Interdimension
| MWaWR 75%
| 6
| 5
| Omega Effect
| Pick a spell you know. It does vile damage (or vile harming).
| 6
| 6
| Rectify Misery
| Anyone slain by you is Capital S Slain instead
|
6
| 7
| Luminal
| xCL movement rate
| 6
| 8
| Transilient
| Get 2 saves for each save, choose better result
| 6
| 9
| Transmortal
| Your body cannot be destroyed (e.g. immune disintegrate)
|
|
[PC3] Priest Classes Group
SemiDivine3 Spells (continued)
SL
| #
| Spell
| Effect
|
8
| 1
| Akashic
| Lower Multiplier target by 1 (no save)
| 8
| 2
| Nullification
| Pick an N<=6. Immune to Nth level spell effects
| 8
| 3
| Indissolve
| Regeneration CL hp/s
|
8
| 4
| Oblivi-Permanency
| 0, 1/r: Make a spell you're casting permanent.
| 8
| 5
| Omnific Tough
| +1 ihp
| 8
| 6
| Omnispectacles
| Your sight can go around corners
|
10 (Divine3 0)
| 1
| Automatic Metamagic Capacity (S)
| Gain a free spell level of metamagic
| 10 (Divine3 0)
| 2
| Automatic Writing
| Any spells you witness are automatically added to your spellbook
| 10 (Divine3 0)
| 3
| Cats Fall
| You can fall from any distance without injury
|
10 (Divine3 0)
| 4
| Combat Mastery
| Trade any amount of BAB to AC
| 10 (Divine3 0)
| 5
| Divine Retribution [Divine]
| You gain one additional action after your death
| 10 (Divine3 0)
| 6
| Eclectic Shot
| You can fire irregular objects as if they were missiles
|
10 (Divine3 0)
| 7
| Epic Potency (S)
| Your damage increases by +2
| 10 (Divine3 0)
| 8
| Epic Shield Focus
| Your shield protects yourself and one adjacent ally
| 10 (Divine3 0)
| 9
| Ether Goer
| You can become ethereal at will
|
10 (Divine3 0)
| 10
| Expert Strike
| Gain a cumulative +1 to attacks against the same target
| 10 (Divine3 0)
| 11
| Fire Baptism
| Gain a cumulative +1 to AC against the same target
| 10 (Divine3 0)
| 12
| Greater Critical
| Your critical threat range is trebled
|
10 (Divine3 0)
| 13
| Greater Critical Multiplier
| Your critical multiplier is trebled
| 10 (Divine3 0)
| 14
| Improved Finesse
| Use your dexterity bonus for damage
| 10 (Divine3 0)
| 15
| Improved Spellcasting (S)
| Gain two new spell slots (any non-Concordant SL you have)
|
10 (Divine3 0)
| 16
| Improved Toughness (S)
| You gain an additional hit point per hit die
| 10 (Divine3 0)
| 17
| Legendary Archer
| Opponents cannot deflect your missiles
| 10 (Divine3 0)
| 18
| Pre-emptive Strike
| You can make one attack in segment 0 (before segment 1)
|
10 (Divine3 0)
| 19
| Soothsayer
| You always hear the truth
| 10 (Divine3 0)
| 20
| Star Child (S)
| You gain a wish 1/reset
| 10 (Divine3 0)
| 21
| Superior Quivering Palm
| Use the quivering palm attack once per round
|
10 (Divine3 0)
| 22
| Superior Whirlwind Attack
| Make a 5 ft. step as part of a whirlwind attack
| 10 (Divine3 0)
| 23
| Three-Weapon Fighting
| You fight three-weapon style, juggling a third weapon
| 10 (Divine3 0)
| 24
| Weapon Abatement
| You are immune to the first successful blow dealt from a weapon
|
|
[PC3] Priest Classes Group
Shaman
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 0.9
| 20- --- -
| 3
| 1.8
| 31- --- -
|
4
| 3.6
| 320 --- -
| 5
| 7.2
| 321 --- -
| 6
| 14.4
| 332 0-- -
|
7
| 28.8
| 332 1-- -
| 8
| 57.6
| 333 20- -
| 9
| 115.2
| 333 21- -
|
10
| 230.4
| 333 32- -
| 11
| 410
| 333 33- -
| 12
| 590
| 433 330 -
|
13
| 770
| 443 331 -
| 14
| 950
| 444 332 -
| 15
| 1130
| 444 433 -
|
16
| 1310
| 444 443 -
| 17
| 1490
| 444 444 -
| 18
| 1670
| 544 444 0
|
19
| 1850
| 554 444 1
| 20
| 2030
| 555 444 2
| 21
| 2210
| 555 544 3
|
22
| 2390
| 555 554 4
| 23
| 2570
| 555 555 4
| 24
| 2750
| 555 555 5
|
25
| 2930
| 655 555 5
| 26
| 3110
| 665 555 5
| 27
| 3290
| 666 555 5
|
28
| 3470
| 666 655 5
| 29
| 3650
| 666 665 5
| 30
| 3830
| 666 666 5
|
31
| 4010
| 666 666 6
| 32
| 4190
| 766 666 6
| 33
| 4370
| 776 666 6
|
34
| 4550
| 777 666 6
| 35
| 4730
| 777 766 6
| 36
| 4910
| 777 776 6
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 7 6 4 2 3 0 0 2
| +1
| 7 6 4 3 3 0 0 3
| +1
| 7 6 4 3 4 0 1 3
|
+2
| 7 6 5 3 4 1 1 4
| +3
| 9 8 6 4 5 1 1 4
| +3
| 9 8 6 5 5 2 2 5
|
+3
| 9 8 6 5 6 2 2 5
| +4
| 9 8 7 5 6 2 2 6
| +5
| 11 10 8 6 7 3 3 6
|
+5
| 11 10 8 7 7 3 3 7
| +5
| 11 10 8 7 8 4 3 7
| +6
| 11 10 9 7 8 4 4 8
|
+7
| 12 11 10 8 9 4 4 8
| +7
| 12 11 10 9 9 5 4 9
| +7
| 12 11 10 9 10 5 5 9
|
+8
| 12 11 11 9 10 6 5 10
| +9
| 13 12 12 10 11 6 5 10
| +9
| 13 12 12 11 11 6 6 11
|
|
Requisites:
| Wis 6
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| CTD0
| Save Table:
| Clr0
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
| Level 1: Can turn undead.
| Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
| Level 1: Can weapon specialize as per Ranger1.
| Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
| Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
| Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
|
|
[PC3] Priest Classes Group
Shapeshifter2
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 2.25
| 2-- --- -
| 3
| 4.5
| 21- --- -
|
4
| 9
| 32- --- -
| 5
| 18
| 331 --- -
| 6
| 36
| 332 --- -
|
7
| 75
| 332 1-- -
| 8
| 150
| 333 2-- -
| 9
| 300
| 443 21- -
|
10
| 600
| 443 32- -
| 11
| 900
| 544 321 -
| 12
| 1200
| 655 322 -
|
13
| 1500
| 666 422 -
| 14
| 1800
| 666 532 1
| 15
| 2100
| 666 642 1
|
16
| 2400
| 777 643 1
| 17
| 2700
| 777 753 2
| 18
| 3000
| 888 864 2
|
19
| 3300
| 998 864 2
| 20
| 3600
| 999 875 2
| 21
| 3900
| 999 986 2
|
22
| 4200
| 999 996 3
| 23
| 4500
| 999 997 3
| 24
| 4800
| 999 998 3
|
25
| 5100
| 999 998 4
| 26
| 5400
| 999 999 4
| 27
| 5700
| 999 999 5
|
28
| 6000
| 999 999 6
| 29
| 6300
| 999 999 7
| 30
| 6600
| 999 999 8
|
31
| 6900
| 999 999 9
| 32
| 7200
| AAA A99 9
| 33
| 7500
| AAA AAA 9
|
34
| 7800
| AAA AAA A
| 35
| 8100
| BBB BAA A
| 36
| 8400
| BBB BBB B
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
|
+3
| 6 4 5 4 3 2 2 1
| +4
| 7 5 6 5 4 3 2 1
| +5
| 8 5 7 6 4 3 3 2
|
+6
| 8 6 7 7 5 4 3 2
| +7
| 9 7 8 8 6 4 4 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +10
| 11 9 10 11 8 6 5 3
| +11
| 12 10 11 12 9 6 5 4
|
+12
| 13 11 12 13 10 7 6 4
| +13
| 14 11 13 14 10 7 6 4
| +14
| 14 12 13 14 11 8 6 5
|
+15
| 14 12 14 14 11 8 7 5
| +16
| 14 13 14 14 12 9 7 5
| +17
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 15, Dex 14, Con 14, Chr 10
| Alignment:
| any
| HD/level:
| d12
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| ?
| Groups:
| Priest, Monster
|
|
|
|
Free Martial Arts style, plus 1 maneuver per level.
| Can weapon specialize in unarmed attacks
| Level 1: Base punch damage is d(4+LVL)
| Level 2: 1V, 3/d: Enlarge/Reduce
| Level 3: 1V, 2/d: Spider Climb
| Level 4: 1V, 3/d: Alter Self; 1V, can borrow, 1/w: Cure Disease
| Level 5: Fly cont.; 1V, can borrow, 2/d: Cure Serious
| Level 6: 1V, 4/d: Polymorph Self; 1V, can borrow (even while being poisoned), 2/w: Remove Poison
| Level 7: 1V, 1/d: Stoneskin
| Level 8: 1V, can borrow, 3/w: Heal
| Level 9: 1V, can borrow, 1/d: Cure Critical
| Level 10: Troll-like regen 1 hp/r
| Level 15: 1V, 3/d: Shapechange
| Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)
|
|
[PC3] Priest Classes Group
Shukenja1
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 1b- --- --
| 2
| 1.25
| 2ac --- --
| 3
| 3
| 30b d-- --
|
4
| 5.5
| 31a ce- --
| 5
| 11
| 320 bd- --
| 6
| 22
| 421 ac- --
|
7
| 44
| 432 0bf --
| 8
| 90
| 432 1ae --
| 9
| 150
| 532 20d --
|
10
| 300
| 542 21c g-
| 11
| 600
| 543 22b f-
| 12
| 900
| 643 32a e-
|
13
| 1150
| 654 320 d-
| 14
| 1400
| 654 321 c-
| 15
| 1650
| 754 322 b-
|
16
| 1900
| 765 322 a-
| 17
| 2150
| 765 432 0-
| 18
| 2400
| 765 433 1-
|
19
| 2650
| 865 443 1-
| 20
| 2900
| 876 443 2-
| 21
| 3150
| 876 544 2-
|
22
| 3400
| 976 554 2-
| 23
| 3650
| 987 554 3-
| 24
| 3900
| 987 655 3-
|
25
| 4150
| 997 665 3-
| 26
| 4400
| 998 765 4-
| 27
| 4650
| 998 776 4h
|
28
| 4900
| 999 876 4g
| 29
| 5150
| 999 987 5f
| 30
| 5400
| 999 998 6e
|
31
| 5650
| 999 999 7d
| 32
| 5900
| 999 999 8c
| 33
| 6150
| 999 999 9b
|
34
| 6400
| AAA AAA Aa
| 35
| 6650
| BBB BBB B0
| 36
| 6900
| CCC CCC C1
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 9, Con 9, Wis 12
| Alignment:
| any G
| HD/level:
| d6
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| OA1
| Groups:
| Priest
|
|
|
|
Level 1: 1M: Everyone within 5' has +1/+1 TH/dmg vs. spirits this turn.
| Level 1: 0, level/d: +3 on a saving throw roll.
| Level 1: One martial arts style, +1 maneuver per level.
|
|
[PC3] Priest Classes Group
Smiter5
Level
| KXP
| Priest 123 456 789
|
1
| 0
| c-- --- ---
| 2
| 3.9
| bb- --- ---
| 3
| 7.8
| ab- --- ---
|
4
| 15.6
| 0aa --- ---
| 5
| 31.2
| 1aa --- ---
| 6
| 62.4
| 20a b-- ---
|
7
| 124.8
| 300 0-- ---
| 8
| 249.6
| 410 0-- ---
| 9
| 499.2
| 510 0c- ---
|
10
| 998.4
| 621 0a- ---
| 11
| 1500
| 721 11- ---
| 12
| 2000
| 831 11- ---
|
13
| 2500
| 932 11d ---
| 14
| 3000
| A42 11b ---
| 15
| 3500
| B42 210 ---
|
16
| 4000
| C53 222 ---
| 17
| 4500
| D53 222 ---
| 18
| 5000
| E63 222 e--
|
19
| 5500
| F64 322 c--
| 20
| 6000
| G74 322 a--
| 21
| 6500
| H74 332 1--
|
22
| 7000
| I85 333 3--
| 23
| 7500
| J85 433 3--
| 24
| 8000
| K95 433 3f-
|
25
| 8500
| L96 433 3d-
| 26
| 9000
| MA6 443 3b-
| 27
| 9500
| NA6 543 30-
|
28
| 10000
| OB7 544 32-
| 29
| 10500
| PB7 544 44-
| 30
| 11000
| QC7 544 44-
|
31
| 11500
| RC8 654 44g
| 32
| 12000
| SD8 654 44e
| 33
| 12500
| TD8 655 44c
|
34
| 13000
| UE9 655 44a
| 35
| 13500
| VE9 755 441
| 36
| 14000
| WF9 765 543
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 1 1 1 1 1 1 1 1
| +1
| 2 2 2 2 2 2 2 2
| +2
| 3 3 3 3 3 3 3 3
|
+3
| 4 4 4 4 4 4 4 4
| +4
| 5 5 5 5 5 5 5 5
| +5
| 6 6 6 6 6 6 6 6
|
+6
| 7 7 7 7 7 7 7 7
| +7
| 8 8 8 8 8 8 8 8
| +8
| 9 9 9 9 9 9 9 9
|
+9
| 10 10 10 10 10 10 10 10
| +10
| 11 11 11 11 11 11 11 11
| +11
| 12 12 12 12 12 12 12 12
|
+12
| 13 13 13 13 13 13 13 13
| +13
| 14 14 14 14 14 14 14 14
| +14
| 15 15 15 15 15 15 15 15
|
+15
| 16 16 16 16 16 16 16 16
| +16
| 17 17 17 17 17 17 17 17
| +17
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 9, Con 13, Chr 1
| Alignment:
| LS (Lawful Stupid)
| HD/level:
| d10
| Weapon Prof.:
| 6+level/6
| To Hit Table:
| 1½xPri
| Save Table:
| Conc -18 levels
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
This spell progression is "Channeling" by default. Gets Str and Con bonus to spells.
| If you purchase the "Channeling" option for this class (x2 XP cost), double your ML (Memorization level) for this class instead; at level 18, you do not get a 10th, instead, each level gain 2 spells (keep the progression decreasing).
|
| If this class becomes a Specialty Priest, ignore alignment restrictions for gods, your alignment is always LS.
| The "S" (Stupid) and the "J" (Jerry) sub-alignments are "adjacent", for whatever that's worth (well, it can be good for Mixer).
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
| B
| 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
| C
| 1M: Shut off target familiar or specialty priest power
| D
| 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
| E
| +1 grand sphere
|
Level 4:
| Pick one Slayer5 1-3
|
Level 5-7:
| F
| Do double damage with weapon attacks vs. Chaotic creatures
| G
| Can convert P -> M actions
| H
| 0, 1/d: Counter a Divine Intervention
| I
| Emulate the abilities of (LVL-3)/2 specialty priest powers
| J
| Can turn undead using just 1V action
|
Level 8:
| Pick one: Slayer5 5-7, Atheist 1-5, Psi(-6)S minor
|
Level 9-12:
| K
| Do double spell effects vs. Chaotic creatures
| L
| Inverse Astral projection
| M
| 1M: Shut off Concordant effect (aXR to resist)
| N
| 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
| O
| Can turn Chaotic creatures as if they were undead
|
Level 13:
| Pick one: Slayer5 9-12, Atheist 6-10, Psi(-6)S major
|
Level 14-18:
| P
| Resist all things done to you by Chaotic creatures
| Q
| Can project to any plane (pick 3 stats to copy to other stats)
| R
| Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
| S
| Immune Moo
| T
| Can turn anyone not of your Religion as if they were undead
|
Level 18:
| Pick one: Slayer5 14-18, Atheist 11-15, Psi(-6)S grand
|
Level 20-26:
| U
| Immune all things done to you by Chaotic creatures
| V
| You have no home plane; your truename cannot be erased; immune incursion
| W
| Anti-Godly shell: Immune to one G action effect /s, even in [X] section
| X
| Immune Pixelation
| Y
| xLVL to CL for Turn Undead; Ignore Immune Turning
| Z
|
|
Level 27-36:
| Pick one: Slayer5 20-26, Atheist 16-20, Psi(-6)S super
|
|
[PC3] Priest Classes Group
Sohei1
Level
| KXP
| Priest 123 456 78
|
1
| 0
| a-- --- --
| 2
| 2
| 0-- --- --
| 3
| 4
| 1-- --- --
|
4
| 7
| 2b- --- --
| 5
| 13
| 3a- --- --
| 6
| 24
| 40- --- --
|
7
| 48
| 41c --- --
| 8
| 85
| 42b --- --
| 9
| 150
| 43a --- --
|
10
| 350
| 440 d-- --
| 11
| 750
| 441 c-- --
| 12
| 950
| 442 b-- --
|
13
| 1150
| 443 ae- --
| 14
| 1350
| 444 0d- --
| 15
| 1550
| 444 1c- --
|
16
| 1750
| 444 2bf --
| 17
| 1950
| 444 3ae --
| 18
| 2150
| 444 40d --
|
19
| 2350
| 444 41c g-
| 20
| 2550
| 444 42b f-
| 21
| 2750
| 444 43a e-
|
22
| 2950
| 444 440 d-
| 23
| 3150
| 444 441 c-
| 24
| 3350
| 444 442 b-
|
25
| 3550
| 444 443 a-
| 26
| 3750
| 444 444 0-
| 27
| 3950
| 444 444 1-
|
28
| 4150
| 444 444 2h
| 29
| 4350
| 444 444 3g
| 30
| 4550
| 444 444 4f
|
31
| 4750
| 555 555 5e
| 32
| 4950
| 666 666 6d
| 33
| 5150
| 777 777 7c
|
34
| 5350
| 888 888 8b
| 35
| 5550
| 999 999 9a
| 36
| 5750
| AAA AAA A0
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 13, Con 10, Wis 10
| Alignment:
| L any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| OA1
| Groups:
| Priest
|
|
|
|
Level 1: +1/+1 TH/dmg with weapon of choice.
| Level 1: Free Martial Arts style; +1 maneuver per level.
| Level 3: 1M, 1/d: +1 to #Att, +1 AC, +3" movement, +1 TH, +1 dmg, +1 saves, Deflect as per Monk (duration 1 turn)
| Level 5: 0, at -1 to -10 current hp: Can still operate and be offensive, but will drop dead next segment.
| Level 6: 10-30 Sohei followers.
| Level 9: Build a monastery.
|
|
[PC3] Priest Classes Group
Summoner Cleric
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 2.1
| 30- --- ---
| 3
| 4.2
| 32- --- ---
|
4
| 8.4
| 430 --- ---
| 5
| 16.8
| 432 --- ---
| 6
| 33.6
| 443 0-- ---
|
7
| 50.4
| 543 2-- ---
| 8
| 75.6
| 544 30- ---
| 9
| 113.4
| 554 32- ---
|
10
| 210
| 554 43- ---
| 11
| 315
| 655 432 ---
| 12
| 630
| 655 443 0--
|
13
| 945
| 665 543 2--
| 14
| 1260
| 665 544 30-
| 15
| 1575
| 666 554 32-
|
16
| 1890
| 666 554 430
| 17
| 2205
| 666 655 432
| 18
| 2520
| 666 655 443
|
19
| 2835
| 666 665 544
| 20
| 3150
| 666 665 555
| 21
| 3465
| 666 666 555
|
22
| 3780
| 666 666 655
| 23
| 4095
| 666 666 665
| 24
| 4410
| 666 666 666
|
25
| 4725
| 766 666 666
| 26
| 5040
| 776 666 666
| 27
| 5355
| 777 666 666
|
28
| 5670
| 777 766 666
| 29
| 5985
| 777 776 666
| 30
| 6300
| 777 777 666
|
31
| 6615
| 777 777 766
| 32
| 6930
| 777 777 776
| 33
| 7245
| 777 777 777
|
34
| 7560
| 877 777 777
| 35
| 7875
| 887 777 777
| 36
| 8190
| 888 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 0 0 0 0 0 0 0 0
| +1
| 1 1 1 1 1 1 1 1
| +2
| 1 1 1 1 1 1 1 1
|
+3
| 2 2 2 2 2 2 2 2
| +3
| 2 2 2 2 2 2 2 2
| +4
| 3 3 3 3 3 3 3 3
|
+5
| 3 3 3 3 3 3 3 3
| +6
| 4 4 4 4 4 4 4 4
| +6
| 4 4 4 4 4 4 4 4
|
+7
| 5 5 5 5 5 5 5 5
| +8
| 5 5 5 5 5 5 5 5
| +9
| 6 6 6 6 6 6 6 6
|
+9
| 6 6 6 6 6 6 6 6
| +10
| 7 7 7 7 7 7 7 7
| +11
| 7 7 7 7 7 7 7 7
|
+12
| 8 8 8 8 8 8 8 8
| +12
| 8 8 8 8 8 8 8 8
| +13
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Con 12, Wis 12, Chr 15
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Mon
| Reference:
| DM {Planeshifted Summoner Mage}
| Groups:
| Priest
|
|
|
|
Knows "Monster Summoning N" at each SL=N, as per the Wizard spells.
