Collective 5.2 Class List

Class Groups Pages
Absolute Armor Class Mini 2
Alignments Mini 3
Arcane Rogue Rog 4
Arch-Animal0 War, Mon 14
Arch-Custom0 Cust 17
Arch-Mentaler0 Wiz 18
Beast Arch-Mage Wiz 19
Beast Arch-Priest Pri 20
Beast Psionicist Psi 21
Cascade Rammer / Dragon Cleaver War, Overt 22
Cloistered Arch-Cleric1 Pri 23
Combatlord War, Conc 24
Concordant Opposer / Outlander / Rilmani Conc, Plan 26
Conjugator Cust, Alt 28
Custom Race Cust, Mon 29
Divine Interventioner Pri, Demi 62
Exacter0 (X-acter0) Conc 63
Guardian Priest Pri 67
Halo Priest Pri, Plan 69
High SL Sampler Psi, Alt 70
Infinite Armor Class Conc-Mini 92
Infinite Hit Points Conc-Mini 93
Invigorator (Alljevunator) Conc, Tech, Future 94
Meat Head Wiz, Alt 100
Minion (Arch-Henchman) Wiz, Rog, Conc 101
Multiplier Demi-Mini 105
Orzhov Scion (MTG B/W) Pri, Rog 106
Permission Mage Wiz 108
Player Picks Orig-Mini 110
Pokemon Mon, Joke 111
Profiteer Rog 113
Segments per Round Conc-Mini 118
Set Damage Mini 119
Set Hit Points Mini 120
Set To Hit Mini 121
Status Effect Mage Wiz 122
Super Barbarian1 War 124
Vorosh Hunter (MTG B/U/G) Rog, Psi, Mon 125
Warlord4 War 131
Wyvern1 War, Rog, Mon 135
Dark Lord2 Conc (x2), War 138
Epic Wizard3 Conc (x2), Wiz 140
Myojin / Legendary Spirit Conc (x2), Pri 142
Shadow5 Conc (x2), Rog 144
Brain in a Box Conc (x2), Psi 146
Second Tier Conc (x2), Cust 148
Planetar Conc (x2), Demi 150
Blue Bugbear Conc (x2), Mon 152
Spawn Conc (x2), Alt, Mirr 154
Shoggoth Conc (x2), Lost, Plan 156

Absolute Armor Class (Mini-Class)

Level KXP Effect
1 0.9 |AC| 3
2 1.8 |AC| 4
3 3.6 |AC| 5
4 7.2 |AC| 6
5 14.4 |AC| 7
6 28.8 |AC| 8
7 57.6 |AC| 9
8 115.2 |AC| 10
9 180 |AC| 11
10 270 |AC| 12
11 360 |AC| 13
12 450 |AC| 14
13 540 |AC| 15
14 630 |AC| 16
15 720 |AC| 17
16 810 |AC| 18
17 900 |AC| 19
18 990 |AC| 20
19 1080 |AC| 21
20 1170 |AC| 22
21 1260 |AC| 23
22 1350 |AC| 24
23 1440 |AC| 25
24 1530 |AC| 26
25 1620 |AC| 27
26 1710 |AC| 28
27 1800 |AC| 29
28 1890 |AC| 30
29 1980 |AC| 31
30 2070 |AC| 32
31 2160 |AC| 33
32 2250 |AC| 34
33 2340 |AC| 35
34 2430 |AC| 36
35 2520 |AC| 37
36 2610 |AC| 38
Alternate Effect
set AC 30
set AC 40
set AC 50
set AC 60
set AC 70
set AC 80
set AC 90
set AC 100
set AC 110
set AC 120
set AC 130
set AC 140
set AC 150
set AC 160
set AC 170
set AC 180
set AC 190
set AC 200
set AC 210
set AC 220
set AC 230
set AC 240
set AC 250
set AC 260
set AC 270
set AC 280
set AC 290
set AC 300
set AC 310
set AC 320
set AC 330
set AC 340
set AC 350
set AC 360
set AC 370
set AC 380

Alignments (Mini-Class)

Level KXP Effect
1 10 +1 alignment
2 20 +1 alignment
3 30 +1 alignment
4 40 +1 alignment
5 50 +1 alignment
6 60 +1 alignment
7 70 +1 alignment
8 80 +1 alignment
9 90 +1 alignment
10 100 +1 alignment
11 110 +1 alignment
12 120 +1 alignment
13 130 +1 alignment
14 140 +1 alignment
15 150 +1 alignment
16 160 +1 alignment
17 170 +1 alignment
18 180 +1 alignment
19 190 +1 alignment
20 200 +1 alignment
21 210 +1 alignment
22 220 +1 alignment
23 230 +1 alignment
24 240 +1 alignment
25 250 +1 alignment
26 260 +1 alignment
27 270 +1 alignment
28 280 +1 alignment
29 290 +1 alignment
30 300 +1 alignment
31 310 +1 alignment
32 320 +1 alignment
33 330 +1 alignment
34 340 +1 alignment
35 350 +1 alignment
36 360 +1 alignment
 
This class affects how many alignments you are. You choose from your alignments which alignment you are against each effect.
Each level, choose from LG, LN, LE, TG, TN, TE, CG, CN, CE, or Nil.
If you are LX, TX, and CX (for any "X"), you may then choose AX or WX.
If you are XG, XN, and XE (for any "X"), you may then choose XJ or XS.

