[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
Race Adjustments:
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
 
(nothing here yet)

[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
 
(nothing here yet)

[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
Race Adjustments:
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
Race Adjustments:
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
Race Adjustments:
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
Race Adjustments:
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
Race Adjustments:
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.