| Also knows the "Goodberry Golem N" spells.
| (DM Note: This class does not get the "Sphere robe" / "School robe" effect like a Summoner Mage gets.)
| Level 1: May control 2 summons (same type).
| Level 1: May material component summoning spells for 2 creatures of the same type.
| Level 1: "Specialized" (1/2 a spell slot) in summoning effects.
| Level 1: 0, LVL/d: Your summons are not summoning sick.
| Level 3: Your summons can't turn against you even if they become uncontrolled.
| Level 5: May control 2 summons (different types).
| Level 5: (Single) material componenting for summoning spells is free.
| Level 9: May control 3 summons (same type).
| Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
| Level 9: Can hold summons across resets between sessions.
| Level 10: Your summons can do "1S: Lend an S to you.".
| Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
| Level 13: May control 4 summons (same type).
| Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
| Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
| Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
| Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
| Level 18: Each of your summons may have 1 summon of their own.
| Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
| Level 21: May control 5 summons (same type).
| Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
| Level 27: Your summons cannot be unsummoned by unsummon effects.
|
|
[PC3] Priest Classes Group
Sun Priest
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 20- --- --
| 2
| 2
| 210 --- --
| 3
| 4
| 321 --- --
|
4
| 7.5
| 422 --- --
| 5
| 12.5
| 432 0-- --
| 6
| 20
| 432 1-- --
|
7
| 35
| 443 1-- --
| 8
| 60
| 443 20- --
| 9
| 90
| 543 21- --
|
10
| 125
| 543 320 --
| 11
| 200
| 553 321 0-
| 12
| 300
| 554 432 1-
|
13
| 750
| 655 543 2-
| 14
| 1150
| 666 654 3-
| 15
| 1550
| 666 666 4-
|
16
| 1950
| 666 666 5-
| 17
| 2350
| 666 666 6-
| 18
| 2750
| 666 666 60
|
19
| 3150
| 666 666 61
| 20
| 3550
| 666 666 62
| 21
| 3950
| 666 666 63
|
22
| 4350
| 666 666 64
| 23
| 4750
| 666 666 65
| 24
| 5150
| 766 666 65
|
25
| 5550
| 776 666 65
| 26
| 5950
| 777 666 65
| 27
| 6350
| 777 766 65
|
28
| 6750
| 777 776 65
| 29
| 7150
| 777 777 65
| 30
| 7550
| 777 777 75
|
31
| 7950
| 777 777 76
| 32
| 8350
| 777 777 77
| 33
| 8750
| 887 777 77
|
34
| 9150
| 888 877 77
| 35
| 9550
| 888 888 77
| 36
| 9950
| 888 888 88
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +1
| 5 3 4 3 2 2 2 1
|
+2
| 6 4 5 4 3 2 2 1
| +3
| 7 5 6 5 4 3 2 1
| +3
| 8 5 7 6 4 3 3 2
|
+4
| 8 6 7 7 5 4 3 2
| +5
| 9 7 8 8 6 4 4 2
| +5
| 10 8 9 9 7 5 4 3
|
+6
| 11 8 10 10 7 5 4 3
| +7
| 11 9 10 11 8 6 5 3
| +7
| 12 10 11 12 9 6 5 4
|
+8
| 13 11 12 13 10 7 6 4
| +9
| 14 11 13 14 10 7 6 4
| +9
| 14 12 13 14 11 8 6 5
|
+10
| 14 12 14 14 11 8 7 5
| +11
| 14 13 14 14 12 9 7 5
| +11
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Wis 12, Chr 15
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
|
|
Gets Chr (not Wis) bonus to spells.
| Bonus grand in Sun sphere.
| Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
| Level N (every level): Using the list below, pick an immunity, or pick the ability to ignore people's immunity to something on the list below. (e.g. As a pick, you can ignore people's immunity to Sun sphere spells.)
| A. Immune to Blindness
| B. Immune to Chromatic and Color (e.g. Color Spray) effects.
| C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
| D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
| E. Immune to Gravity (but not TK / falling damage)
| F. Immune to Light (and all variants)
| G. Immune to Plasma and Natural Plasma.
| H. Immune to Positive Energy (includes Unlive positive energy levels).
| I. Immune to Prismatic effects.
| J. Immune to Sun sphere spells.
| K. Immune to Sunstone and Midnight Sunstone (unusual materials)
| L. Immune to Vacuum. Need not breathe.
|
| New Sun Spells:
| Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
| Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
| Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
| Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
| Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
| Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
| Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
|
|
[PC3] Priest Classes Group
Sustainer2
Level
| KXP
| Priest 123 456 789
| TH
|
1
| 0
| 20- --- ---
| +0
| 2
| 2.5
| 21- --- ---
| +1
| 3
| 5
| 220 --- ---
| +1
|
4
| 10
| 321 --- ---
| +2
| 5
| 15
| 432 0-- ---
| +3
| 6
| 25
| 432 1-- ---
| +3
|
7
| 50
| 543 20- ---
| +4
| 8
| 75
| 543 21- ---
| +5
| 9
| 100
| 654 320 ---
| +5
|
10
| 150
| 654 321 ---
| +6
| 11
| 200
| 665 432 0--
| +7
| 12
| 300
| 665 432 1--
| +7
|
13
| 750
| 666 543 2--
| +8
| 14
| 1000
| 666 654 3--
| +9
| 15
| 1250
| 666 665 4--
| +9
|
16
| 1500
| 666 666 5--
| +10
| 17
| 1750
| 666 666 60-
| +11
| 18
| 2000
| 666 666 61-
| +11
|
19
| 2500
| 666 666 62-
| +12
| 20
| 3000
| 666 666 63-
| +13
| 21
| 3500
| 666 666 640
| +13
|
22
| 4000
| 666 666 651
| +14
| 23
| 4500
| 666 666 662
| +15
| 24
| 5000
| 666 666 663
| +15
|
25
| 5500
| 666 666 664
| +16
| 26
| 6000
| 666 666 665
| +17
| 27
| 6500
| 666 666 666
| +17
|
28
| 7000
| 766 666 666
| +18
| 29
| 7500
| 776 666 666
| +19
| 30
| 8000
| 777 666 666
| +19
|
31
| 8500
| 777 766 666
| +20
| 32
| 9000
| 777 776 666
| +21
| 33
| 9500
| 777 777 666
| +21
|
34
| 10000
| 777 777 766
| +22
| 35
| 10500
| 777 777 776
| +23
| 36
| 11000
| 777 777 777 1
| +23
|
37
| 22000
| 777 777 777 2
| +24
| 38
| 33000
| 777 777 777 3
| +25
| 39
| 44000
| 777 777 777 4
| +25
|
45
| 110000
| 888 777 777 7
| +29
| 54
| 209000
| 988 888 888 81
| +35
| 63
| 308000
| 999 888 888 88
| +41
|
72
| 407000
| 999 999 999 991
| +47
|
|
Requisites:
| Wis 11, Chr 11
| Alignment:
| any G
| HD/level:
| d7
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Pri
| Reference:
| DM {Planeshifted Preserver2}
| Groups:
| Priest, Alternate
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+14
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level+10
| Reflex:
| level+0
| Will:
| level+8
|
|
|
Level N (each level): Choose one: Str, Dex, Con, Int, Wis, Chr, Cml, Sanity, Logic, AC, Movement rate, Actions of a type (V, M, P, etc.). You Sustain that attribute. You may instead choose from these for two picks each: Luck, Level/XP, Multiplier, Race (Physical Form). DM Note: Sustaining an Action does not make you immune to Lock Down, it just means you can't lose those actions.
| Level 1: 2V: Remove Terrain Feature LVL*20%, if the Terrain Feature is not a natural effect from this area (i.e. it was created by someone else artificially).
| Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
| Level 3: May cast Wizard spells of Necromancy & Abjuration schools as if they are 2 spell levels higher.
| Level 4: 3M,3P: Restore the PF of the local area by 1 to a maximum of 10.
| Level 9: 6M,6P: Restore the MF of the local area by 1 to a maximum of 10.
| Level 9: May cast Wizard spells of Necromancy & Abjuration schools as if they are 1 spell level higher.
| Level 16: 10M,10P: Restore the TF of the local area by 1 to a maximum of 10.
| Level 27: May cast Wizard spells of Necromancy & Abjuration schools at the same spell level.
|
| CF=3:
| For two "Sustain" picks (the Level N ability), you may choose "hit points", which means your maximum hit points cannot be reduced (due to vile or permanent dmg).
|
| CF=4:
| For three "Sustain" picks (the Level N ability), you may choose the normal or alternate form of any Mini class (even one you don't "know"). You Sustain that Mini Class concept. (Example: If you pick "Summon Slots", you "Sustain Summon Slots".) You don't actually get to know that Mini class sheet though.
|
| CF=5 (this may be used in lower CF games if the current CF < max CF):
| Level 792: 70hJD, 80bKH, 90scrOppLQW, ½/artificial set: Restore the CF of the local area.
|
| CF=6:
| For five "Sustain" picks (the Level N ability), choose a phrase of one or two words. You Sustain whatever that phrase is. Collective acronyms count as a single word each (e.g. "HNCL" counts as one word). You may put the word "my" in front of it for free if it makes it read easier. Go ahead, be absurd if you want to. (Examples: Sustain Player Picks, Sustain Player Slots, Sustain Cod Piece, Sustain my Multiverse Code, Sustain Current hp, etc.)
|
|
[PC3] Priest Classes Group
Templar2
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 100 --- --
| 2
| 1.7
| 110 --- --
| 3
| 3.4
| 111 0-- --
|
4
| 6.8
| 222 0-- --
| 5
| 13.6
| 222 10- --
| 6
| 27.2
| 222 200 --
|
7
| 54.4
| 222 210 0-
| 8
| 108.8
| 222 220 0-
| 9
| 200
| 222 221 0-
|
10
| 500
| 222 222 0-
| 11
| 800
| 222 222 1-
| 12
| 1100
| 222 222 2-
|
13
| 1400
| 332 222 2-
| 14
| 1700
| 333 322 2-
| 15
| 2000
| 333 332 2-
|
16
| 2300
| 333 333 2-
| 17
| 2600
| 333 333 3-
| 18
| 2900
| 333 333 30
|
19
| 3200
| 443 333 30
| 20
| 3500
| 444 433 31
| 21
| 3800
| 444 444 31
|
22
| 4100
| 444 444 41
| 23
| 4400
| 554 444 41
| 24
| 4700
| 555 544 41
|
25
| 5000
| 555 555 41
| 26
| 5300
| 555 555 51
| 27
| 5600
| 555 555 52
|
28
| 5900
| 665 555 52
| 29
| 6200
| 666 655 52
| 30
| 6500
| 666 666 52
|
31
| 6800
| 666 666 62
| 32
| 7100
| 776 666 62
| 33
| 7400
| 777 766 62
|
34
| 7700
| 777 777 62
| 35
| 8000
| 777 777 72
| 36
| 8300
| 777 777 73
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 0 0 0 0 0 0 0 0
| +1
| 1 1 1 1 1 1 1 1
| +1
| 1 1 1 1 1 1 1 1
|
+2
| 2 2 2 2 2 2 2 2
| +3
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 3 3 3 3 3 3 3 3
| +5
| 4 4 4 4 4 4 4 4
| +5
| 4 4 4 4 4 4 4 4
|
+6
| 5 5 5 5 5 5 5 5
| +7
| 5 5 5 5 5 5 5 5
| +7
| 6 6 6 6 6 6 6 6
|
+8
| 6 6 6 6 6 6 6 6
| +9
| 7 7 7 7 7 7 7 7
| +9
| 7 7 7 7 7 7 7 7
|
+10
| 8 8 8 8 8 8 8 8
| +11
| 8 8 8 8 8 8 8 8
| +11
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Str 9, Int 10, Wis 18
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| Mon
| Reference:
| DS2/DM
| Groups:
| Priest
|
|
|
|
You get 3 Grand, 4 Major, and 0 Minor spheres. Your god may alter this amount.
| Level 1: Can turn undead.
| Level 1: Immune to the effects of Ego of your multiplier or less.
| Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
| Level 4: 0, (level-3)/d: Become immune to any 1 effect of your multiplier or less for 1 segment. Lose your next available 1P action (you are in effect borrowing it from the future).
| Level 8: 1M: Your multiplier becomes x2 for this round only.
| Level 9: 1M: Symbol (as spell).
| Level 27: 2M: Your multiplier becomes x3 for this round only.
|
|
[PC3] Priest Classes Group
Teneb Harvester (MTG B/G/W) (Golgari/Orzhov/Selesnya)
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-g --- ---
| 2
| 3.975
| 11- f-- ---
| 3
| 7.95
| 210 e-- ---
|
4
| 15.9
| 321 -e- ---
| 5
| 31.8
| 321 0d- ---
| 6
| 63.6
| 432 1-d ---
|
7
| 127.2
| 432 10c ---
| 8
| 254.4
| 543 21- c--
| 9
| 508.8
| 543 210 b--
|
10
| 1017.6
| 654 321 a--
| 11
| 1526.4
| 654 321 0--
| 12
| 2035.2
| 665 432 1--
|
13
| 2544
| 666 543 2--
| 14
| 3052.8
| 666 543 20-
| 15
| 3561.6
| 666 543 21-
|
16
| 4070.4
| 666 654 32-
| 17
| 4579.2
| 666 665 43-
| 18
| 5088
| 666 666 54-
|
19
| 5596.8
| 666 666 65-
| 20
| 6105.6
| 666 666 66-
| 21
| 6614.4
| 666 666 66c
|
22
| 7123.2
| 766 666 66b
| 23
| 7632
| 766 666 66a
| 24
| 8140.8
| 776 666 660
|
25
| 8649.6
| 776 666 661
| 26
| 9158.4
| 777 666 661
| 27
| 9667.2
| 777 666 661
|
28
| 10176
| 777 766 661
| 29
| 10684.8
| 777 766 662
| 30
| 11193.6
| 777 776 662
|
31
| 11702.4
| 777 776 662
| 32
| 12211.2
| 777 777 662
| 33
| 12720
| 777 777 662
|
34
| 13228.8
| 777 777 762
| 35
| 13737.6
| 777 777 762
| 36
| 14246.4
| 777 777 772
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+5
| 8 4 5 2 3 1 1 2
| +6
| 8 4 6 3 4 1 1 3
| +7
| 9 5 6 3 4 2 2 3
|
+8
| 9 5 6 4 4 2 2 4
| +9
| 10 6 7 5 5 3 2 4
| +10
| 10 6 7 6 5 3 3 5
|
+11
| 11 7 8 7 6 4 3 5
| +12
| 11 7 9 8 6 4 4 6
| +13
| 12 8 9 9 7 5 4 6
|
+14
| 12 8 10 10 7 5 5 7
| +15
| 13 9 10 11 8 6 5 7
| +16
| 13 10 11 12 9 6 6 8
|
+17
| 13 11 12 13 10 7 6 8
| +18
| 14 11 13 14 10 7 7 9
| +19
| 14 12 13 14 11 8 7 9
|
+20
| 14 12 14 14 11 8 8 10
| +21
| 15 13 14 14 12 9 8 10
| +22
| 15 13 14 14 12 9 9 11
|
|
Requisites:
| Str 16, Con 15, Wis 22, Chr 15, 3 class slots
| Alignment:
| T any (or) LE
| HD/level:
| d30
| Weapon Prof.:
| 7+level/2
| To Hit Table:
| War +4 levels
| Save Table:
| War/Pri/Mon
| Reference:
| DM
| Groups:
| Warrior, Priest, Monster
|
|
|
|
Exceptional Str and Barbarian Wis bonus.
| Gets Wis bonus to physical attacks in addition to Str and/or Dex.
| Channeling.
| Grand in Animal, Charm, Healing, Necromancy, and Plant spheres. Spells in Animal, Charm, and Plant cost ½M to cast.
| May have 3+LVL "Revive slots" instead of the usual one "Summon slot".
| Has an "Animal Companion" slot. (1/10 of your XP)
| Has a "Familiar" slot.
| Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
| Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
| Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
| Level 3: ½M: Cure LVL hp.
| Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
| Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
| Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
| Level 5: 1M: Raise Dead.
| Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
| Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
| Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
| Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
| Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
| Level 10: 1M: Raise Dead Fully.
| Level 14: +1 Animal Companion slot.
| Level 16: Your Vampiric Regeneration affects your missile weapons too.
|
| New spells:
| Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
| Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
[PC3] Priest Classes Group
Thanatos
Level
| KXP
| Priest/Psi8 123 456 78
| TH
|
1
| 0
| 20- --- --
| +0
| 2
| 2
| 210 --- --
| +1
| 3
| 4
| 321 --- --
| +1
|
4
| 7.5
| 422 --- --
| +2
| 5
| 12.5
| 432 0-- --
| +3
| 6
| 20
| 432 1-- --
| +3
|
7
| 35
| 443 1-- --
| +4
| 8
| 60
| 443 20- --
| +5
| 9
| 90
| 543 21- --
| +5
|
10
| 125
| 543 320 --
| +6
| 11
| 200
| 553 321 0-
| +7
| 12
| 300
| 554 432 1-
| +7
|
13
| 750
| 655 543 2-
| +8
| 14
| 1150
| 666 654 3-
| +9
| 15
| 1550
| 666 666 4-
| +9
|
16
| 1950
| 666 666 5-
| +10
| 17
| 2350
| 666 666 6-
| +11
| 18
| 2750
| 666 666 60
| +11
|
19
| 3150
| 666 666 61
| +12
| 20
| 3550
| 666 666 62
| +13
| 21
| 3950
| 666 666 63
| +13
|
22
| 4350
| 666 666 64
| +14
| 23
| 4750
| 666 666 65
| +15
| 24
| 5150
| 766 666 65
| +15
|
25
| 5550
| 776 666 65
| +16
| 26
| 5950
| 777 666 65
| +17
| 27
| 6350
| 777 766 65
| +17
|
28
| 6750
| 777 776 65
| +18
| 29
| 7150
| 777 777 65
| +19
| 30
| 7550
| 777 777 75
| +19
|
31
| 7950
| 777 777 76
| +20
| 32
| 8350
| 777 777 77
| +21
| 33
| 8750
| 887 777 77
| +21
|
34
| 9150
| 888 877 77
| +22
| 35
| 9550
| 888 888 77
| +23
| 36
| 9950
| 888 888 881
| +23
|
37
| 19900
| 888 888 882
| +24
| 38
| 29850
| 888 888 883
| +25
| 39
| 39800
| 888 888 884
| +25
|
45
| 99500
| 998 888 888
| +29
| 54
| 189050
| A99 999 999 1
| +35
| 63
| 278600
| AA9 999 999 9
| +41
|
72
| 368150
| AAA AAA AAA A1
| +47
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+0
| +0
| +0
| +4
| +3
| +0
| +0
| +4
| +10
| +0
| ÷1
|
|
| Requisites:
| Int 15, Wis 12,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Technology, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level-1
| Reflex:
| level-1
| Will:
| level+1
|
|
|
Gets Int (not Wis) bonus to spells.
| Gets Exceptional Int bonus.
| Bonus grand in Technology sphere.
| Can use Psi8 powers from progression. For this class, psionic powers use the following SL's: Minor=1; Major=3; Grand=6; Super=8.
| Can have up to LVL Psi8 items.
| +1 summon slot for Technological monsters.
| Level N (every level): Using the list below, pick an ability.
| A. +1M Action.
| B. CF=4: Barbarian Int bonus instead of Exceptional.
| C. All weapons are considered 1 size smaller for what you can wield.
| D. Immune to Wall, Sphere, and Forcefield effects
| E. Immune to Gravity (but not TK / falling damage)
| F. Immune to Light (and all variants)
| G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
| H. Immune to Positive Energy (includes Unlive positive energy levels).