Arcane Rogue

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 140 (none)
9 220 (none)
10 320 (none)
11 440 (none)
12 880 (none)
13 1320 (none)
14 1760 (none)
15 2200 (none)
16 2640 (none)
17 3080 (none)
18 3520 (none)
19 3960 (none)
20 4400 (none)
21 4840 (none)
22 5280 (none)
23 5720 (none)
24 6160 (none)
25 6600 (none)
26 7040 (none)
27 7480 (none)
28 7920 (none)
29 8360 (none)
30 8800 (none)
31 9240 (none)
32 9680 (none)
33 10120 (none)
34 10560 (none)
35 11000 (none)
36 11440 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 4, Dex 13, Con 4, Int 4, Wis 4, Chr 9
Alignment: non-LG
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Gets 50 Rogue points per level.
Gets it's level in "Arcane Rogue picks" per level. For example, at level 3, you have 6 levels of picks total (1+2+3), so you can get six Level 1 picks, or one Level 6 pick, or any combination in between.
A list of "Arcane Rogue picks" follows. These are all the Rogue abilities in the Collective that are *not* in the "Any Rogue" list. So these are the more "obscure" abilities.
This class does NOT get the normal Level 9, Level 18, and Level 27 "Any Rogue" picks. It does get the Level 36 pick, however.
Level 1 ¶: Gain (LVL+3)/4 "Put Brain on a Plate" ( Λ , also called "script-V") actions. Λ actions can be used once per day. Λ actions can be downgraded to an OppV or a QV action.
Level 1 ¶: 1Λ: Do LVL instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.