| I. Your summons do special effects (innates, spells) as if one DL better than they are.
| J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
| K. Free GGL (Specialty God) pick in a god that has an Int requirement.
| L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
| M. Your area affects always only hit those you want them to.
| N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
| O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
| P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
| Q. Immune to Vacuum. Need not breathe.
| R. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
|
|
[PC3] Priest Classes Group
Theist14
Level
| KXP
| Priest 123 456 78
|
1
| 14 (owe)
| --- -c- --
| 2
| 21
| --0 ab- --
| 3
| 28
| -a1 0a- --
|
4
| 42
| -01 10c --
| 5
| 63
| -11 10a --
| 6
| 98
| a11 110 --
|
7
| 161
| 011 110 c-
| 8
| 280
| 111 111 a-
| 9
| 513
| 111 111 0-
|
10
| 970
| 111 111 1-
| 11
| 1427
| 222 211 1-
| 12
| 1884
| 222 222 1-
|
13
| 2341
| 222 222 2-
| 14
| 2798
| 333 322 2-
| 15
| 3255
| 333 333 2-
|
16
| 3712
| 333 333 3-
| 17
| 4169
| 444 433 3-
| 18
| 4626
| 444 444 3-
|
19
| 5083
| 444 444 4-
| 20
| 5540
| 555 544 4-
| 21
| 5997
| 555 555 4-
|
22
| 6454
| 555 555 5-
| 23
| 6911
| 666 655 5-
| 24
| 7368
| 666 666 5-
|
25
| 7825
| 666 666 6-
| 26
| 8282
| 777 766 6-
| 27
| 8739
| 777 777 6c
|
28
| 9196
| 777 777 6a
| 29
| 9653
| 777 777 70
| 30
| 10110
| 777 777 71
|
31
| 10567
| 777 777 72
| 32
| 11024
| 777 777 73
| 33
| 11481
| 777 777 74
|
34
| 11938
| 777 777 75
| 35
| 12395
| 777 777 76
| 36
| 12852
| 777 777 77
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Pri
| 0 0 0 0 0 0 0 0
| +0
| 1 1 1 1 1 1 1 1
| +0
| 1 1 1 1 1 1 1 1
|
+1
| 2 2 2 2 2 2 2 2
| +1
| 2 2 2 2 2 2 2 2
| +1
| 3 3 3 3 3 3 3 3
|
+1
| 3 3 3 3 3 3 3 3
| +2
| 4 4 4 4 4 4 4 4
| +2
| 4 4 4 4 4 4 4 4
|
+3
| 5 5 5 5 5 5 5 5
| +3
| 5 5 5 5 5 5 5 5
| +3
| 6 6 6 6 6 6 6 6
|
+3
| 6 6 6 6 6 6 6 6
| +4
| 7 7 7 7 7 7 7 7
| +4
| 7 7 7 7 7 7 7 7
|
+5
| 8 8 8 8 8 8 8 8
| +5
| 8 8 8 8 8 8 8 8
| +5
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Wis 34, Chr 23, 2 class slots
| Alignment:
| W*
| HD/level:
| dCON
| Weapon Prof.:
| 2+level
| To Hit Table:
| ½xPri
| Save Table:
| Mon
| Reference:
| DM
| Groups:
| Priest, Concordant (x1)
|
|
|
|
This class sets the first component of your alignment to "W" (White). You do not need to qualify for W. W counts as the other first letters (L, N, C, S, A, Nil).
| Gets 3 Specialty God picks. Gets Wis+Chr-10 bonus to spells. DM Note: The spell progression is not the same as Theist7, there are small differences.
| Each level, get one "14th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-5:
| a
| 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
| b
| You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
| c
| 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
| d
| 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
| e
| +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
| f
| nuXR CL*20% (non-ignorable unadjustable XR)
| g
| +LVL to HNCL (this counts for qualifying for Concordant classes)
|
Level 6-10:
| h
| +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
| i
| 1M, LVL/d: Capital O Object at x(LVL/2)
| j
| 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
| k
| +1 Luck (the ability score)
| l
| +LVL C or QQZ actions
| m
| Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
| n
| 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)
|
|
[PC3] Priest Classes Group
X14 Minor Powers (SL=2, Concordant SL=0)
#
| Power
|
1
| +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL Cml
| 3
| +CCL QZ (Quick Zero) actions
|
|
X14 Major Powers (SL=5, Concordant SL=0)
#
| Power
|
1
| +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL HNCL (for qualifying for classes, kits, etc.)
| 3
| +CCL C actions
|
|
X14 Grand Powers (SL=8, Concordant SL=0)
#
| Power
|
1
| +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL Luck
| 3
| +1 action of any type you already possess (except X, G, Bug, and their variants)
|
|
[PC3] Priest Classes Group
X14 Super Powers (SL=11, Concordant SL=1)
#
| Power
|
1
| +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
| 3
| +1 CCL (Concordant Caster Level) in one spell in one class
|
4
| Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
| 5
| Add 2 to HD type per level in one Concordant class (+0d+2)
| 6
| Change "Save" category of your Concordant class to Conc
|
7
| Change "To Hit" category of your Concordant class to Conc
| 8
| +1X action
| 9
| XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
|
|
X14 Ultra Powers (SL=14, Concordant SL=4)
#
| Power
|
1
| +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
| 5
| Add 2 to HD type per level in one Concordant class (+0d+2)
| 6
| Change "Save" category of your Concordant class to 1½xConc
|
7
| Change "To Hit" category of your Concordant class to 1½xConc
| 8
| +1QX action
| 9
| XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
|
|
X14 V [Ultra+1] Powers (SL=17, Concordant SL=7)
#
| Power
|
1
| +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Duplicate the effects of one Psi7 power (Ultra or lower)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
| 5
| Add 1 to number of HD per level in one Concordant class (+1d+0)
| 6
| Change "Save" category of your Concordant class to 2xConc
|
7
| Change "To Hit" category of your Concordant class to 2xConc
| 8
| +1QQX action
| 9
| iunXR 5*CCL%
|
|
[PC3] Priest Classes Group
X14 W [Ultra+2] Powers (SL=20, Concordant SL=10)
#
| Power
|
1
| +40% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Duplicate the effects of one Psi7 power (V or lower)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
| 5
| Add 1 to number of HD per level in one Concordant class (+1d+0)
| 6
| +1QQQX action
|
|
X14 X [Ultra+3] Powers (SL=23, Concordant SL=13)
#
| Power
|
1
| +50% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Replace a Concordant spell progression with another Concordant class's progression
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) in one class
| 5
| Add an extra stat bonus to hp per HD in one class (even if that class can't get a stat bonus)
| 6
| +1QQQQX action
|
|
[PC3] Priest Classes Group
Theist7
Level
| KXP
| Priest 123 456 78
|
1
| 7
| --- a-- --
| 2
| 17.5
| --0 0a- --
| 3
| 28
| -a1 00- --
|
4
| 42
| -01 10- --
| 5
| 63
| a01 10a --
| 6
| 98
| 011 110 --
|
7
| 161
| 111 111 --
| 8
| 280
| 111 111 a-
| 9
| 513
| 111 111 0-
|
10
| 970
| 111 111 1-
| 11
| 1427
| 222 211 1-
| 12
| 1884
| 222 222 1-
|
13
| 2341
| 222 222 2-
| 14
| 2798
| 333 322 2-
| 15
| 3255
| 333 333 2-
|
16
| 3712
| 333 333 3-
| 17
| 4169
| 444 433 3-
| 18
| 4626
| 444 444 3-
|
19
| 5083
| 444 444 4-
| 20
| 5540
| 555 544 4-
| 21
| 5997
| 555 555 4-
|
22
| 6454
| 555 555 5-
| 23
| 6911
| 666 655 5-
| 24
| 7368
| 666 666 5-
|
25
| 7825
| 666 666 6-
| 26
| 8282
| 777 766 6-
| 27
| 8739
| 777 777 6-
|
28
| 9196
| 777 777 7-
| 29
| 9653
| 777 777 70
| 30
| 10110
| 777 777 71
|
31
| 10567
| 777 777 72
| 32
| 11024
| 777 777 73
| 33
| 11481
| 777 777 74
|
34
| 11938
| 777 777 75
| 35
| 12395
| 777 777 76
| 36
| 12852
| 777 777 77
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Pri
| 0 0 0 0 0 0 0 0
| +0
| 1 1 1 1 1 1 1 1
| +0
| 1 1 1 1 1 1 1 1
|
+1
| 2 2 2 2 2 2 2 2
| +1
| 2 2 2 2 2 2 2 2
| +1
| 3 3 3 3 3 3 3 3
|
+1
| 3 3 3 3 3 3 3 3
| +2
| 4 4 4 4 4 4 4 4
| +2
| 4 4 4 4 4 4 4 4
|
+3
| 5 5 5 5 5 5 5 5
| +3
| 5 5 5 5 5 5 5 5
| +3
| 6 6 6 6 6 6 6 6
|
+3
| 6 6 6 6 6 6 6 6
| +4
| 7 7 7 7 7 7 7 7
| +4
| 7 7 7 7 7 7 7 7
|
+5
| 8 8 8 8 8 8 8 8
| +5
| 8 8 8 8 8 8 8 8
| +5
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Wis 26, Chr 19
| Alignment:
| S*
| HD/level:
| dCON
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| ½xPri
| Save Table:
| Mon
| Reference:
| BoD3
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Gets two specialty god picks. Gets Chr bonus to spells.
| Each level, get one "7th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-5:
| a
| 1M, LVL/d: Divine Intervention
| b
| Get double effect on your specialty priest abilities
| c
| You attack as a x2 being
| d
| No action, LVL/d: Unlock actions that are locked down
| e
| +1 [X7] minor
| f
| iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
| g
| Multiply your hp by your multiplier
|
Level 6-10:
| h
|
| i
| 1M, LVL/d: Avoid Fate at x(LVL/2)
| j
| You attack as a x3 being
| k
|
| l
| +1 [X7] major
| m
| Time/Reality Stability
| n
| 1M, LVL/d: Deal 1 idmg to a creature without ihp
|
Level 11-15:
| o
|
| p
|
| q
|
| r
|
| s
|
| t
|
| u
|
|
Level 16-20:
| v
|
| w
|
| x
|
| y
|
| z
|
| aa
|
| bb
|
|
|
[PC3] Priest Classes Group
X7 Minor Powers (SL=2, Concordant SL=0)
#
| Power
|
1
| Trade 5 of an action type for 1 Quick of that action type.
| 2
| Trade 7 of an action type for 1 Opposing of that action type.
| 3
| Limit of 5 classes
|
4
| -0.25 to XP divisor due to race (minimum 1).
|
|
X7 Major Powers (SL=5, Concordant SL=0)
#
| Power
|
1
| Trade 4 of an action type for 1 Quick of that action type.
| 2
| Trade 6 of an action type for 1 Opposing of that action type.
| 3
| Limit of 6 classes
|
4
| -0.5 to XP divisor due to race (minimum 1).
| 5
| x1.1 hp
| 6
| x1.1 CL
|
|
X7 Grand Powers (SL=8, Concordant SL=0)
#
| Power
|
1
| Trade 3 of an action type for 1 Quick of that action type.
| 2
| Trade 5 of an action type for 1 Opposing of that action type.
| 3
| Limit of 7 classes
|
4
| -0.75 to XP divisor due to race (minimum 1).
| 5
| Considered a x2 being on either attack or defense (change at reset)
| 6
| x1.5 hp
|
7
| x1.5 CL
|
|
[PC3] Priest Classes Group
X7 Super Powers (SL=11, Concordant SL=1)
#
| Power
|
1
| You are considered a x2 being.
| 2
| You attack as a x1 being, but defend as a x3 being.
| 3
| You attack as a x3 being, but defend as a x1 being.
|
4
| You can trade 2 of an action type for 1 Quick version of that action type.
| 5
| You can trade 4 of an action type for 1 Opposing version of that action type.
| 6
| x2 hp.
|
7
| x2 CL.
| 8
| Limit of 8 classes.
| 9
| You have a free "H" for purposes of qualifying for classes, kits, and feats.
|
10
| Planar Stable (immune to effects of being on another plane).
| 11
| -1 to XP divisor due to race (minimum 1).
| 12
| Immune to SL 0 to SL ((your level)/3, round down) effects.
|
13
| (your level)*2% iGR; works even in section [X].
| 14
| Immune to one effect in the [C] section.
| 15
| 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
|
16
| x1.5 ML (Memorization Level) in one class.
|
|
X7 Ultra Powers (SL=14, Concordant SL=4)
#
| Power
|
1
| 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
| 3
| You can trade 3 of an action type for 1 Opposing version of that action type.
|
4
| You may "borrow" actions of any type (assuming you have them).
| 5
| You may "hold" actions of any type (assuming you have them).
| 6
| x10 hp.
|
7
| x3 CL.
| 8
| x2 ML (Memorization Level) in one class.
| 9
| Ignore all forms of XP divisors.
|
|
[PC3] Priest Classes Group
X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)
#
| Power
|
1
| 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
| 3
| You can trade 2 of an action type for 1 Opposing version of that action type.
|
4
| x50 hp.
| 5
| x4 CL.
| 6
| x2.5 ML (Memorization Level) in one class.
|
|
X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)
#
| Power
|
1
| 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
| 3
| x200 hp.
|
4
| x5 CL.
| 5
| x3 ML (Memorization Level) in one class.
|
|
X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)
#
| Power
|
1
| 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
| 3
| x1000 hp.
|
4
| x6 CL.
| 5
| x3.5 ML (Memorization Level) in one class.
|
|
[PC3] Priest Classes Group
Traveller Priest
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 20- --- --
| 2
| 2
| 210 --- --
| 3
| 4
| 321 --- --
|
4
| 7.5
| 422 --- --
| 5
| 12.5
| 432 0-- --
| 6
| 20
| 432 1-- --
|
7
| 35
| 443 1-- --
| 8
| 60
| 443 20- --
| 9
| 90
| 543 21- --
|
10
| 125
| 543 320 --
| 11
| 200
| 553 321 0-
| 12
| 300
| 554 432 1-
|
13
| 750
| 655 543 2-
| 14
| 1150
| 666 654 3-
| 15
| 1550
| 666 666 4-
|
16
| 1950
| 666 666 5-
| 17
| 2350
| 666 666 6-
| 18
| 2750
| 666 666 60
|
19
| 3150
| 666 666 61
| 20
| 3550
| 666 666 62
| 21
| 3950
| 666 666 63
|
22
| 4350
| 666 666 64
| 23
| 4750
| 666 666 65
| 24
| 5150
| 766 666 65
|
25
| 5550
| 776 666 65
| 26
| 5950
| 777 666 65
| 27
| 6350
| 777 766 65
|
28
| 6750
| 777 776 65
| 29
| 7150
| 777 777 65
| 30
| 7550
| 777 777 75
|
31
| 7950
| 777 777 76
| 32
| 8350
| 777 777 77
| 33
| 8750
| 887 777 77
|
34
| 9150
| 888 877 77
| 35
| 9550
| 888 888 77
| 36
| 9950
| 888 888 88
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +1
| 5 3 4 3 2 2 2 1
|
+2
| 6 4 5 4 3 2 2 1
| +3
| 7 5 6 5 4 3 2 1
| +3
| 8 5 7 6 4 3 3 2
|
+4
| 8 6 7 7 5 4 3 2
| +5
| 9 7 8 8 6 4 4 2
| +5
| 10 8 9 9 7 5 4 3
|
+6
| 11 8 10 10 7 5 4 3
| +7
| 11 9 10 11 8 6 5 3
| +7
| 12 10 11 12 9 6 5 4
|
+8
| 13 11 12 13 10 7 6 4
| +9
| 14 11 13 14 10 7 6 4
| +9
| 14 12 13 14 11 8 6 5
|
+10
| 14 12 14 14 11 8 7 5
| +11
| 14 13 14 14 12 9 7 5
| +11
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Dex 15, Wis 12
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Planar
|
|
|
|
Gets Dex (not Wis) bonus to spells.
| Bonus grand in Traveller sphere.
| Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
| Level N (every level): Using the list below, pick an ability.
| A. Can get and can use 2Z actions per half segment.
| B. Can use 2V actions per segment.
| C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
| D. Immune to Wall, Sphere, and Forcefield effects
| E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
| F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
| G. Immune to TK and Falling Damage (but not high Gravity)
| H. Get 2 parting shots / attacks of opportunity instead of 1.
| I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
| J. Immune to Traveller sphere spells.
| K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
| L. Immune to Vacuum. Need not breathe.
| M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
|
| New Traveller Spells:
| Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
| TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
| Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
| Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
| Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
| True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
| Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
|
|
[PC3] Priest Classes Group
Treva Renewer (MTG U/G/W)
Level
| KXP
| Priest 123 456 789 AB
| Psi mMG SUV
| TH
|
1
| 0
| 0-- --- --
| 6-- -
| +0
| 2
| 5.375
| 10- --- --
| 8-- -
| +1
| 3
| 10.75
| 210 --- --
| A0- -
| +2
|
4
| 21.5
| 321 --- --
| A2- -
| +3
| 5
| 43
| 321 0-- --
| A4- -
| +4
| 6
| 86
| 432 1-- --
| A6- -
| +5
|
7
| 172
| 432 10- --
| B7a -
| +6
| 8
| 344
| 543 21- --
| B90 -
| +7
| 9
| 688
| 543 210 --
| B92 -
| +8
|
10
| 1376
| 654 321 --
| B94 -
| +9
| 11
| 2064
| 654 321 0-
| B96 -
| +10
| 12
| 2752
| 665 432 1-
| B98 -
| +11
|
13
| 3440
| 666 543 2-
| BB8 -
| +12
| 14
| 4128
| 666 543 20
| BBA -
| +13
| 15
| 4816
| 666 543 21
| CBB b
| +14
|
16
| 5504
| 666 654 32
| DCB a
| +15
| 17
| 6192
| 666 665 43
| DDC 0
| +16
| 18
| 6880
| 666 666 54
| DDC 2
| +17
|
19
| 7568
| 666 666 65
| DDD 3
| +18
| 20
| 8256
| 666 666 66
| DDD 5
| +19
| 21
| 8944
| 666 666 66
| EDD 6
| +20
|
22
| 9632
| 766 666 66
| EDD 8
| +21
| 23
| 10320
| 766 666 66
| EED 9
| +22
| 24
| 11008
| 776 666 66
| FED A
| +23
|
25
| 11696
| 776 666 66
| FFE A
| +24
| 26
| 12384
| 777 666 66
| FFF B
| +25
| 27
| 13072
| 777 666 66
| GFF C
| +26
|
28
| 13760
| 777 766 66
| HFF D
| +27
| 29
| 14448
| 777 766 66
| HHF D
| +28
| 30
| 15136
| 777 776 66
| HHG E
| +29
|
31
| 15824
| 777 776 66
| HHH F
| +30
| 32
| 16512
| 777 777 66
| IHH G
| +31
| 33
| 17200
| 777 777 66
| JIH G
| +32
|
34
| 17888
| 777 777 76
| JII H
| +33
| 35
| 18576
| 777 777 76
| JJI I
| +34
| 36
| 19264
| 777 777 771
| KJJ I1
| +35
|
37
| 38528
| 777 777 772
| KJJ I2
| +36
| 38
| 57792
| 777 777 773
| KJJ I3
| +37
| 39
| 77056
| 777 777 774
| KJJ I4
| +38
|
45
| 192640
| 888 888 777
| KJJ IA
| +44
| 54
| 366016
| 999 998 888 1
| KJJ JI
| +53
| 63
| 539392
| 999 999 988 8
| LLL LK
| +62
|
72
| 712768
| AAA AA9 999 91
| NNM MM1
| +71
|
|
Requisites:
| Con 21, Int 21, Wis 16, Chr 35,
|
| Class Slots 2
| Alignment:
| LG
| HD/level:
| d20
| Weapon Prof.:
| 4+level*3/2
| To Hit Table:
| War
| Reference:
| DM
| Groups:
| Priest, Psionicist, Monster
| Complexity:
| CF=4
|
|
| Saving Throws:
|
| PPD:
| 7+level*3/2
| RSW:
| 7+level*3/2
| PP:
| 7+level*3/2
| BW:
| 7+level*3/2
| Spell:
| 7+level*3/2
| Fort:
| 6+level*3/2
| Reflex:
| 0+level*3/2
| Will:
| 4+level*3/2
|
|
|
Barbarian Chr bonus. Exceptional Wis bonus.
| Grand in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
|
| Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
| Has access to Psi11U/W, plus one psionic frequency per level (including level 1).
| PSPs = (Con+Int+Chr*2)*LVL
| Note that Psi11U/W uses no PSPs; these powers work like "Channeling" for spellcasters.
| May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
| Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
|
| Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
| Has a "Familiar" slot.
| Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
| Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
| Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
| Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
| Level 3: 1M: Counter an effect from an item.
| Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
| Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
| Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
| Level 9: (n)M: Counter an effect from a x(n) item. This is a x(n) effect.
| Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
| Level 14: +1 Animal Companion slot.
|
|
[PC3] Priest Classes Group
[Q11U/W] Psi11U/W Powers
Level
| #
| Power
| Effect
|
2 (minor)
| 1
| Angelic Shield
| All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
| 2 (minor)
| 2
| Azorius First-Wing
| Summon a DL II Griffin, it flies, and can remove bad effects on people.
| 2 (minor)
| 3
| Azorius Guildmage
| Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
|
2 (minor)
| 4
| Crystalline Sliver
| Summon a DL II Sliver, it can't be targetted.
| 2 (minor)
| 5
| Energy Arc
| 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
| 2 (minor)
| 6
| Galina's Knight
| Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
|
2 (minor)
| 7
| Meddling Mage
| Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
| 2 (minor)
| 8
| Overrule
| 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
| 2 (minor)
| 9
| Pride of the Clouds
| Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
|
2 (minor)
| 10
| Prismatic Boon
| Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
| 2 (minor)
| 11
| Sygg, River Guide
| Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
| 2 (minor)
| 12
| Wings of Aesthir
| Target gets +CL TH/dmg and flying 12" for 1t.
|
2 (minor)
| 13
| Wings of Hope
| Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
| 3 (major)
| 1
| Absorb
| 1bM: Counterspell, and be cured 30 hp.
| 3 (major)
| 2
| Azorius AEthermage
| Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
|
3 (major)
| 3
| Chromatic Armor
| Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
| 3 (major)
| 4
| Daring Leap
| One creature flies and gets +10 TH/dmg/AC/saves this segment.
| 3 (major)
| 5
| Demand (Supply/Demand)
| Wishoid for a SL 2 Psi11U/W spell
|
3 (major)
| 6
| Guiding Spirit
| Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
| 3 (major)
| 7
| Hanna, Ship's Navigator
| Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
| 3 (major)
| 8
| Leering Gargoyle
| Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
|
3 (major)
| 9
| Minister of Impediments
| Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
| 3 (major)
| 10
| Opaline Sliver
| Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
| 3 (major)
| 11
| Phantatog
| Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
|
3 (major)
| 12
| Plumes of Peace
| Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
| 3 (major)
| 13
| Reparations
| Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
| 3 (major)
| 14
| Riptide Crab
| Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
|
3 (major)
| 15
| Samite Archer
| Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
| 3 (major)
| 16
| Silver Drake
| When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
| 3 (major)
| 17
| Sky Spirit
| Summon a DL III Spirit, it flies.
|
3 (major)
| 18
| Spectral Shield
| Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
| 3 (major)
| 19
| Tempest Drake
| Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
| 4 (major)
| 1
| AEthermage's Touch
| Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
|
4 (major)
| 2
| Ayesha Tanaka
| Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
| 4 (major)
| 3
| Azorius Ploy
| One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
| 4 (major)
| 4
| Cloud Cover
| Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
|
4 (major)
| 5
| Glaciers
| x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
| 4 (major)
| 6
| Grand Arbiter Augustin IV
| Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
| 4 (major)
| 7
| Harbor Guardian
| Summon a DL IV Gargoyle, he has near-infinite reach upwards.
|
4 (major)
| 8
| Hazerider Drake
| Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
| 4 (major)
| 9
| Kangee, Aerie Keeper
| Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
| 4 (major)
| 10
| Meddling Kids
| Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
|
4 (major)
| 11
| Reviving Vapors
| Up to 3 targets are cured (1d10+CL)*10 hp
| 4 (major)
| 12
| Sawtooth Loon
| When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
| 4 (major)
| 13
| Stand // Deliver
| Unsummon a summon or dispel one effect, and cure one target 80 hp.
|
4 (major)
| 14
| Trial (Trial/Error)
| Unsummon all creatures in a group, at least one of your summons must be in that group.
| 4 (major)
| 15
| Vanish into Memory
| Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
| 5 (major)
| 1
| Armored Guardian
| Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
|
5 (major)
| 2
| Hunding Gjornersen
| Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
| 5 (major)
| 3
| Isperia the Inscrutable
| Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
| 5 (major)
| 4
| Ordered Migration
| Summon CL/6 DL I Birds
|
5 (major)
| 5
| Palliation Accord
| Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
| 5 (major)
| 6
| Sky Hussar
| Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
| 5 (major)
| 7
| Swift Silence
| The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
|
5 (major)
| 8
| Teferi's Moat
| Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
| 5 (major)
| 9
| Tobias Andrion
| Summon a DL V Human, he beats things.
| 5 (major)
| 10
| Windreaver
| Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
|
6 (grand)
| 1
| Dovescape
| x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
| 6 (grand)
| 2
| Kasimir the Lone Wolf
| Summon a DL VI Human Warrior, he beats things down.
| 6 (grand)
| 3
| Rasputin Dreamweaver
| Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
|
7 (grand)
| 1
| Gosta Dirk
| Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
| 7 (grand)
| 2
| Iridescent Angel
| Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
| 7 (grand)
| 3
| Ith, High Arcanist
| Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
|
7 (grand)
| 4
| Jedit Ojanen
| Summon a DL VII Cat Warrior, he really beats things down.
|
|
[PC3] Priest Classes Group
Unholy Order of Stars Jerry1
Level
| KXP
| Priest 123 456 7
|
1
| 1.75
| 1a- --- -
| 2
| 3.5
| 20- --- -
| 3
| 7
| 21a --- -
|
4
| 14
| 220 --- -
| 5
| 28
| 331 a-- -
| 6
| 56
| 332 0-- -
|
7
| 112
| 332 1a- -
| 8
| 224
| 333 20- -
| 9
| 450
| 443 21a -
|
10
| 900
| 443 320 -
| 11
| 1300
| 544 321 -
| 12
| 1700
| 655 321 a
|
13
| 2100
| 666 422 0
| 14
| 2500
| 666 432 1
| 15
| 2900
| 666 532 1
|
16
| 3300
| 666 542 1
| 17
| 3700
| 666 643 2
| 18
| 4100
| 666 654 3
|
19
| 4500
| 666 664 3
| 20
| 4900
| 666 665 3
| 21
| 5300
| 666 666 3
|
22
| 5700
| 666 666 4
| 23
| 6100
| 666 666 5
| 24
| 6500
| 666 666 6
|
25
| 6900
| 777 766 6
| 26
| 7300
| 777 777 6
| 27
| 7700
| 777 777 7
|
28
| 8100
| 888 877 7
| 29
| 8500
| 888 888 7
| 30
| 8900
| 888 888 8
|
31
| 9300
| 999 988 8
| 32
| 9700
| 999 999 8
| 33
| 10100
| 999 999 9
|
34
| 10500
| AAA A99 9
| 35
| 10900
| AAA AAA 9
| 36
| 11300
| AAA AAA A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Wis 13, Int 13
| Alignment:
| any J
| HD/level:
| d8
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM {Planeshifted HOSE1}
| Groups:
| Priest, Custom, Alternate
|
|
|
|
This class sets the second component of your alignment to "J" (Jerry). This J can be used to qualify for G, N, or E in other classes (but not S). You do not need to be level 9 to have this (normally you need to be level 9 in order to take J).
| Material componenting for spells costs a 0 action.
| Commands undead; does not turn.
| Level 9: Set the first component of your alignment to "W" (White). This W can be used to qualify for L, T, or C in other classes (but not A or Nil).
|
|
[PC3] Priest Classes Group
Unholy SuperMonk1
Level
| KXP
| War,Wiz,Rog Psi0 123 456 7 / mMG S
|
1
| 0
| 1-- --- - / 1-- -
| 2
| 2.85
| 20- --- - / 2-- -
| 3
| 6
| 21- --- - / 3-- -
|
4
| 12.6
| 320 --- - / 4-- -
| 5
| 28.2
| 331 --- - / 5-- -
| 6
| 59.5
| 332 0-- - / 6-- -
|
7
| 121.6
| 332 1-- - / 61- -
| 8
| 247
| 333 20- - / 62- -
| 9
| 431
| 443 21- - / 63- -
|
10
| 616
| 443 320 - / 64- -
| 11
| 862
| 544 321 - / 65- -
| 12
| 1180
| 655 322 - / 651 -
|
13
| 1565
| 666 422 0 / 652 -
| 14
| 2190
| 666 532 1 / 653 -
| 15
| 2815
| 666 642 1 / 654 -
|
16
| 3440
| 777 643 1 / 654 1
| 17
| 4065
| 777 753 2 / 654 2
| 18
| 4690
| 888 864 2 / 654 3
|
19
| 5320
| 998 864 2 / 654 4
| 20
| 5950
| 999 875 2 / 655 4
| 21
| 6580
| 999 986 2 / 655 5
|
22
| 7280
| 999 996 3 / 665 5
| 23
| 7980
| 999 997 3 / 666 5
| 24
| 8680
| 999 998 3 / 666 6
|
25
| 9380
| 999 998 4 / 766 6
| 26
| 10080
| 999 999 4 / 776 6
| 27
| 10780
| 999 999 5 / 777 6
|
28
| 11480
| 999 999 6 / 777 7
| 29
| 12180
| 999 999 7 / 877 7
| 30
| 12880
| 999 999 8 / 887 7
|
31
| 13580
| 999 999 9 / 888 7
| 32
| 14280
| AAA A99 9 / 888 8
| 33
| 14980
| AAA AAA 9 / 988 8
|
34
| 15680
| AAA AAA A / 998 8
| 35
| 16380
| BBB BAA A / 999 8
| 36
| 17080
| BBB BBB B / 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 8 5 6 3 4 1 3 3
| +5
| 9 6 7 4 6 2 5 4
| +8
| 10 8 8 6 7 3 6 5
|
+11
| 11 9 9 8 9 5 8 6
| +14
| 12 11 10 10 10 6 9 7
| +17
| 13 12 11 12 12 7 11 8
|
+20
| 14 14 13 14 13 8 12 9
| +23
| 14 15 14 14 14 9 14 10
| +26
| 15 16 14 14 15 11 15 11
|
+29
| 16 16 15 15 16 12 17 12
| +32
| 16 16 16 16 16 13 18 13
| +35
| 16 17 16 16 16 14 20 14
|
+38
| 17 18 17 17 17 15 21 15
| +41
| 18 19 18 18 18 16 22 16
| +44
| 19 20 19 19 19 17 23 17
|
+47
| 20 21 20 20 20 18 24 18
| +50
| 21 22 21 21 21 19 25 19
| +53
| 22 23 22 22 22 20 26 20
|
|
Requisites:
| Str 17, Dex 17, Con 13, Wis 19
| Alignment:
| LE, LN, or NE
| HD/level:
| & +d13
| Weapon Prof.:
| & 3+level*2
| To Hit Table:
| & 3xWar
| Save Table:
| & (2xWar)/(2xPri)/(3xRog)
| Reference:
| DM
| Groups:
| Warrior, Priest, Rogue
|
|
|
|
Gets Barbarian Str and Dex, and Exceptional Con.
| Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
| Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
| Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
| Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
| Level 1: Open Hands are considered a +LVL weapon to hit.
| Level 1: Natural AT is +level*2
| Level 1: Base movement rate is (13+level*2)"
| Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
| Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
| Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
| Level 1: +LVL dmg with weapons.
| Level 2: +1QV action.
| Level 3: Speak with undead (continuous).
| Level 4: Immunity to disease and slow effects (continuous).
| Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
| Level 4: Immune falling damage.
| Level 5: +1QP action.
| Level 6: +1QQV action.
| Level 7: Dust of Disappearance (psi freq. 0) level times per day.
| Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
| Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
| Level 9: +1QM action.
|
Lvl
| Holy Monk Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| +rating/50 A actions /r this turn || B actions || C actions
| F
| 0
| Dex-20
| Dex-25
| 1
| Curing/Causing (1 hp per 1% made), self or others (PPD save:½)
| V
| 0
| Wis-13
| Wis-18
| 1
| Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½)
| V
| 0
| Wis-13
| Wis-18
|
1
| Find/Remove Wizard Abjurations/Priest Protections
| V
| 0
| Dex-13
| Dex-18
| 1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
|
1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
| 2
| Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made)
| V
| 0
| Wis-13
| Wis-18
|
2
| Concealment/Blending | Misdirection | Non-Detection
| M
| 20
| Wis-12
| Wis-14
| 3
| Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR
| V/N
| 0
| Dex-10
| Dex-20
| 4
| Restore/Cause level drains (1 per 10% made), self or other (PPD save:½)
| V
| 0
| Wis-13
| Wis-18
|
4
| Don't generate Alley encounters | Sewer/Attic | Old City at Night
| M
| 10
| Wis-15
| Wis-20
| 5
| Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop
| P
| 50
| Str-12
| Str-14
| 6
| Touch : Chill/Pain | Para/Vampiric | Energy Drain
| 0
| 20
| Str-9
| Str-15
|
6
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 7
| Blink | Controlled Blink
| M
| 20
| Wis-12
| Wis-17
| 8
| Finger of Death | Slay Living | Power Word Kill
| V
| 0
| Int-14
| Int-17
|
8
| ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special
| M
| 20
| Dex-18
| Dex-28
| 9
| Inner Focus (+1 Str/Dex/Con for 1r per 10% made)
| M
| 5
| Wis-10
| Wis-20
| 10
| Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL)
| #M
| 0
| Wis-12
| Wis-36
|
12
| Disharmonic Blast (1 dmg per 1% made to area)
| P*M
| 10
| Con-16
| Con-22
| 15
| Energy Control | Adaptation | Immune to Hostile Environments
| PV
| 30
| Con-9
| Con-12
| 18
| Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form
| PP
| 40
| Con-24
| Con-24
|
27
| Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid)
| ½0
| 30
| NA
| NA
|
|
[PC3] Priest Classes Group
War Priest
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 20- --- --
| 2
| 2
| 210 --- --
| 3
| 4
| 321 --- --
|
4
| 7.5
| 422 --- --
| 5
| 12.5
| 432 0-- --
| 6
| 20
| 432 1-- --
|
7
| 35
| 443 1-- --
| 8
| 60
| 443 20- --
| 9
| 90
| 543 21- --
|
10
| 125
| 543 320 --
| 11
| 200
| 553 321 0-
| 12
| 300
| 554 432 1-
|
13
| 750
| 655 543 2-
| 14
| 1150
| 666 654 3-
| 15
| 1550
| 666 666 4-
|
16
| 1950
| 666 666 5-
| 17
| 2350
| 666 666 6-
| 18
| 2750
| 666 666 60
|
19
| 3150
| 666 666 61
| 20
| 3550
| 666 666 62
| 21
| 3950
| 666 666 63
|
22
| 4350
| 666 666 64
| 23
| 4750
| 666 666 65
| 24
| 5150
| 766 666 65
|
25
| 5550
| 776 666 65
| 26
| 5950
| 777 666 65
| 27
| 6350
| 777 766 65
|
28
| 6750
| 777 776 65
| 29
| 7150
| 777 777 65
| 30
| 7550
| 777 777 75
|
31
| 7950
| 777 777 76
| 32
| 8350
| 777 777 77
| 33
| 8750
| 887 777 77
|
34
| 9150
| 888 877 77
| 35
| 9550
| 888 888 77
| 36
| 9950
| 888 888 88
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
|
+3
| 6 4 5 4 3 2 2 1
| +4
| 7 5 6 5 4 3 2 1
| +5
| 8 5 7 6 4 3 3 2
|
+6
| 8 6 7 7 5 4 3 2
| +7
| 9 7 8 8 6 4 4 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +10
| 11 9 10 11 8 6 5 3
| +11
| 12 10 11 12 9 6 5 4
|
+12
| 13 11 12 13 10 7 6 4
| +13
| 14 11 13 14 10 7 6 4
| +14
| 14 12 13 14 11 8 6 5
|
+15
| 14 12 14 14 11 8 7 5
| +16
| 14 13 14 14 12 9 7 5
| +17
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 15, Wis 12
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest
|
|
| Gets Str (not Wis) bonus to spells.
| Gets Exceptional Str bonus.
| Bonus grand in War sphere.
| Can specialize in weapons using the "Non-War" line.
| +level slots for Henchmen.
| Never loses control of Henchmen (auto-make Chr and Morale checks).
| Divide the cost of Henchment by LVL.
|
|
|
|
Level N (every level): Using the list below, pick an ability.
| A. +1P Action.
| B. Barbarian Str bonus instead of Exceptional.
| C. All weapons are considered 1 size smaller for what you can wield.
| D. Immune to attacks from siege machines.
| E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
| F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
| G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
| H. You and your henchmen ignore plusses needed to hit, WR, and DR.
| I. Your henchmen attack as if one DL better than they are.
| J. Your henchmen defend as if one DL better than they are.
| K. Free GGL (Specialty God) pick in a god that has a Str requirement.
| L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
| M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
|
| New War Spells:
| War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
| Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
| Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
| Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
| True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
| Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
| Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
| Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
| Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
|
|
[PC3] Priest Classes Group
War Spells: (* = new)
| War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
| * Betrayal Touch (SL=1): Charm Monster (range touch; Spell save).
| Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
| * Battle Arsenal (SL=2): All your weapons and armor get +1/+1. (Cannot material component or cast on others)
| Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
| * Dancing Shield (SL=3): You may have one of your Shields be Dancing (doesn't require an arm). (Cannot material component or cast on others)
| Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
| * Sharp Arsenal (SL=4): All of your weapons are Sharpness. Immune Sharpness. Resist Vorpal (you need to be Vorpaled twice).
| True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
| * Twilight Touch (SL=5): Touch to Twilight (Psionic Blast save at -CL)
| Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
| Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
| Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
| Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
| * Mass Mass Cureall (SL=10): Curealls up to 100 groups of creatures. (Yes, this can be reversed.)
|
| CF=4:
| Level 9 ¶: May cast one spell per segment using an arm's P action instead of 1M, per set of arms.
| Level 9 ¶: May cast Battlelord spells as if one SL higher. (At CF=5 this becomes the same SL.)
|
|
[PC3] Priest Classes Group
Warden
Level
| KXP
| Priest 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 3
| 20- --- --- -
| 3
| 6
| 21- --- --- -
|
4
| 12
| 320 --- --- -
| 5
| 36
| 321 --- --- -
| 6
| 100
| 432 0-- --- -
|
7
| 300
| 432 1-- --- -
| 8
| 900
| 543 20- --- -
| 9
| 2700
| 543 21- --- -
|
10
| 3000
| 654 320 --- -
| 11
| 3300
| 654 321 --- -
| 12
| 3600
| 765 432 0-- -
|
13
| 3900
| 765 432 1-- -
| 14
| 4200
| 776 543 20- -
| 15
| 4500
| 776 543 21- -
|
16
| 4800
| 777 654 320 -
| 17
| 5100
| 777 654 321 -
| 18
| 5400
| 777 765 432 -
|
19
| 5700
| 777 776 543 -
| 20
| 6000
| 777 777 654 -
| 21
| 6300
| 777 777 765 -
|
22
| 6600
| 777 777 776 -
| 23
| 6900
| 777 777 777 -
| 24
| 7200
| 888 877 777 -
|
25
| 7500
| 888 888 877 -
| 26
| 7800
| 888 888 888 -
| 27
| 8100
| 888 888 888 b
|
28
| 8400
| 888 888 888 0
| 29
| 8700
| 888 888 888 1
| 30
| 9000
| 888 888 888 2
|
31
| 9300
| 888 888 888 3
| 32
| 9600
| 888 888 888 4
| 33
| 9900
| 888 888 888 5
|
34
| 10200
| 888 888 888 6
| 35
| 10500
| 888 888 888 7
| 36
| 10800
| 888 888 888 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 9 6 6 2 2 6
| +3
| 12 8 9 6 7 3 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 14 9 11 8 9 5 4 9
| +5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
+6
| 16 12 13 11 12 7 6 12
| +7
| 16 13 14 12 12 8 7 13
| +7
| 16 14 14 13 13 9 8 14
|
+8
| 16 14 15 14 14 10 8 15
| +9
| 17 15 16 14 14 10 9 16
| +9
| 17 15 16 15 15 11 10 17
|
+10
| 17 16 16 15 16 12 10 18
| +11
| 17 16 16 16 16 13 11 19
| +11
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Wis 18, Chr 16
| Alignment:
| any
| HD/level:
| d20
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| 2xPri
| Reference:
| DM / Imm Handbook {Reduced Sentinel}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Has Major access to all "normal" Priest spells. Yes, this class gets normal Priest 10th's in it's progression; this is not a typo.
| Level N: Get N Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks). You must choose powers within a sphere in order (1 first, 2 second, etc.). The "3" (third listed) power in a sphere costs 3 Warden picks, so in order to have the 1, 2, and 3 powers of a sphere, you need 6 Warden picks total. You could do this at 3rd level if all you did was pick from that sphere.
| A list of Warden powers that use these picks follows. These powers are heavily modified and paraphrased versions of powers from the "Immortals Handbook" by Craig Cochrane; that book has a LOT more powers than what I give here, and they do different things from what I list.
| Beyond the list of Warden powers is an Alternate list of Priest spells, using the Warden's spheres. The maximum SL you can access in a Warden sphere is equal to 2 plus double the highest pick you have in the sphere (e.g. if you have a "3" pick in "Good" sphere, you can access Good spells of SL 1-8). Note that Warden can access any SL 1-2 spell on the list. If you have the "5" pick in a Warden sphere, you have Grand access (SL 1-10 and each spell is half a spell slot).
|
|
[PC3] Priest Classes Group
Warden Powers
Sphere
| Picks
| Power Name
| Power Effect
|
Chaos
| 1
| Granted Powers
| You cast chaos spells at +1 caster level.
| Chaos
| 2
| Chaos Ward
| You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
| Chaos
| 3
| Chaos Born
| Once per round you can +LVL to any dice roll.
|
Chaos
| 4
| Chaos Brethren
| Chaos-aligned creatures you summon always have 50% more hit dice than usual.
| Chaos
| 5
| Instrument of Chaos
| Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
| Charity
| 1
| Granted Powers
| You cast magical boons upon others at +2 caster level.
|
Charity
| 2
| Shield of Kindness
| You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
| Charity
| 3
| Philanthropist
| +2 to each ability score, but you get only half money from now on.
| Charity
| 4
| Oblation
| Any creatures you summon always remain twice as long.
|
Charity
| 5
| Instrument of Charity
| Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
| Community
| 1
| Granted Powers
| Use calm emotions as a spell-like ability 1/day.
| Community
| 2
| Guards & Wards
| You and any allies in your group are immune to any effect which would cause you to travel against your will.
|
Community
| 3
| Strength in Numbers
| + to saving throws equal to the number of allies in your group. (max=LVL)
| Community
| 4
| Band of Brothers
| You can summon twice as many summoned creatures than the spell typically permits.
| Community
| 5
| Meeting of Minds
| Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
|
Darkness
| 1
| Granted Powers
| You gain blind-fight as a bonus feat.
| Darkness
| 2
| Darksight
| You can see in total darkness, even magical darkness, as if it were daylight.
| Darkness
| 3
| Night Born
| +LVL to TH, damage and AC while fighting from within total darkness.
|
Darkness
| 4
| Shadow Brethren
| Shadow-based creatures you summon always have 50% more hit dice than usual.
| Darkness
| 5
| Instrument of Darkness
| Immunities and resistances are only 50% effective against your negative energy-based attacks.
| Death
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
|
Death
| 2
| Cheat Death
| You are immune to any death or negative energy-based effects.
| Death
| 3
| Divination
| +LVL on TH, dmg and AC while facing living opponents.
| Death
| 4
| Undead Brethren
| All undead created within the radius of your divine aura have 50% more hit dice than usual.
|
Death
| 5
| Instrument of Death
| Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
| Destruction
| 1
| Granted Powers
| You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| Destruction
| 2
| Irrefragable
| You are immune to disintegration.
|
Destruction
| 3
| Appetite for Destruction
| You gain a bonus to damage equal to LVL.
| Destruction
| 4
| Violent Offenders
| Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
| Destruction
| 5
| Instrument of Destruction
| Damage reduction is only 50% effective against your attacks.
|
Disease
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
| Disease
| 2
| Immunised
| You are immune to any type of constitution damage/draining or disease based attack.
| Disease
| 3
| Disease Carrier
| +LVL on TH, damge rolls and AC against disease ridden opponents.
|
Disease
| 4
| Diseased Brethren
| Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
| Disease
| 5
| Instrument of Disease
| Immunities and resistances are only 50% effective against your disease-based attacks.
| Elf
| 1
| Granted Powers
| You gain point blank shot as a bonus feat.
|
Elf
| 2
| Strong Minded
| You are immune to any mind affecting effects.
| Elf
| 3
| Orc Slayer
| +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
| Elf
| 4
| Fey Brethren
| Fey summoned by you always have 50% more hit dice than usual.
|
Elf
| 5
| Extension of Elvenkind
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Entropy
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
| Entropy
| 2
| Void Shield
| You are immune to nullification and gain cold resistance equal to half your hit die.
|
Entropy
| 3
| Void Born
| +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
| Entropy
| 4
| Void Brethren
| Summoned creatures within the radius of your divine aura are automatically banished.
| Entropy
| 5
| Instrument of the Void
| You do not suffer any miss chance against incorporeal targets.
|
Evil
| 1
| Granted Powers
| You cast evil spells at +1 caster level.
| Evil
| 2
| Poison Ward
| You are immune to poison.
| Evil
| 3
| Born Evil
| +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
|
Evil
| 4
| Evil Brethren
| Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
| Evil
| 5
| Stain of Evil
| Any damage you deal can only be healed within a consecrated area.
| Fear
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
|
Fear
| 2
| Fear Shield
| You are immune to any type of strength damage/draining or fear-based attack.
| Fear
| 3
| Terrifying Opponent
| +LVL on TH, damage and AC against all opponents you frighten.
| Fear
| 4
| Horrific Breathren
| Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
|
Fear
| 5
| Instrument of Terror
| Immunities and resistances are only 50% effective against your fear-based attacks.
| Fertility
| 1
| Midwife
| You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| Fertility
| 2
| Fertility Sheath
| You are immune to any type of constitution damage/draining or disease-based attack.
|
Fertility
| 3
| Egg Born
| You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
| Fertility
| 4
| Numerous Brethren
| You summon double the number of creatures.
| Fertility
| 5
| Rapid Rejuvenation
| You rejuvenates as if of the next highest divine status.
|
Fire
| 1
| Speak with Fire
| Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| Fire
| 2
| Fire Ward
| You are immune to fire (or heat).
| Fire
| 3
| Fire Born
| +LVL on all TH, damage and AC
|
Fire
| 4
| Fire Brethren
| Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
| Fire
| 5
| Instrument of Fire
| Immunities and resistances are only 50% effective against your fire-based attacks.
| Good
| 1
| Granted Powers
| You cast good spells at +1 caster level.
|
Good
| 2
| Blessed Body
| You are immune to disease.
| Good
| 3
| Blessed At Birth
| +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
| Good
| 4
| Holy Brethren
| Good-aligned creatures summoned by you always have 50% more hit dice than usual.
|
Good
| 5
| Stigmatism
| Any damage you deal can only be healed within a consecrated area.
| Healing
| 1
| Granted Powers
| You cast healing spells at +1 caster level.
| Healing
| 2
| Faster Healing
| You gain fast healing equal to 1/2 your hit die.
|
Healing
| 3
| Doctor
| +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
| Healing
| 4
| Healthy Brethren
| Any creatures you summon possess fast healing equal to LVL.
| Healing
| 5
| Recovery
| Your healing powers can restore even vile damage.
|
Knowledge
| 1
| Granted Powers
| +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| Knowledge
| 2
| Shield of Intellect
| You are immune to any type of intelligence damage/draining.
| Knowledge
| 3
| Higher Learning
| You gain a bonus to Intelligence equal to LVL.
|
Knowledge
| 4
| Intelligent Brethren
| Any creatures you summon gain an intelligence bonus equal to LVL.
| Knowledge
| 5
| Instrument of Education
| You know all skills.
| Labour
| 1
| Granted Powers
| You gain a +10 bonus to Endurance skill checks (+10 Con checks).
|
Labour
| 2
| Inexhaustible
| You cannot fail endurance checks and are immune to fatigue and exhaustion.
| Labour
| 3
| Job Satisfaction
| +LVL on TH, dmg and AC provided you have done a good days work the previous day.
| Labour
| 4
| Hard Working Brethren
| Any creatures you summon cannot be banished until the task is done.
|
Labour
| 5
| Instrument of Labour
| You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
| Law
| 1
| Granted Powers
| You cast law spells at +1 caster level.
| Law
| 2
| Shield of Law
| You are immune to any transmutationbased abilities, spells or effects.
|
Law
| 3
| Justice Bringer
| +LVL to TH, dmg and AC while
| Law
| 4
| Lawful Brethren
| Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
| Law
| 5
| Instrument of the Law
| Immunities and resistances are only 50% effective against your law-based attacks.
|
Love
| 1
| Granted Powers
| You cast enchantment spells at +1 caster level.
| Love
| 2
| Charisma Shield
| You are immune to any type of charisma damage/draining.
| Love
| 3
| Born of Love
| +LVL on TH, dmg and AC provided you have made love within the past day.
|
Love
| 4
| Brethren of Love
| Any creatures you summon gain an charisma bonus equal to LVL.
| Love
| 5
| Instrument of Enchantment
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Luck
| 1
| Granted Powers
| You gain a +1 luck bonus on all saving throws.
|
Luck
| 2
| Luck Shield
| You are immune to any type of dexterity damage/draining.
| Luck
| 3
| Born Lucky
| You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
| Luck
| 4
| Lucky Brethren
| You always summon the maximum number of creatures.
|
Luck
| 5
| Instrument of Fate
| Opponents in your group have any luck bonuses reduced by 50%.
| Madness
| 1
| Granted Powers
| You cast enchantment spells at +1 caster level.
| Madness
| 2
| Mind Blank
| You are immune to any mind affecting effects.
|
Madness
| 3
| Method behind the Madness
| +LVL on TH, dmg and AC when facing intelligent opponents.
| Madness
| 4
| Mad Brethren
| Any aberrations you summon have 50% more hit dice than normal.
| Madness
| 5
| Instrument of Madness
| Immunities are only 50% effective against your mind affecting effects and spells.
|
Magic
| 1
| Granted Powers
| Use scrolls as a wizard at one half your cleric level.
| Magic
| 2
| Spell Shield
| You automatically block the first spell used against you each round.
| Magic
| 3
| Rune Touched
| +LVL on spell focus, spell penetration and SR.
|
Magic
| 4
| Guardians of Magic
| Any constructs you summon have 50% more hit dice than normal.
| Magic
| 5
| Instrument of Magic
| Your magic works on those supposedly immune to magic, at half effect.
| Metalworking
| 1
| Granted Powers
| Divide the cost of unusual materials by CL.
|
Metalworking
| 2
| Iron Guard
| You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
| Metalworking
| 3
| Forge Born
| You gain Construct traits.
| Metalworking
| 4
| Forge Brethren
| Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
|
Metalworking
| 5
| Chink In The Armor
| You ignore magic armor or shields whose enhancement bonus is less than LVL.
| Moon
| 1
| Granted Powers
| You can turn or destroy lycanthropes.
| Moon
| 2
| Lunar Shield
| You are immune to any transmutation effects.
|
Moon
| 3
| Animal Instincts
| +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
| Moon
| 4
| Call of the Wild
| Any animals or lycanthropes you summon have 50% more hit die than usual.
| Moon
| 5
| Instrument of Change
| Your transmutation effects can affect those otherwise immune, at half effect.
|
Mountain
| 1
| Granted Powers
| You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| Mountain
| 2
| Stonelike
| You become immune to critical hits.
| Mountain
| 3
| Earthborn
| +LVL on TH, dmg, and AC when you are standing on the earth.
|
Mountain
| 4
| Earthen Brethren
| Any earth-based creatures you summon possess 50% more hit dice than normal.
| Mountain
| 5
| Monumental
| Your damage reduction has no negating factors.
| Music
| 1
| Mysteries of Music
| Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
|
Music
| 2
| Shield of Silence
| You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
| Music
| 3
| Music Born
| +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
| Music
| 4
| Musical Brethren
| Sonic-based creatures you summon always have 50% more hit dice than usual.
|
Music
| 5
| Instrument of Music
| Immunities and resistances are only 50% effective against your sonic based attacks.
| Nature
| 1
| Granted Powers
| You can rebuke or command plant creatures as an evil cleric destroys undead.
| Nature
| 2
| Green-Skinned
| You are immune to poison effects.
|
Nature
| 3
| Son of the Forest
| +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
| Nature
| 4
| Horticulturist
| Any plants summoned by you always have 50% more hit dice than usual.
| Nature
| 5
| Green-Blooded
| You can poison even those magically immune to poison.
|
Peace
| 1
| Granted Powers
| You gain a +2 Charisma bonus.
| Peace
| 2
| Stay Thy Hand
| You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
| Peace
| 3
| Calm Under Crisis
| +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
|
Peace
| 4
| Peaceful Brethren
| Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
| Peace
| 5
| Instrument of Peace
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Revenge
| 1
| Granted Powers
| 1D: Cast a priest spell against an enemy.
|
Revenge
| 2
| Blinded by Vengeance
| You are immune to any mind affecting effects.
| Revenge
| 3
| Born to Vengeance
| +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
| Revenge
| 4
| Brothers of Vengeance
| Any creatures you summon gain a favoured enemy bonus equal to double LVL.
|
Revenge
| 5
| Instrument of Revenge
| You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
| Science
| 1
| Granted Powers
| You gain a +2 bonus to Intelligence.
| Science
| 2
| Spell Immunity
| You are immune to spells of half LVL or less.
|
Science
| 3
| Appliance of Science
| +LVL on attack roll, dmg and AC when attacking spellcasters.
| Science
| 4
| Natural Selection
| Any animals summoned by you always have 50% more hit dice than usual.
| Science
| 5
| Instrument of Science
| Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
|
Sea
| 1
| Granted Powers
| You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
| Sea
| 2
| Aquatic
| You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
| Sea
| 3
| Ocean Born
| +LVL on TH, dmg and AC if both you and your opponent are underwater.
|
Sea
| 4
| Spawn of the Deep
| Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
| Sea
| 5
| Drowning
| You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
| Secrets
| 1
| Granted Powers
| Add Bluff, Disguise and Hide to your list of cleric class skills.
|
Secrets
| 2
| Cloak of Mystery
| You are immune to divination.
| Secrets
| 3
| Stygian
| +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
| Secrets
| 4
| Occult Brethren
| Any creatures you summon benefit from having greater invisibility cast upon them.
|
Secrets
| 5
| Instrument of Secrecy
| Your illusions have a 50% chance of fooling even true seeing or similar magic.
| Skill
| 1
| Granted Powers
| You gain a +2 bonus to Dexterity.
| Skill
| 2
| Skill Shield
| You are immune to any type of dexterity damage/draining.
|
Skill
| 3
| Skill Born
| +LVL on TH, dmg and AC against opponents more powerful than yourself.
| Skill
| 4
| Lithe Brethren
| Any creatures you summon gain an Dexterity bonus equal to LVL.
| Skill
| 5
| Instrument of Skill
| You gain a Dexterity bonus equal to LVL.
|
Sky
| 1
| Granted Powers
| Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Sky
| 2
| Windy
| You are immune to wind based effects and have electricity resistance equal to half your hit die.
| Sky
| 3
| Sky Born
| +LVL on TH, dmg and AC when both you and your opponent are flying.
|
Sky
| 4
| Sky Brethren
| Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
| Sky
| 5
| Instrument of the Air
| You can automatically revoke the ability of flight in your group.
| Stoicism
| 1
| Granted Powers
| You gain a +2 bonus to Constitution.
|
Stoicism
| 2
| Hard Boiled
| You are immune to any type of Constitution damage/draining.
| Stoicism
| 3
| True Grit
| +LVL on attack and dmg provided you are at half hit points or less.
| Stoicism
| 4
| Stoic Brethren
| Any creatures you summon gain an Constitution bonus equal to LVL.
|
Stoicism
| 5
| Instrument of Stoicism
| You gain a Constitution bonus equal to LVL.
| Strength
| 1
| Granted Powers
| You gain a +2 bonus to Strength.
| Strength
| 2
| Strength Shield
| You are immune to any type of strength damage/draining.
|
Strength
| 3
| Heroic
| You gain a bonus to strength equal to LVL.
| Strength
| 4
| Strong Brethren
| Any creatures you summon gain an strength bonus equal to LVL.
| Strength
| 5
| Instrument of Strength
| You gain a Strength bonus equal to LVL.
|
Sun
| 1
| Granted Powers
| Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
| Sun
| 2
| Light Shield
| You are immune to any light (including prismatic effects) or positive energy based effects.
| Sun
| 3
| Sun Blessed
| +LVL on TH, dmg and AC providing the sun is shining on you.
|
Sun
| 4
| Radiant Brethren
| Any light or positive energybased creatures you summon have 50% more hit dice than usual.
| Sun
| 5
| Lightbearer
| Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
| Sword
| 1
| Granted Powers
| Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
|
Sword
| 2
| Sword Shield
| You are immune to the effects of any sword whose enchantment bonus is less than LVL.
| Sword
| 3
| Prince of Swords
| +LVL on TH, dmg and AC when you wield a sword.
| Sword
| 4
| Sword Brethren
| You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
|
Sword
| 5
| Riddle of Steel
| When attacking with a sword you ignore half the opponent's damage reduction.
| Thievery
| 1
| Granted Powers
| Add Bluff, Disguise and Hide to your list of cleric class skills.
| Thievery
| 2
| Sixth Sense
| You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
|
Thievery
| 3
| Dirty Tricks
| +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
| Thievery
| 4
| Sneaky Brethren
| Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
| Thievery
| 5
| Escamotage
| Opponents immune to critical hits still suffer half your sneak attack bonus damage.
|
Thunder
| 1
| Granted Powers
| Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Thunder
| 2
| Storm Shield
| You are immune to electricity based effects.
| Thunder
| 3
| Storm Born
| +LVL on TH, dmg and AC as long as there is no roof over your head.
|
Thunder
| 4
| Stormtroopers
| Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
| Thunder
| 5
| Instrument of Thunder
| Immunities and resistances are only 50% effective against your electricity-based attacks.
| Time
| 1
| Granted Powers
| You act as if hasted for a number of rounds per day equal to your cleric level.
|
Time
| 2
| Time Shield
| You are immune to any temporal effects.
| Time
| 3
| Time Phase
| +LVL on TH, dmg and AC provided you win initiative against your opponents.
| Time
| 4
| Chrono
| Any creatures you summon gain an initiative bonus equal to double LVL.
|
Time
| 5
| Time Shard
| Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
| Travel
| 1
| Granted Powers
| Increase movement by 3". Add survival to your list of cleric class skills.
| Travel
| 2
| Footloose
| You are immune to any effect that either impedes your movement and you can travel through any medium.
|
Travel
| 3
| Travel Born
| +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
| Travel
| 4
| Travel Companions
| Any creatures you summon have their movement rate doubled.
| Travel
| 5
| Instrument of Travel
| You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
|
War
| 1
| Granted Powers
| Free martial weapon proficiency and weapon focus with the deity's favored weapon.
| War
| 2
| Battle Ready
| You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
| War
| 3
| Warrior Born
| +LVL on TH, dmg and AC while engaged in combat.
|
War
| 4
| Brothers-at-Arms
| Any creatures you summon gain a bonus to their TH equal to double LVL.
| War
| 5
| Instrument of War
| Damage Reduction is only 50% effective against your attacks.
| Wealth
| 1
| Granted Powers
| You cast conjuration spells at +1 caster level.
|
Wealth
| 2
| Business Sense
| You are immune to acid based effects.
| Wealth
| 3
| Fervor of Greed
| +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
| Wealth
| 4
| Best Money Can Buy
| Any constructs you summon have 50% more hit dice than normal.
|
Wealth
| 5
| Bribery
| Immunities and resistances are only 50% effective against your enchantment effects.
| Winter
| 1
| Granted Powers
| You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| Winter
| 2
| Cold Immunity
| You are immune to cold effects.
|
Winter
| 3
| Ice Born
| +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
| Winter
| 4
| Icy Brethren
| Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
| Winter
| 5
| Instrument of Cold
| Immunities and resistances are only 50% effective against your cold-based attacks.
|
Wisdom
| 1
| Granted Powers
| You gain a +2 Wisdom bonus.
| Wisdom
| 2
| Words of Wisdom
| You can automatically tell how wise your opponent is.
| Wisdom
| 3
| Wisdom Block
| You are immune to any type of wisdom damage/draining.
|
Wisdom
| 4
| Logic Born
| You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
| Wisdom
| 5
| Wisdom Touched
| Any creatures you summon gain a Wisdom bonus equal to double LVL.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=1)
Spell
| Spheres
| Effect
|
Align Weapon
| Sword
| Weapon becomes good, evil, lawful or chaotic.
| Augury
| Wisdom
| Learns whether an action will be good or bad.
| Bless
| Charity, Community
| Allies gain +1 on attack rolls and saves against fear.
|
Burning Hands
| Fire
| 1d4/level fire damage.
| Cause Fear
| Death, Fear
| One creature of 5 HD or less flees for 1d4 rounds.
| Charm Animal
| Love
| Makes one animal your friend.
|
Chill Touch
| Winter
| One touch/level deals 1d6 damage and possibly 1 Str damage.
| Cure Light Wounds
| Healing
| Cures 1d8 damage +1/level (max +5).
| Detect Secret Doors
| Knowledge
| Reveals hidden doors within 60 ft.
|
Disguise Self
| Secrets, Thievery
| Changes your appearance.
| Encrypt
| Science
| Text cannot be deciphered.
| Endure Elements
| Stoicism, Sun
| Exists comfortably in hot or cold environments.
|
Enlarge Person
| Strength
| Humanoid creatures double in size.
| Entangle
| Nature
| Plants entangle everyone in 40 ft. radius.
| Entropic Shield
| Entropy, Luck
| Ranged attacks against you have a 20% miss chance.
|
Expeditious Retreat
| Travel
| Your speed increases by 30 ft.
| Faerie Fire
| Moon
| Outlines subject with light, cancelling blur, concealment and the like.
| Inflict Light Wounds
| Destruction, Disease
| Touch deals 1d8 damage +1/level (max +5).
|
Lesser Confusion
| Madness
| One creature is confused for 1 round.
| Mage Armor
| Metalworking
| Gives subject +4 armor bonus.
| Magic Aura
| Magic
| Alters objects magic aura.
|
Magic Stone
| Mountain
| Three stones become +1 projectiles, 1d6+1 damage.
| Magic Weapon
| War
| Weapon gains +1 bonus.
| Obscuring Mist
| Darkness, Sea, Sky
| Fog surrounds you.
|
Protection from Chaos
| Law
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| Protection from Evil
| Good
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| Protection from Good
| Evil
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
Protection from Law
| Chaos
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| Remove Fear
| Fertility
| Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
| Sanctuary
| Peace, Time
| Opponents can't attack you and you can't attack.
|
Shield of Faith
| Revenge
| Aura grants +2 or higher deflection bonus.
| Shocking Grasp
| Thunder
| Touch delivers 1d6/level electricity damage.
| True Strike
| Elf, Skill
| +20 on your next attack roll.
|
Unseen Servant
| Labour, Wealth
| Invisible force obeys your command.
| Ventriloquism
| Music
| One creature of 5HD or less flees for 1d4 rounds.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=2)
Spell
| Spheres
| Effect
|
Aid
| Charity, Good, Luck
| +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
| Animal Trance
| Moon
| Fascinates 2d6 HD of animals.
| Barkskin
| Nature
| Grants +2 (or higher) enhancement to natural armor.
|
Bear's Endurance
| Labour, Revenge, Stoicism
| Subject gains +4 to Con for 1 min./level.
| Blindness/Deafness
| Darkness
| Makes subject blinded or confused.
| Brainwash
| Science
| Subject forgets the past 24 hours.
|
Bull's Strength
| Strength
| Subject gains +4 to strength for 1 min./level.
| Calm Emotions
| Law, Peace, Time
| Calms creatures, negating negative emotions.
| Cat's Grace
| Elf, Skill
| Subject gains +4 to Dex for 1 min./level
|
Chill Metal
| Winter
| Cold metal damages those who touch it.
| Cure Moderate Wounds
| Healing
| Cures 2d8 damage +1/level (max +10).
| Death Knell
| Death
| Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
|
Desecrate
| Evil
| Fills area with negative energy making undead stronger.
| Detect Thoughts
| Knowledge
| Allows .listening. to surface thoughts.
| Eagle's Splendor
| Love
| Subject gains +4 to Charisma for 1 min./level.
|
Fog Cloud
| Sea, Thunder
| Fog obscures vision.
| Glitterdust
| Wealth
| Blinds creatures, outlines invisible creatures.
| Heat Metal
| Metalworking, Sun
| Make metal so hot it damages those who touch it.
|
Hideous Laughter
| Music
| Subject loses actions for 1 round/level.
| Identify
| Magic
| Determines properties of magic items.
| Inflict Moderate Wounds
| Disease
| Touch attack, 1d8 damage +1/level (max +10).
|
Invisibility
| Entropy, Thievery
| Subject invisible 1 min./level or until it attacks.
| Mirror Image
| Secrets
| Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
| Owl's Wisdom
| Wisdom
| Subject gains +4 to wisdom for 1 min./level.
|
Produce Flame
| Fire
| 1d6 damage +1/level, touch or thrown.
| Scare
| Fear
| Panics creatures of less than 6 HD.
| Shatter
| Chaos, Destruction
| Sonic vibration damages objects or crystalline creatures.
|
Soften Earth and Stone
| Mountain
| Turns stone to clay or dirt to sand or mud.
| Spider Climb
| Travel
| Grants ability to walk on walls and ceilings.
| Spiritual Weapon
| Sword, War
| Magical weapon attacks on its own.
|
Status
| Community, Fertility
| Monitors condition, position of allies.
| Touch of Idiocy
| Madness
| Subject takes 1d6 points of Int, Wis and Cha damage.
| Wind wall
| Sky
| Deflects arrows, smaller creatures and gases.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=3)
Spell
| Spheres
| Effect
|
Animate Dead
| Death
| Creates undead skeletons and zombies.
| Blindnes/Deafness
| Love
| Makes subject blinded or deafened
| Brain Drain
| Science
| Subject loses 1d6 points of Intelligence, which are gained by the caster.
|
Bull's Strength
| Labour
| Subject gains +4 to Str for 1 min./level.
| Clairaudience/Clairvoyance
| Knowledge, Music
| Hear/see at range for 1 min./level.
| Contagion
| Destruction, Disease
| Affect subjects with chosen disease.
|
Cure Serious Wounds
| Healing
| Cures 3d8 damage +1/level (max +15).
| Darkvision
| Moon
| See 60 ft. in total darkness.
| Deeper Darkness
| Darkness
| Object sheds supernatural shadow in 60 ft. radius.
|
Dispel Magic
| Magic
| Cancels magical spells and effects.
| Fear
| Fear
| Subjects within cone flee for 1 round/level.
| Fly
| Travel
| Subject flies at speed of 60 ft.
|
Gaseous Form
| Sky
| Subject becomes insubstantial and can fly slowly.
| Haste
| Skill, Time
| One creature/level moves faster, +1 on attack rolls, AC and Reflex saves.
| Heat Metal
| Wealth
| Make metal so hot it damages those who touch it.
|
Keen Edge
| Sword
| Doubles weapons normal threat range.
| Lightning Bolt
| Thunder
| Electricity deals 1d6 damage/level.
| Magic Circle against Chaos
| Law
| As protection spells, but 10 ft. radius and 10 min./level.
|
Magic Circle against Evil
| Good
| As protection spells, but 10 ft. radius and 10 min./level.
| Magic Circle against Good
| Evil
| As protection spells, but 10 ft. radius and 10 min./level.
| Magic Circle against Law
| Chaos
| As protection spells, but 10 ft. radius and 10 min./level.
|
Magic Vestment
| Strength, War
| Armor or shield gains +1 enhancement bonus per four levels.
| Magic Weapon, Greater
| Metalworking
| +1/four levels (max +5).
| Nondetection
| Secrets, Thievery
| Hides subject from divination, scrying.
|
Plant Growth
| Nature
| Grows vegetation, improves crops.
| Prayer
| Charity, Community
| Allies +1 bonus on most rolls, enemies -1 penalty.
| Protection from Energy
| Luck, Stoicism
| Absorbs 12 points/level of damage from one kind of energy.
|
Rage
| Madness
| Subject gains +2 to Str and Con, +1 on Will saves, -2 to AC.
| Remove Disease
| Fertility
| Cures all diseases affecting subject.
| Resist Energy
| Fire
| Ignores 10 (or more) points of fire damage/attack.
|
Searing Light
| Sun
| Ray deals 1d8/two levels, more against undead.
| Sleet Storm
| Winter
| Hampers vision and movement.
| Slow
| Entropy
| One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
|
Snare
| Elf
| Creates a magic booby trap.
| Speak with Dead
| Revenge, Wisdom
| Corpse answers one question/two levels.
| Stone Shape
| Mountain
| Sculpts stone into any shape.
|
Suggestion
| Peace
| Compels subject to follow stated course of action.
| Water Breathing
| Sea
| Sculpts stone into any shape.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=4)
Spell
| Spheres
| Effect
|
Air Walk
| Sky
| Subject treads on air as if solid (climb at 45-degree angle)
| Black Tentacles
| Darkness
| Tentacles grapple all within 15 ft. spread.
| Chaos Hammer
| Chaos
| Damages and staggers lawful creatures.
|
Charm Monster
| Love
| Makes monster believe it is your ally.
| Command Plants
| Nature
| Sway the actions of one or more plant creatures.
| Confusion
| Madness, Thievery
| Subjects behave oddly for 1 round/level.
|
Control Water
| Sea
| Raises or lowers bodies of water.
| Crushing Despair
| Fear
| Subjects take -2 on attack rolls, damage rolls and save checks.
| Cure Critical Wounds
| Healing
| Cures 4d8 damage +1/level (max +20).
|
Death Ward
| Death, Fertility
| Grants immunity to death spells and negative energy effects.
| Discern Lies
| Wisdom
| Reveals deliberate falsehoods.
| Dissect
| Science
| Cutting beam has chance to sever one of an opponent's appendages.
|
Divination
| Knowledge
| Provides useful advice for specific proposed actions.
| Divine Power
| War
| You gain attack bonus, +6 to Str and 1 hp/level.
| Enervation
| Entropy
| Subject gains 1d4 negative levels.
|
Fire Shield
| Revenge, Sun
| Creatures attacking you take fire damage while you are protected against cold.
| Freedom of Movement
| Luck, Skill, Travel
| Subject moves normally despite impediments.
| Holy Smite
| Good
| Damages and blinds evil creatures.
|
Imbue with Spell Ability
| Charity, Community, Magic
| Imbue with Spell Ability.
| Inflict Critical Wonds
| Destruction
| Touch attack, 4d8 damage +1/level (max 20).
| Invisibility, Greater
| Secrets
| As invisibility, but subject can attack and stay invisible.
|
Lesser Geas
| Labour
| Commands subject of 7 HD or less.
| Magic Weapon, Greater
| Sword
| +1 bonus/four levels (max +5).
| Order's Wrath
| Law
| Damages and dazes chaotic creatures.
|
Polymorph
| Moon
| Gives one willing subject a new form.
| Rusting Grasp
| Metalworking, Wealth
| Your touch corrodes iron and alloys.
| Shout
| Music, Thunder
| Deafens all within cone and deals 5d6 sonic damage.
|
Slow
| Time
| One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
| Spell Immunity
| Strength
| Subject is immune to one spell per four levels.
| Spike Stones
| Mountain
| Creatures in area take 1d8 damage, may be slowed.
|
Stoneskin
| Stoicism
| Ignore 10 points of damage per attack.
| Tongues
| Peace
| Speak any language.
| Tree Stride
| Elf
| Step from one tree to another far away.
|
Unholy Blight
| Evil
| Damages and sickens good creatures.
| Wall of Fire
| Fire
| Deals 2d4 damage out to 10 ft. and 1d4 out to 20 ft. Passing through a wall deals 2d6 damage +1/level.
| Wall of Ice
| Winter
| Ice plane creates wall with 15 hp +1/vlevel, or hemisphere can trap creatures inside.
|
Waves of Fatigue
| Disease
| Several targets become fatigued.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=5)
Spell
| Spheres
| Effect
|
Baleful Polymorph
| Moon
| Transforms subject into harmless animal.
| Break Enchantment
| Luck
| Frees subject from enchantments, alterations, curses and petrification.
| Call Lightning Storm
| Thunder
| As call lightning but 5d6 damage per bolt.
|
Commune with Nature
| Elf
| You learn about terrain for 1 mile/level.
| Cone of Cold
| Winter
| 1d6/level cold damage.
| Control Winds
| Sky
| Change wind direction and speed.
|
Cure Light Wounds, Mass
| Charity, Healing
| Cures 1d8 damage +1/level (max +25) for many creatures.
| Dispel Chaos
| Law
| +4 bonus against attacks by chaotic creatures.
| Dispel Evil
| Good
| +4 bonus against attacks by evil creatures.
|
Dispel Good
| Evil
| +4 bonus against attacks by good creatures.
| Dispel Law
| Chaos
| +4 bonus against attacks by lawful creatures.
| False Vision
| Secrets, Thievery
| Fools scrying with an illusion.
|
Fire Shield
| Fire
| Creatures attacking you take fire damage while you are protected against cold.
| Flame Strike
| Sun, War
| Smite foes with divine fire (1d6/level damage).
| Globe of Invulnerability
| Stoicism
| As lesser globe of invulnerability, plus 4th level spell effects.
|
Hold Monster
| Peace
| As hold person, but any creature.
| Ice Storm
| Sea
| Hail deals 5d6 damage in cylinder 40 ft. across.
| Inflict Light Wounds, Mass
| Destruction
| Deals 1d8 damage +1/level to many creatures.
|
Insect Plague
| Disease
| Locust swarms attack creatures
| Mark of Justice
| Revenge
| Designates action that will trigger curse on subject.
| Mind Fog
| Madness
| Subjects in fog get -10 to Wis and Will checks.
|
Neutron Beam
| Science
| Ray deals 5 points of damage/level (max 75), passes through multiple targets.
| Nightmare
| Darkness, Fear
| Sends vision dealing 1d10 damage, fatigue.
| Overland Flight
| Skill
| You can fly at a speed of 40 ft. and can hustle over long distances.
|
Permanency
| Time
| Make cerytain spells permanent.
| Plane Shift
| Travel
| As many as eight subjects travel to another plane.
| Raise Dead
| Fertility
| Restores life to subject who died as long as one day/level ago.
|
Righteous Might
| Strength
| Your size increases and you gain combat bonuses.
| Secret Chest
| Wealth
| Hide expensive chest on ethereal plane, you can retrieve it at will.
| Slay Living
| Death
| Touch attack kills subject.
|
Song of Discord
| Music
| Forces targets to attack each other.
| Spell Resistance
| Magic
| Subject gains SR 12 + level.
| Symbol of Sleep
| Love
| Triggered rune puts nearby creatures into catatonic slumber.
|
Telekinesis
| Labour
| Moves object, attacks creature or hurls object or creature.
| Telepathic Bond
| Community
| Link lets allies communicate.
| True Seeing
| Knowledge, Wisdom
| Lets you see things as they really are.
|
Wall of Iron
| Metalworking, Sword
| 30 hp/four levels; can topple onto foes.
| Wall of Stone
| Mountain
| Creates a stone wall that can be shaped.
| Wall of Thorns
| Nature
| Thorns damage anyone who tries to pass.
|
Waves of Fatigue
| Entropy
| Several targets become fatigued.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=6)
Spell
| Spheres
| Effect
|
Animate Objects
| Chaos
| Objects attack your foes.
| Anti-life Shell
| Entropy
| 10-ft. field hedges out living creatures.
| Anti-Magic Field
| Magic
| Negates magic within 10 ft.
|
Banishment
| Revenge
| Banishes 2 HD/level of extraplanar creatures.
| Bear's Endurance, Mass
| Fertility, Stoicism
| As bear's endurance, affects one subject/level.
| Blade Barrier
| Good, Metalworking, Sword, War
| Wall of blades deals 1d6/level damage.
|
Cat's Grace, Mass
| Skill
| As cat's grace, affects one subject/level.
| Chain Lightning
| Sky, Thunder
| 1d6 damage/level; 1 secondary bolt/level each deals half damage.
| Cone of Cold
| Sea
| 1d6/level cold damage.
|
Contingency
| Time
| Sets trigger condition for another spell.
| Create Undead
| Death, Evil
| Create ghouls, ghasts, mummies or mohrgs.
| Find the Path
| Elf, Knowledge
| Shows the most direct way to a location.
|
Fire Seeds
| Fire, Sun
| Acorns and berries become grenades and bombs.
| Force Field
| Science
| Aura blocks 50 hit points of damage and regenerates 1 point/round.
| Freezing Sphere
| Winter
| Freezes water or deals cold damage.
|
Guards and Wards
| Wealth
| Array of magic effects protects area.
| Harm
| Destruction, Disease
| Deals 10 points/level damage to target.
| Heal
| Healing
| Cures 10 points/level damage, all diseases and mental conditions.
|
Heroes Feast
| Charity
| Food for one creature/level cures and grants combat bonuses.
| Heroes. Feast
| Community
| Food for 1 creature/level cures and grants combat bonuses.
| Hold Monster
| Law
| As hold person, but any creature.
|
Irresistable Dance
| Music
| Forces subjects to dance.
| Mislead
| Luck, Secrets, Thievery
| Turns you invisible and creates illusory double.
| Move Earth
| Labour
| Digs trenches and builds hills.
|
Owl's Wisdom, Mass
| Wisdom
| As owl's wisdom, affects one subject/level.
| Permanent Image
| Moon
| Includes sight, sound and smell.
| Phantasmal Killer
| Madness
| Fearsome illusion kills subject or deals 3d6 damage.
|
Repel Wood
| Nature
| Pushes away wooden objects.
| Shadow Walk
| Darkness, Travel
| Step into shadows to travel rapidly.
| Stoneskin
| Mountain, Strength
| Ignores 10 points of damage per attack.
|
Suggestion, Mass
| Peace
| As suggestion, plus one subject/level.
| Symbol of Fear
| Fear
| Triggered rune panics nearby creatures.
| Symbol of Persuasion
| Love
| Triggered rune charms nearby creatures.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=7)
Spell
| Spheres
| Effect
|
Acid Fog
| Sea
| Fog deals acid damage.
| Animate Objects
| Labour
| Objects attack your foes.
| Animate Plants
| Nature
| One or more trees animate and fight for you.
|
Blasphemy
| Evil
| Kills, paralyzes, weakens, or dazes nonevil subjects.
| Control Weather
| Sky, Thunder, Winter
| Changes weather in local area.
| Damocles. Sword
| Sword
| Floating magic blade strikes opponents.
|
Destruction
| Death
| Kills subject and destroys remains.
| Dictum
| Law
| Kills, confuses, stuns or deafens non-lawful subjects.
| Disintegrate
| Destruction
| Makes one creature or object vanish.
|
Earthquake (4.0)
| Mountain
| Intense tremor shakes 5 ft./level radius.
| Experiment
| Science
| As wish, but chance of failure.
| Eyebite
| Fear
| Target becomes panicked, sickened and comatose.
|
Fire Storm
| Fire
| Deals 1d6/level Fire Damage.
| Grasping Hand
| Strength
| Large hand provides cover, pushes and grapples.
| Holy Word
| Good
| Kills, paralyzes, weakens, or dazes nongood subjects.
|
Insanity
| Madness, Moon
| Subject suffers continuous confusion.
| Legend Lore
| Knowledge
| Lets you learn tales about a person place or thing.
| Limited Wish
| Charity, Skill
| Alters reality - within spell limits.
|
Liveoak
| Elf
| Oak becomes treant guardian.
| Magnificent Mansion
| Community, Wealth
| Door leads to extradimensional mansion.
| Major Creation
| Metalworking
| As minor creation, plus stone and metal.
|
Power Word Blind
| Darkness, Love, War
| Blinds creature with 200 hp or less.
| Regenerate
| Healing
| Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
| Repulsion
| Peace, Time
| Creatures can't approach you.
|
Screen
| Secrets, Thievery
| Illusion hides area from vision, scrying.
| Simulcrum
| Fertility
| Creates partially real double of a creature.
| Spell Turning
| Luck, Magic, Revenge, Stoicism
| Reflect 1d4+6 spell levels back at the caster.
|
Sunbeam
| Sun
| Beam blinds and deals 4d6 damage.
| Teleport, Greater
| Travel
| As teleport, but no range limit and no off-target arrival.
| Vision
| Wisdom
| As legend lore but quicker and strenuous.
|
Waves of Exhaustion
| Disease, Entropy
| Several targets become exhausted.
| Word of Chaos
| Chaos, Music
| Kills, confuses, stuns or deafens non-chaotic subjects.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=8)
Spell
| Spheres
| Effect
|
Animal Shapes
| Moon
| One ally/level polymorphs into chosen animal.
| Binding
| Peace
| Utilizes an array of techniques to imprison a creature.
| Clenched Fist
| Strength
| Large hand provides cover, pushes or attacks your foes.
|
Cloak of Chaos
| Chaos
| +4 to AC, +4 resistance, SR 25 against lawful spells.
| Clone
| Fertility
| Duplicate awakens when original dies.
| Control Plants
| Nature
| Control actions of one or more plant creatures.
|
Create Greater Undead
| Darkness, Death
| Create shadows, wraiths, spectres or devourers.
| Cure Critical Wounds, Mass
| Healing
| Cures 4d8 damage +1/level (max +40) for many creatures.
| Discern Location
| Knowledge, Revenge
| Reveals exact location of creature or object.
|
Earthquake
| Destruction
| Intense tremor shakes 5-ft./level radius.
| Etherealness
| Travel
| Travel to the ethereal plane with companions.
| Heal
| Charity
| Cures 10 points/level of damage, all diseases and mental conditions.
|
Holy Aura
| Good
| +4 to AC, +4 resistance, SR 25 against evil spells.
| Horrid Wilting
| Disease, Entropy, Sea
| Deals 1d6/level damage within 30 ft.
| Incendiary Cloud
| Fire
| Cloud deals 4d6 fire damage/round.
|
Iron Body
| Metalworking, Mountain
| Your body becomes living iron.
| Mind Blank
| Secrets, Stoicism
| Subject is immune to mental/emotional magic and scrying.
| Moment of Prescience
| Luck, Skill, Wisdom
| You gain insight bonus on single attack roll, check or save.
|
Planar Ally, Greater
| Labour
| As lesser planar ally but up to 18 HD.
| Polar Ray
| Winter
| Ranged touch attack deals 1d6/level cold damage.
| Polymorph Any Object
| Thievery
| Changes any subject into anything else.
|
Power Word Stun
| War
| Stuns creature with 150 hp or less.
| Protection from Spells
| Magic
| Confers +8 resistance.
| Radiation Poisoning
| Science
| As poison, but affects all with 30 ft. radius
|
Refuge
| Sword
| Alters item to transport its wielder to you.
| Shield of Law
| Law
| +4 to AC, +4 resistance, SR 25 against chaotic spells.
| Shout, Greater
| Music
| Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
|
Sunburst
| Elf, Sun
| Blinds all within 10 ft., deals 6d6 damage..
| Symbol of Insanity
| Madness
| Triggered rune renders nearby creatures insane.
| Sympathy
| Community, Love
| Object or location attracts certain creatures.
|
Temporal Stasis
| Time
| Puts subject into suspended animation.
| Trap the Soul
| Fear, Wealth
| Imprisons subject within gem.
| Unholy Aura
| Evil
| +4 to AC, +4 resistance, SR 25 against good spells.
|
Whirlwind
| Sky, Thunder
| Cyclone deals damage and can pick up creatures.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=9)
Spell
| Spheres
| Effect
|
Antipathy
| Elf
| Object or location affected by spell repels certain creatures.
| Astral Projection
| Travel
| Projects you and companions onto Astral Plane.
| Crushing Hand
| Strength
| Large hand provides cover, pushes or crushes your foes.
|
Disjunction
| Magic, Metalworking
| Dispels magic, disenchants magic items.
| Dominate Monster
| Love, Music
| As dominate person, but any creature.
| Elemental Swarm
| Fire, Mountain, Sea, Sky
| Summons multiple air elementals.
|
Energy Drain
| Winter
| Subject Gains 2d4 negative levels.
| Energy Drain
| Disease
| Subject gains 2d4 negative levels.
| Foresight
| Knowledge, Skill, Wisdom
| sixth sense. warns of impending danger.
|
Heal, Mass
| Healing
| As heal, but with several subjects.
| Hold Monster, Mass
| Peace
| As hold monster, but all within 30 ft.
| Implosion
| Destruction
| Kills one creature/round.
|
Imprisonment
| Secrets
| Entombs subject beneath the earth.
| Miracle
| Luck
| Requests intercession from a higher source.
| Power Word Kill
| Darkness, War
| Kills creatures with 100 hp or less.
|
Prismatic Sphere
| Community, Sun
| As prismatic wall, but surrounds on all sides.
| Refuge
| Wealth
| Alters item to transprt its possessor to you.
| Regenerate
| Stoicism
| Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35)
|
Self-Destruct
| Science
| You explode, dealing 100 points of damage to all within a 100 ft. radius.
| Shambler
| Nature
| Summon 1d4+2 shambling mounds to fight for you.
| Shapechange
| Moon
| Transforms you into any creature and change forms once per round.
|
Storm of Vengeance
| Revenge, Thunder
| Storm rains acid, lightning and hail.
| Summon Monster IX
| Chaos, Evil, Good, Labour, Law
| Calls extraplanar creatures to fight for you.
| Time Stop
| Thievery, Time
| You act freely for 1d4+1 rounds.
|
True Resurrection
| Fertility
| As resurrection, plus remains aren't needed.
| Vorpal Edge
| Sword
| Adds vorpal quality to blade for 1 round/level.
| Wail of the Banshee
| Death, Entropy
| Kills one creatre/level.
|
Weird
| Fear, Madness
| As phantasmal killer, but affecst all within 30 ft.
| Wish
| Charity
| As limited wish, but with fewer limits.
|
|
[PC3] Priest Classes Group
Warden Spells (Alternate Spheres) (SL=10)
Spell
| Spheres
| Effect
|
Contingent Resurrection
| Fertility
| Subject automatically resurrected if slain.
| Damnation
| Evil
| Send your foe to hell.
| Dire Winter
| Winter
| 1000 ft.- radius emanation deals 2d6 cold damage for 20 hours.
|
Dreamscape
| Travel
| You physically travel to the region of dreams.
| Earthquake (5.0)
| Mountain
| Intense tremor shakes 50 ft./level radius.
| Eclipse
| Darkness
| A solar eclipse follows you.
|
Hellball
| Evil
| You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
| Kiloton
| Science
| Create an atomic blast.
| Let go of me
| Travel
| Grappler takes 20d6 damage, you take 10d6.
|
Lord of Nightmares
| Fear
| You are possessed by a dream larva for 20 rounds and take 12d6 damage.
| Mass Frog
| Moon
| All in a 40 ft. radius are transformed into frogs.
| Nailed to the Sky
| Sky
| Affix foe to the heavens.
|
Pestilence
| Disease
| Inflict slimy doom on all creatures and plants within a half mile diameter area.
| Rain of Fire
| Fire
| You create a 2-mile-radius fire storm dealing 1 point of fire damage per round.
| Raise Island
| Mountain, Sea
| You create a small island in the sea.
|
Safe Time
| Time
| You contingently duck damage in a static time stream for 1 round.
| Tempest of Vengeance
| Revenge, Thunder
| Tempest rains acid, lightning and hail.
| Time Duplicate
| Time
| You and your future self exist together for 1 round.
|
Verdigris
| Nature
| 100 ft. area overun by tsunami of plant growth, dealing 10d6 damage.
| Vorpal Blade Barrier
| Sword, War
| Wall of blades deals 1d6/level damage plus chance of decapitation.
|
|
[PC3] Priest Classes Group
White Priest
Level
| KXP
| Priest/White 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 7 6 4 2 3 0 0 2
| +1
| 7 6 4 3 3 0 0 3
| +1
| 7 6 4 3 4 0 1 3
|
+2
| 7 6 5 3 4 1 1 4
| +3
| 9 8 6 4 5 1 1 4
| +3
| 9 8 6 5 5 2 2 5
|
+3
| 9 8 6 5 6 2 2 5
| +4
| 9 8 7 5 6 2 2 6
| +5
| 11 10 8 6 7 3 3 6
|
+5
| 11 10 8 7 7 3 3 7
| +5
| 11 10 8 7 8 4 3 7
| +6
| 11 10 9 7 8 4 4 8
|
+7
| 12 11 10 8 9 4 4 8
| +7
| 12 11 10 9 9 5 4 9
| +7
| 12 11 10 9 10 5 5 9
|
+8
| 12 11 11 9 10 6 5 10
| +9
| 13 12 12 10 11 6 5 10
| +9
| 13 12 12 11 11 6 6 11
|
|
Requisites:
| Wis 16, Chr 13
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Clr0
| Reference:
| DM, MTG
| Groups:
| Priest
|
|
|
|
Level 1: Turn Undead.
| Can cast Priest or MTG White spells.
|
| New MTG White spells for White Priest class:
| Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
| Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
| Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
| Disenchant (SL=2): Dispel an effect.
| Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
| Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
|
| Old MTG White spells from Wizard of the Coast class (you can use these):
| Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
| Abeyance (SL=2): Target cannot use M actions this segment (Will save)
| Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
| Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
| Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
| Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
| Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
| Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
| Blessed Wind (SL=9): Target's current hp becomes 200.
|
|
[PC3] Priest Classes Group
Wise Man
Level
| KXP
| Priest 123 456 7
| TH
|
1
| 0
| 2-- --- -
|
| 2
| 5
| 21- --- -
|
| 3
| 10
| 321 --- -
|
|
4
| 20
| 422 --- -
|
| 5
| 40
| 432 --- -
|
| 6
| 80
| 432 1-- -
|
|
7
| 160
| 443 1-- -
|
| 8
| 320
| 443 2-- -
|
| 9
| 640
| 543 21- -
|
|
10
| 1000
| 543 32- -
|
| 11
| 1500
| 553 321 -
|
| 12
| 2000
| 554 432 1
|
|
13
| 2500
| 655 543 2
|
| 14
| 3000
| 666 654 3
|
| 15
| 3500
| 666 666 6
|
|
16
| 4000
| 666 666 6
|
| 17
| 4500
| 666 666 6
|
| 18
| 5000
| 666 666 6
|
|
19
| 5500
| 666 666 6
|
| 20
| 6000
| 666 666 6
|
| 21
| 6500
| 666 666 6
|
|
22
| 7000
| 666 666 6
|
| 23
| 7500
| 666 666 6
|
| 24
| 8000
| 766 666 6
|
|
25
| 8500
| 776 666 6
|
| 26
| 9000
| 777 666 6
|
| 27
| 9500
| 777 766 6
|
|
28
| 10000
| 777 776 6
|
| 29
| 10500
| 777 777 6
|
| 30
| 11000
| 777 777 7
|
|
31
| 11500
| 888 777 7
|
| 32
| 12000
| 888 887 7
|
| 33
| 12500
| 888 888 8
|
|
34
| 13000
| 999 888 8
|
| 35
| 13500
| 999 998 8
|
| 36
| 14000
| 999 999 91
|
|
37
| 28000
| 999 999 92
|
| 38
| 42000
| 999 999 93
|
| 39
| 56000
| 999 999 94
|
|
45
| 140000
| A99 999 99
|
| 54
| 266000
| BAA AAA AA1
|
| 63
| 392000
| BAA AAA AAA
|
|
72
| 518000
| BBB BBB BBB 1
|
|
|
Requisites:
| Wis 100
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 3+2*level
| To Hit Table:
| Pri
| Reference:
| DM
| Groups:
| Pri, Maxi
| Complexity:
| CF=4
|
|
| Saving Throws:
|
| PPD:
| +5+level*2
| RSW:
| +2+level*2
| PP:
| +1+level*2
| BW:
| +0+level*2
| Spell:
| +3+level*2
| Fort:
| +0+level*2
| Reflex:
| +1+level*2
| Will:
| +2+level*2
|
|
|
+2*LVL Wis
| Barbarian Wis
| Sustain Wis, San (Sanity)
| You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
| Automatically make Wis checks and Will saves.
| +2*LVL Personality
| When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
|
| +LVL+1 Grand Spheres.
| +LVL*3/2 GGL picks.
| x2 level with Turn Undead, and you get +LVL to the d20 and d12 rolls.
| When rolling saving throws, you may divide the DC by LVL, then roll 1d20 with no modifiers.
|
| +LVL*LVL*100 Goodberries to the Goodberry pool.
| 1F, during reset: Refill your portion of the goodberry pool.
| 1M: Cast a variant Goodberry spell (8*LVL goodberries, 4*LVL leeches, LVL eels, or 3*LVL smurfberries).
| 10000 goodberries can be converted into one "i" goodberry (which cures 1 idmg).
| +LVL*LVL*50 Leeches to the Leech pool.
| +LVL*LVL Eels to the Eel pool.
| Leeches are goodberries that move on their own (no V action needed). Eels remove one [C] section effect.
| +LVL*LVL*30 Smurfberries to the Smurfberry pool.
| Smurfberries cure 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
|
| For abilities, see next page.
|
|
[PC3] Priest Classes Group
Wise Man Abilities
Level 1: 1M, LVL/t: Death's Door
| Level 1: 1M, LVL/d: Protection from Death
| Level 1: Animal empathy
| Level 1: Detect/Identify Anti-Radiation & Anti-Magic
| Level 2: 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
| Level 2: 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
| Level 2: 1M: Shut off target familiar or specialty priest power
| Level 2: 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
| Level 2: Combining: 1V: Add your CL to target's CL this segment.
| Level 2: Immune to "skins" of all types (Stoneskin, etc.)
| Level 2: Immune to deafness or paralysis.
| Level 2: Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
| Level 3: 1M, (LVL-2)/t: Dispel Exhaustion
| Level 3: 1M, (LVL-2)/d: Raise Dead
| Level 3: Clairnasience & Tongues
| Level 3: Detect/Identify Anti-Psionics & Anti-Innates
| Level 3: Immune to curse and Necromantic sphere spells
| Level 4: Can turn undead using just 1V action
| Level 4: 0, 1/d: Counter a Divine Intervention
| Level 4: All of your edged weapons are "Defender"
| Level 4: Can convert P -> M actions
| Level 4: Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
| Level 5: 1M, (LVL-4)/t: Heal
| Level 6: 1M, (LVL-5)/d: Resurrection
| Level 6: 1M: Shut off Concordant effect (aXR to resist)
| Level 6: 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
| Level 6: Can turn anyone not of your Religion as if they were undead
| Level 6: Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
| Level 6: Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
| Level 7: 1M, (LVL-6)/t: Cureall
| Level 7: Druid Shapechange
| Level 9: 1M, (LVL-8)/t: Cureall+Remove 1 [C] effect
| Level 9: 1M, (LVL-8)/d: True Resurrection
| Level 10: +1 Summon slot
| Level 10: Sphere robe (-1 SL) in one sphere
| Level 18: 1M, (LVL-17)/t: Fix
| Level 18: 1M, (LVL-17)/d: Reverse Pixelation
|
|
[PC3] Priest Classes Group
Witch5
Level
| KXP
| Wizard/Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 4.5
| 20- --- ---
| 3
| 9
| 21- --- ---
|
4
| 18
| 220 --- ---
| 5
| 24
| 221 --- ---
| 6
| 48
| 222 0-- ---
|
7
| 96
| 322 1-- ---
| 8
| 192
| 332 20- ---
| 9
| 384
| 333 21- ---
|
10
| 750
| 333 320 ---
| 11
| 1125
| 433 321 ---
| 12
| 1500
| 444 321 ---
|
13
| 1875
| 444 322 ---
| 14
| 2250
| 444 432 0--
| 15
| 2625
| 544 432 1--
|
16
| 3000
| 555 432 2--
| 17
| 3375
| 655 443 20-
| 18
| 3750
| 655 443 21-
|
19
| 4125
| 655 543 22-
| 20
| 4500
| 655 544 320
| 21
| 4875
| 655 544 321
|
22
| 5250
| 665 554 322
| 23
| 5625
| 666 654 332
| 24
| 6000
| 776 655 432
|
25
| 6375
| 776 655 443
| 26
| 6750
| 777 665 543
| 27
| 7125
| 777 665 554
|
28
| 7500
| 887 666 654
| 29
| 7875
| 887 776 655
| 30
| 8250
| 888 777 665
|
31
| 8625
| 888 777 766
| 32
| 9000
| 988 887 776
| 33
| 9375
| 999 888 777
|
34
| 9750
| 999 988 887
| 35
| 10125
| 999 999 888
| 36
| 10500
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +0
| 8 7 6 3 7 0 1 3
| +0
| 9 8 6 4 7 0 1 3
|
+1
| 9 8 6 4 7 1 2 4
| +1
| 10 9 7 4 8 1 2 4
| +1
| 10 9 7 5 8 2 3 5
|
+2
| 11 10 8 5 9 2 3 5
| +2
| 11 10 9 6 9 2 3 6
| +2
| 12 10 9 6 9 3 4 6
|
+3
| 12 11 9 6 10 3 4 7
| +3
| 13 11 10 7 10 4 5 7
| +3
| 13 12 10 7 11 4 5 8
|
+4
| 13 12 10 8 11 4 5 8
| +4
| 14 13 11 8 11 5 6 9
| +4
| 14 13 11 8 12 5 6 9
|
+5
| 14 13 11 9 12 6 7 10
| +5
| 15 14 12 9 13 6 7 10
| +5
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 17, Wis 17
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Save Table:
| Wiz/Pri
| Reference:
| DM {Planeshifted Bringer5}, Buffyverse
| Groups:
| Wizard, Priest, Alternate
|
|
|
|
Exceptional Int bonus to spells.
| Gets two schools or spheres per level. If you pick the same school/sphere twice, you are specialized in it.
| Each level, get one "5th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
| B
| Misfit: -N Chr, +N SL's in progression (max N=LVL)
| C
| Occult Knowledge: Legend Lore 45+5*LVL%
| D
| Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
| E
| 1F: Dispel Magic
|
Level 4:
| Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3
|
Level 5-7:
| F
| Addiction: If you are single classed, you do double effect with spells
| G
| Nerd: +LVL stat points to Int or Wis
| H
| Rat-ification: 1M: Target becomes a x0 rat (save)
| I
| Sorcery: Can spend ½M+½V instead of 1M to cast spells
| J
| 1F: Remove *Curse* (Heavy Curse)
|
Level 8:
| Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3
|
Level 9-12:
| K
|
| L
|
| M
|
| N
|
| O
|
|
Level 13:
| Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3
|
Level 14-18:
| P
|
| Q
|
| R
|
| S
|
| T
|
|
Level 18:
| Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7
|
Level 20-26:
| U
|
| V
|
| W
|
| X
|
| Y
|
| Z
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12
|
|
[PC3] Priest Classes Group
Wizard of the Coast
Level
| KXP
| MTG Wiz/Pri 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 5
| 20- --- ---
| 3
| 10
| 21- --- ---
|
4
| 20
| 320 --- ---
| 5
| 40
| 421 --- ---
| 6
| 80
| 422 0-- ---
|
7
| 160
| 432 1-- ---
| 8
| 250
| 433 20- ---
| 9
| 500
| 433 21- ---
|
10
| 700
| 443 22- ---
| 11
| 900
| 444 330 ---
| 12
| 1100
| 444 441 ---
|
13
| 1300
| 555 442 0--
| 14
| 1500
| 555 442 1--
| 15
| 1700
| 555 552 10-
|
16
| 1900
| 555 553 21-
| 17
| 2100
| 555 553 320
| 18
| 2300
| 555 553 321
|
19
| 2500
| 555 553 331
| 20
| 2700
| 555 554 332
| 21
| 2900
| 555 554 442
|
22
| 3100
| 555 555 443
| 23
| 3300
| 555 555 553
| 24
| 3500
| 555 555 554
|
25
| 3700
| 555 555 555
| 26
| 3900
| 666 655 555
| 27
| 4100
| 666 666 655
|
28
| 4300
| 666 666 666
| 29
| 4500
| 777 766 666
| 30
| 4700
| 777 777 766
|
31
| 4900
| 777 777 777
| 32
| 5100
| 888 877 777
| 33
| 5300
| 888 888 877
|
34
| 5500
| 888 888 888
| 35
| 5700
| 999 988 888
| 36
| 5900
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +1
| 8 7 6 3 7 0 1 3
| +1
| 9 8 6 4 7 0 1 3
|
+2
| 9 8 6 4 7 1 2 4
| +3
| 10 9 7 4 8 1 2 4
| +3
| 10 9 7 5 8 2 3 5
|
+4
| 11 10 8 5 9 2 3 5
| +5
| 11 10 9 6 9 2 3 6
| +5
| 12 10 9 6 9 3 4 6
|
+6
| 12 11 9 6 10 3 4 7
| +7
| 13 11 10 7 10 4 5 7
| +7
| 13 12 10 7 11 4 5 8
|
+8
| 13 12 10 8 11 4 5 8
| +9
| 14 13 11 8 11 5 6 9
| +9
| 14 13 11 8 12 5 6 9
|
+10
| 14 13 11 9 12 6 7 10
| +11
| 15 14 12 9 13 6 7 10
| +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 16
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| MTG / DM
| Groups:
| Wizard, Priest, Lost
|
|
|
|
Gets Int bonus to progression.
| Has access to the following Schools/Spheres:
| Black (both a Wizard School and a Priest Sphere)
| Blue (Wizard School)
| Green (Priest Sphere)
| Red (Wizard School)
| White (Priest Sphere)
| Some sample spells follow on the next page. Can cast normal Wizard or Priest spells; they cost 2 spells each.
| 2/reset: Convert a spell not on the list from MTG to D&D.
|
|
[PC3] Priest Classes Group
Wizard of the Coast Spells
School/Sphere
| SL
| #
| Spell
| Effect
|
Black
| 1
| 1
| Darkness
| 1bM: Immune to a P attack from someone
| Blue
| 1
| 1
| Mind Games
| Target loses his next action (Spell save)
| Green
| 1
| 1
| Berserk
| Attacking creature does x2 dmg and is slain this segment (not 1bM)
|
Red
| 1
| 1
| Lightning Bolt
| Target takes 30 lightning dmg (Spell save for 0)
| White
| 1
| 1
| Angel's Grace
| 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
| Black
| 2
| 1
| Animate Dead
| Animates a dead monster as your summon (1 DL lower)
|
Blue
| 2
| 1
| Aura of Dominion
| Target can use 2M this segment.
| Green
| 2
| 1
| Bind
| 1bM: Counter an item ability.
| Red
| 2
| 1
| Echoing Ruin
| Destroy all magic items of the same exact type (Disint. save each)
|
White
| 2
| 1
| Abeyance
| Target cannot use M actions this segment (Will save)
| Black
| 3
| 1
| Attrition
| Sacrifice a summon: Target is slain (PPD save)
| Blue
| 3
| 1
| Charisma
| Your attacks are charm branded (Will save)
|
Green
| 3
| 1
| Ancestral Mask
| Target gets +LVL/+LVL TH/dmg for each other of same race in room
| Red
| 3
| 1
| Fervor
| You and your summons are not summoning sick.
| White
| 3
| 1
| Arenson's Aura
| 0, sacrifice a maintained effect: Dispel a maintained effect.
|
Black
| 4
| 1
| Breeding Pit
| Once per round, get a DL I Thrull as a summon (limit=LVL)
| Blue
| 4
| 1
| Coastal Piracy
| Whenever you kill a creature, restore 1 SL in memorization
| Green
| 4
| 1
| Aluren
| You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
|
Red
| 4
| 1
| AEther Flash
| Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| White
| 4
| 1
| Congregate
| Target gains 10*N hp, where N is the number of people in the party+summons
| Black
| 5
| 1
| Extinction
| Slay all creatures of one race in a group (PPD save)
|
Blue
| 5
| 1
| Evacuation
| A group of summons is unsummoned
| Green
| 5
| 1
| Doubling Season
| Whenever you summon a creature, you get 2 instead (+1 slot too)
| Red
| 5
| 1
| Fissure
| Slay target creature (RSW save), or Earthquake the floor
|
White
| 5
| 1
| Angelic Chorus
| Whenever you summon a creature, cure it's hp on yourself
| Black
| 6
| 1
| Dark Offering
| Slay a creature (PPD save), you gain it's hp to current hp
| Blue
| 6
| 1
| Mind's Desire
| You can cast 1d6 spells of SL=1d6 next segment as 1M
|
Green
| 6
| 1
| Desert Twister
| Destroy something (PP save, like a Disintegrate spell)
| Red
| 6
| 1
| Dragon Roost
| Once per round, get a DL V Dragon as a summon (limit=LVL/3)
| White
| 6
| 1
| Beacon of Immortality
| Double current hp (like a Tenser's, but a different source)
|
Blue
| 7
| 1
| Blatant Thievery
| Pick Pockets LVL*10% on each target in a group
| Green
| 7
| 1
| Tooth and Nail
| Summon DL VII, can pick type, or can pick creature within type
| Red
| 7
| 1
| Flame Wave
| CL/3 groups each take 40 eldritch fire dmg (no save)
|
White
| 7
| 1
| Look at Me, I'm the DCI
| An effect is banned from the room (x1 Special)
| Black
| 8
| 1
| Decree of Pain
| Slay all creatures in two groups (PPD save) or one group (no save)
| Blue
| 8
| 1
| Beacon of Tomorrows
| You get an extra segment this round (segment 11 at end)
|
Green
| 8
| 1
| Biorhythm
| Each person in a group's current hp = (Number of summons)*10
| Red
| 8
| 1
| Insurrection
| Charm a group (Will save, ignores immunity to Charm effects)
| White
| 8
| 1
| Reverse the Sands
| Switch current hp totals with someone (no save)
|
White
| 9
| 1
| Blessed Wind
| Target's current hp becomes 200.
|
|
[PC3] Priest Classes Group
Worshiper of the UltraBlack
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 11- --- ---
| 3
| 6
| 111 --- ---
|
4
| 12
| 111 1-- ---
| 5
| 24
| 111 11- ---
| 6
| 48
| 222 11- ---
|
7
| 96
| 222 111 ---
| 8
| 192
| 222 222 ---
| 9
| 384
| 222 222 1--
|
10
| 750
| 333 222 1--
| 11
| 1500
| 333 333 1--
| 12
| 2000
| 333 333 11-
|
13
| 2500
| 333 333 22-
| 14
| 3000
| 333 333 221
| 15
| 3500
| 333 333 222
|
16
| 4000
| 333 333 333
| 17
| 4500
| 444 333 333
| 18
| 5000
| 444 444 333
|
19
| 5500
| 444 444 444
| 20
| 6000
| 555 444 444
| 21
| 6500
| 555 555 444
|
22
| 7000
| 555 555 555
| 23
| 7500
| 666 555 555
| 24
| 8000
| 666 666 555
|
25
| 8500
| 666 666 666
| 26
| 9000
| 777 666 666
| 27
| 9500
| 777 777 666
|
28
| 10000
| 777 777 777
| 29
| 10500
| 888 777 777
| 30
| 11000
| 888 888 777
|
31
| 11500
| 888 888 888
| 32
| 12000
| 999 888 888
| 33
| 12500
| 999 999 888
|
34
| 13000
| 999 999 999
| 35
| 13500
| AAA 999 999
| 36
| 14000
| AAA AAA 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 9 5 6 3 4 0 1 3
| +3
| 10 6 7 5 5 2 2 5
| +5
| 12 7 9 6 7 3 3 6
|
+7
| 13 9 10 7 8 4 4 8
| +9
| 14 10 11 8 9 5 5 9
| +11
| 15 11 12 10 11 6 6 11
|
+13
| 16 13 13 11 12 8 7 12
| +15
| 16 14 14 13 13 9 8 14
| +17
| 16 15 15 14 14 10 9 15
|
+19
| 17 15 16 15 15 11 10 17
| +21
| 17 16 16 16 16 12 11 18
| +23
| 17 16 16 16 16 14 12 20
|
+25
| 17 16 16 16 16 15 14 20
| +27
| 17 16 16 16 16 16 16 20
| +29
| 17 17 17 17 16 16 16 20
|
+31
| 17 17 17 17 17 17 17 20
| +33
| 18 18 18 17 17 17 17 20
| +35
| 18 18 18 18 18 18 17 20
|
|
Requisites:
| Wis 23, Chr 4
| Alignment:
| non-L
| HD/level:
| 3d1
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| 3xPri
| Reference:
| DM
| Groups:
| Priest, Demigod (x1)
|
|
|
|
For abilities, see next page.
|
|
[PC3] Priest Classes Group
Worshiper of the UltraBlack Abilities
The "UltraBlack" is the plane (universe?) that separates the Multiverses from each other (sort of an Ultra-Astral). It's home to a horde of bizarre creatures, which you worship.
|
| You do not choose from the GGL for your Specialty God pick. Instead, choose of these choices to get your Specialty God effect:
| 1. (Req: Str +9) Each day, the DM rolls a random Race or Racial Adjective, you have it's special abilities that day.
| 2. (Req: Dex +9) You get a random 18-27th level Rogue ability at LVL*20%, you can use it only once a day.
| 3. (Req: Con +9) The DM rolls a random Prime power and Side Effect from the DMG1 artifact system.
| 4. (Req: Int +9) The DM rolls a random Brass Gnat or Bug spell (SL=1d20)
| 5. (Req: Wis +9) The DM resolves a random High Frequency Sample (Grand).
| 6. (Req: Chr +9) Each reset, you lose 1d10 stat points randomly, then gain 1d12 stat points randomly.
| 7. (Req: Cml +9) 1M, LVL/d: Everyone "doesn't see anything" in your entire group for 1dLVL segments.
|
| For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
| You may drop your God and pick up a new one at reset; you will have to re-determine it's special ability and it's spheres.
|
| You Turn something, not necessarily undead. The DM rolls 1d30 twice from the following choices:
| [1] Alternate Reality creatures, [2] Animals, [3] Avians, [4] Beholders, [5] Cold-Using, [6] Concordant group, [7] Creatures of 1 alignment, [8] Creatures of 1 plane, [9] Demons/Devils, [10] Dragons/Reptiles, [11] Elementals, [12] Fire-Using, [13] Giant-Class, [14] Golems (& Constructs), [15] Group of Classes, [16] Humans (& Demihumans), [17] Insects, [18] Lycanthropes, [19] Magic-Using, [20] Other Timeline/Multiverse, [21] Plants, [22] Psionic-Using, [23] Regenerating, [24] Size Class H+, [25] Size Class S-, [26] Slimes (& Oozes/Jellies), [27] Technological, [28] Undead, [29] Unlive and Spirits, [30] Water-dwelling creatures.
|
| You know a "Summon UltraBlack Creatures N" spell at each spell level. The creature you summon is considered DL=SL+1, and will have the following stats:
| AC = (1d20)*(SL+1d4-1)
| HD = 3m(SL*2)
| hp = HD*(1d(SL*4))
| It will do a spell level = 2d(SL+1) effect when it acts.
|
| Level 1: Immune Disintegration and Reintegration.
| Level 1: Each day, a random [C] section effect is rolled. You are immune to that effect today.
| Level 1: Each day, a random [C] section effect is rolled. If you somehow generate that effect on others today, they get no save, and are at half blahR's (normal and irreducible) and at 1 level of resist/immunity lower.
| Level 2: Resist Eelements of EE=LVL/2 and lower.
| Level 3: Immune Annihilation and Creation.
| Level 5: You and your party have reduced number of encounters in the Plane of the UltraBlack.
| Level 6: Time/Reality and Loop/Reality Stability.
| Level 7: Immune Venderant Nelaborong.
| Level 9: You know UltraBlack Gate as a 7th level Priest spell (Astral Sphere).
| Level 13: You may pass through a T'kan Energy Barrier, if it is from your home Multiverse.
| Level 18: +LVL-13 lifep (life points) to your max hp total. (Each lifep is 1 ihp that requires a slay in between each one.)
|
|
[PC3] Priest Classes Group
Worshiper of the UltraWhite
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 11- --- ---
| 3
| 6
| 111 --- ---
|
4
| 12
| 111 1-- ---
| 5
| 24
| 111 11- ---
| 6
| 48
| 222 11- ---
|
7
| 96
| 222 111 ---
| 8
| 192
| 222 222 ---
| 9
| 384
| 222 222 1--
|
10
| 750
| 333 222 1--
| 11
| 1500
| 333 333 1--
| 12
| 2000
| 333 333 11-
|
13
| 2500
| 333 333 22-
| 14
| 3000
| 333 333 221
| 15
| 3500
| 333 333 222
|
16
| 4000
| 333 333 333
| 17
| 4500
| 444 333 333
| 18
| 5000
| 444 444 333
|
19
| 5500
| 444 444 444
| 20
| 6000
| 555 444 444
| 21
| 6500
| 555 555 444
|
22
| 7000
| 555 555 555
| 23
| 7500
| 666 555 555
| 24
| 8000
| 666 666 555
|
25
| 8500
| 666 666 666
| 26
| 9000
| 777 666 666
| 27
| 9500
| 777 777 666
|
28
| 10000
| 777 777 777
| 29
| 10500
| 888 777 777
| 30
| 11000
| 888 888 777
|
31
| 11500
| 888 888 888
| 32
| 12000
| 999 888 888
| 33
| 12500
| 999 999 888
|
34
| 13000
| 999 999 999
| 35
| 13500
| AAA 999 999
| 36
| 14000
| AAA AAA 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 9 5 6 3 4 0 1 3
| +3
| 10 6 7 5 5 2 2 5
| +5
| 12 7 9 6 7 3 3 6
|
+7
| 13 9 10 7 8 4 4 8
| +9
| 14 10 11 8 9 5 5 9
| +11
| 15 11 12 10 11 6 6 11
|
+13
| 16 13 13 11 12 8 7 12
| +15
| 16 14 14 13 13 9 8 14
| +17
| 16 15 15 14 14 10 9 15
|
+19
| 17 15 16 15 15 11 10 17
| +21
| 17 16 16 16 16 12 11 18
| +23
| 17 16 16 16 16 14 12 20
|
+25
| 17 16 16 16 16 15 14 20
| +27
| 17 16 16 16 16 16 16 20
| +29
| 17 17 17 17 16 16 16 20
|
+31
| 17 17 17 17 17 17 17 20
| +33
| 18 18 18 17 17 17 17 20
| +35
| 18 18 18 18 18 18 17 20
|
|
Requisites:
| Wis 23, Con 4
| Alignment:
| non-C
| HD/level:
| 3d1
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| 3xPri
| Reference:
| DM {Mirror Worshiper of the UltraBlack}
| Groups:
| Priest, Mirror, Demigod (x1)
|
|
|
|
For abilities, see next page.
|
|
[PC3] Priest Classes Group
Worshiper of the UltraWhite Abilities
For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
| The "UltraWhite" is the Mirror Universe version of the Plane of the UltraBlack. It can be reached (from the normal universe) by making yourself infinitely small. It also borders the Plane of the UltraBlack, and the DemiPlane of Mirrors (in the Astral). It is home to microscopic beings who regulate the "Factors" (MF, PF, TF, see [A9]) and the transmission of psionic powers.
|
| You do not choose from the GGL for your Specialty God pick. Instead, choose of these choices to get your Specialty God effect:
| 1. (Req: Str +9) Each day, the DM rolls a random Class or Class Adjective, you have it's special abilities that day.
| 2. (Req: Dex +9) You get a random 9-17th level Rogue ability at LVL*10%, you can use it as often as you like.
| 3. (Req: Con +9) The DM rolls a random Intelligent Item power (L1: Lesser, L4: Greater, L9:Extraordinary , L18: Awesome)
| 4. (Req: Int +9) The DM rolls a random Antemortal0 or Immortal0 spell (LVL*2% chance of Immortal0)
| 5. (Req: Wis +9) The DM resolves a random Wild Surge, which moves with you. If it is harmful, it is hole in the middle.
| 6. (Req: Chr +9) Each reset, you lose 1d10 randomly among TH,dmg,AC,saves,hp,CL, then gain 1d12 amongst them.
| 7. (Req: Cml +9) 1N, LVL/d: Dust of Disappearance yourself for 1 round.
|
| For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
| You may drop your God and pick up a new one at reset; you will have to re-determine it's special ability and it's spheres.
|
| You Turn something, not necessarily undead. The DM rolls 1d30 twice from the following choices:
| [1] Alternate Reality creatures, [2] Animals, [3] Avians, [4] Beholders, [5] Cold-Using, [6] Concordant group, [7] Creatures of 1 alignment, [8] Creatures of 1 plane, [9] Demons/Devils, [10] Dragons/Reptiles, [11] Elementals, [12] Fire-Using, [13] Giant-Class, [14] Golems (& Constructs), [15] Group of Classes, [16] Humans (& Demihumans), [17] Insects, [18] Lycanthropes, [19] Magic-Using, [20] Other Timeline/Multiverse, [21] Plants, [22] Psionic-Using, [23] Regenerating, [24] Size Class H+, [25] Size Class S-, [26] Slimes (& Oozes/Jellies), [27] Technological, [28] Undead, [29] Unlive and Spirits, [30] Water-dwelling creatures.
|
| You know a "Summon UltraWhite Creatures N" spell at each spell level. The creature you summon is considered DL=SL+1, and will have the following stats:
| AC = (1d20)*(SL+1d4-1)
| HD = 3m(SL*2)
| hp = HD*(1d(SL*4))
| It will do a spell level = 2d(SL+1) effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
|
| Level 1: 1F: Add 1 to current MF, PF, or TF in the area. The upper limit is 10+LVL.
| Level 1: Each day, a random [C] section effect is rolled. 1M: Do that [C] section effect. When the DM rolls the effect, he will tell you if it affects an individual or a group, and whether they get a save.
| Level 1: Each day, a random [C] section effect is rolled. 1M: Dispel (or cure) that effect on someone.
| Level 2: Resist Elements of E=LVL/2 and lower.
| Level 3: Immune Annihilation and Creation.
| Level 5: You and your party have reduced number of encounters in the Plane of the UltraWhite. TF Beings are not attracted to you.
| Level 6: Time/Reality and Loop/Reality Stability.
| Level 7: Immune Mirror (the unusual material). Ignore all types of "blahReflection" and the spell "Spell Reflection".
| Level 9: You know UltraWhite Gate as a 7th level Priest spell (Astral Sphere).
| Level 13: You may pass through barriers in the Plane of Mirrors, if it is from your home Multiverse.
| Level 18: +LVL-13 lifep (life points) to your max hp total. (Each lifep is 1 ihp that requires a slay in between each one.)
|
|
[PC3] Priest Classes Group
Yuan-Ti / Snake Worshiper
Level
| KXP
| Priest 123 456 78
|
1
| 3.3 (owe)
| 0-- --- --
| 2
| 5.25
| 00- --- --
| 3
| 7.2
| 000 --- --
|
4
| 11.1
| 000 0-- --
| 5
| 20.2
| 000 00- --
| 6
| 39.05
| 000 000 --
|
7
| 74.8
| 000 000 0-
| 8
| 146.3
| 100 000 0-
| 9
| 295.8
| 110 000 0-
|
10
| 588.3
| 111 000 0-
| 11
| 880.8
| 111 100 0-
| 12
| 1173.3
| 111 110 0-
|
13
| 1465.8
| 111 111 0-
| 14
| 1758.3
| 111 111 1-
| 15
| 2050.8
| 221 111 1-
|
16
| 2343.3
| 222 211 1-
| 17
| 2635.8
| 222 222 1-
| 18
| 2928.3
| 222 222 2-
|
19
| 3220.8
| 333 222 2-
| 20
| 3513.3
| 333 333 2-
| 21
| 3805.8
| 333 333 3h
|
22
| 4098.3
| 444 433 3g
| 23
| 4390.8
| 444 444 4f
| 24
| 4683.3
| 555 554 4e
|
25
| 4975.8
| 555 555 5d
| 26
| 5268.3
| 666 666 5c
| 27
| 5560.8
| 666 666 6b
|
28
| 5853.3
| 777 777 7a
| 29
| 6145.8
| 888 888 80
| 30
| 6438.3
| 999 999 91
|
31
| 6730.8
| AAA AAA A2
| 32
| 7023.3
| BBB BBB B3
| 33
| 7315.8
| CCC CCC C4
|
34
| 7608.3
| DDD DDD D5
| 35
| 7900.8
| EEE EEE E6
| 36
| 8193.3
| FFF FFF F7
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 5 2 3 0 0 2
| +2
| 8 4 6 3 4 0 0 3
| +3
| 9 5 6 3 4 0 1 3
|
+4
| 9 5 6 4 4 1 1 4
| +5
| 10 6 7 4 5 1 1 4
| +6
| 10 6 7 5 5 2 2 5
|
+7
| 11 7 8 5 6 2 2 5
| +8
| 11 7 9 6 6 2 2 6
| +9
| 12 7 9 6 7 3 3 6
|
+10
| 12 8 9 6 7 3 3 7
| +11
| 13 8 10 7 8 4 3 7
| +12
| 13 9 10 7 8 4 4 8
|
+13
| 13 9 10 7 8 4 4 8
| +14
| 14 9 11 8 9 5 4 9
| +15
| 14 10 11 8 9 5 5 9
|
+16
| 14 10 11 9 9 6 5 10
| +17
| 15 11 12 9 10 6 5 10
| +18
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Con 12, Wis 15
| Alignment:
| LN, LE, NE, or CE
| HD/level:
| & +d9
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Mon
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Monster
|
|
|
|
Gets Wis or Con bonus to spells.
| Gets Exc Con bonus.
| Level 1: Immune Poison and Charm.
| Level 1: Infravision and Infrared Sight (Heat Vision).
| Level 1: Detect Lie cont.
| Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
| Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
| Level 1: +1 additional Specialty Priest (GGL) pick.
| Level 1: +1 tail.
| Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
|
| New Spells:
| Poison Spittle N (one for each SL=N): Breathe poison: one group, dmg=(current hp)/(9-N), no save
| Reptile Summoning N (one for each SL=N): Summons a DL=N+1 Reptile.
| Sticks to Snakes N (one for each SL=N): Reptile Swarm Summoning for CL*(9-N)/3 reptiles of DL=N-1.
|
|