Arcane Rogue Abilities

Class Lvl Arcane Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
Hit Man5 1 #Attacks = level if creatures being fought are less than LVL HD
Arcane5 1 +(LVL+1)/2 Chr; Sustain Chr
Hit Man5 1 +1 to # of attacks with all attack forms (weapon, natural, etc.)
Hit Man5 1 +LVL damage
Quintessential Thief6 1 +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
Quintessential Thief6 1 +LVL*5% money {Treasure Hunter}
Quintessential Thief6 1 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
Secret Agent5 Picks 1 Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
Quintessential Thief6 1 Always make Chr checks. {Diplomat}
Urbaneer (Cityneer) 1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
Divine Assassin 1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
Sightseer Rogue chart 1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
Stealth Ninja1 1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
Hit Man5 1 Backstab = x(LVL+2)/2
Quintessential Thief6 1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
Ferret 1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
Quintessential Thief6 1 Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
Quintessential Thief6 1 Can specialize in weapons as a Warrior. {Assassin}
Songsmith Bard 1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
Pioneer (Outland Pioneer) Rogue chart 1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
Secret Agent5 Picks 1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
Holy Monk1 1 Curing (1 hp per 1%), self or others V 0 Wis-9 Wis-12
Wilderneer 1 Deal x2 dmg with an attack | Spell | Psi power | Innate V 5 Str-16 Str-20
Ill Omen Master 1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
Quintessential Thief6 1 Detect Lie cont.; Detect Hidden cont. {Inspector}
Sightseer Rogue chart 1 Detect Lie or Undetectable Lie (1 at a time, cont.)
Arcane5 1 Detect/Identify Technology; Can operate Spelljamming Helms
Secret Agent5 Picks 1 Doublespeak: 0, Speaking action, 1/r: Charm (save)
Time Bandit 1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
Sightseer Rogue chart 1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
Myth 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
Black Hat5 1 Fool: -1 Int, +50 Rogue points
Overt Rogue 1 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
Secret Agent5 Picks 1 Gear: All your items are (nonmagical) +1/+1 items
Engineer 1 Identify | Legend Lore M | 0 5 Int-13 Int-15
Quintessential Thief6 1 Improve Exceptional Dex to Barbarian Dex bonus. {Barbarian}
Engineer 1 inRR || inaRR || inaaRR ( | TechR in addition to RR) 0 30 Con-13 Con-18
Stealth Ninja1 1 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
Black Hat5 1 Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Songsmith Bard 1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
Ferret 1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
Ill Omen Master 1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
Myth 1 Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door V 20 Dex-12 Dex-14
Songsmith Bard 1 Musical Inspiration | Emotion ||| Suggestion S 5*LVL Chr-11 Chr-13
Overt Rogue 1 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
Overt Rogue 1 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
Overt Rogue 1 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
Overt Rogue 1 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
Wilderneer 1 Pass without trace | Alter footprints || Plant Door || Transport via Plants ½V Wis-14 Wis-19
Urbaneer (Cityneer) 1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
Rocketeer 1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
Songsmith Bard 1 Read Languages | Decipher Code ||| Read text that has been scrambled or erased M 5 Int-11 Int-15
Holy Monk1 1 Restore stat damage (1 per 5%), self or others V 0 Wis-9 Wis-12
Unholy SuperMonk1 1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
Rocketeer 1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
Arcane5 1 Sell items for 64+LVL% of value instead of 50%
Scarlet Assassin 1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
Black Hat5 1 Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
Black Hat5 1 Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
Songsmith Bard 1 Song of Evasion (party gets +1 AC per 10% rating) mouth'sP 0 Dex-12 Dex-15
Songsmith Bard 1 Song of Resistance (party gets -1 dmg/attack per 25% rating) mouth'sP 0 Con-16 Con-25
Quintessential Thief6 1 Species Enemy as per Ranger1 {Avenger}
Scarlet Monk 1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
Songsmith Bard 1 Summon DL I Animal ( || per +1 DL) ||| Summon DL I (specify type) V 0 Chr-11 Chr-13
Secret Agent5 Picks 1 Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
Scarlet Monk 1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
Secret Agent5 Picks 1 Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
Black Hat5 1 Training: Gain 1 stat point per reset.
Engineer 1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
Ill Omen Master 1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
Secret Agent5 Picks 1 Versatility: x(1+LVL/10) Nonweapon proficiencies.
Secret Agent5 Picks 1 Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Hit Man5 1 x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Scarlet Assassin 2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
Scarlet Assassin 2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
Wilderneer 2 Can wield weapons of your size without Str requirement | +1 your size || +2 ||| +3 - 5 Str-14 Str-19
Mob Instigator1 2 Detect Noise/Smell | Clairaudience/Clairnasience V 0 Wis-12 Wis-30
Songsmith Bard 2 Empathy | ESP ||| Tap Psionic Link M 15 Wis-13 Wis-20
Urbaneer (Cityneer) 2 Feign Weakness (everyone thinks you're a x0 putz, unless you're hostile) 0 0 Chr-15 Chr-18
Engineer 2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
Urbaneer (Cityneer) 2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
Mob Instigator1 2 Mass Backstab (each attack is Backstab) (each 40% = x1) (increases 10/level) 0 40 Int-9 Int-30
Mob Instigator1 2 Mass Climb Walls (whole party) V 10 Str-13 Str-19
Mob Instigator1 2 Mass Find/Remove Traps (all in room): Mech. | Magic/Psi | OutPhase | Pro. V 0 Dex-18 Dex-25
Mob Instigator1 2 Mass Hide in Shadows (whole party) V 0 Dex-16 Dex-24
Mob Instigator1 2 Mass Move Silently (whole party) V 0 Dex-19 Dex-24
Mob Instigator1 2 Mass Open/Close Locks (all in room): Mech. | Magic/Psi | OutPhase V 0 Dex-16 Dex-22
Mob Instigator1 2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
Myth 2 Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each) M 50 Wis-16 Wis-17
Holy Monk1 2 Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse V 0 Wis-9 Wis-12
Unholy SuperMonk1 2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
Songsmith Bard 2 Song of Blasting (group takes 1 sound dmg per 5% rating /s) mouth'sP 10 Str-15 Str-19
Black Rogue 2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
Songsmith Bard 2 Song of Healing (cures whole party 1 hp per 10% rating /s) mouth'sP 10 Wis-15 Wis-19
Scarlet Monk 3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
Engineer 3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
Stealth Ninja1 3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
Myth 3 Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles 0 0 Con-22 Con-25
Divine Assassin 3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
Divine Assassin 3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
Mob Instigator1 3 Mass Distraction (one group) V 0 Wis-19 Wis-24
Mob Instigator1 3 Mimic Voices/Mannerisms/Personality V 0 Wis-13 Wis-18
Songsmith Bard 3 Song of Courage (+1 Morale per 5% rating, Removes Fear) mouth'sP 10 Chr-17 Chr-21
Songsmith Bard 3 Song of Fear (Fear a group, Will save target # = rating) mouth'sP 10 Int-17 Int-21
Pioneer (Outland Pioneer) Rogue chart 3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
Sightseer Rogue chart 3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
Wilderneer 3 Tree | Gaseous Form | Wraithform ||| I'm Gone (to my own Pocket Plane) M 0 Wis-8 Wis-20
Wilderneer 4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
Myth 4 +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn) P 0 Str-32 Str-33
Scarlet Monk 4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
Sightseer Rogue chart 4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
Ferret 4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
Mob Instigator1 4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
Holy Monk1 4 Restore level drains (1 per 10%), self or other V 0 Wis-9 Wis-12
Unholy SuperMonk1 4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
Songsmith Bard 4 Sensitivity to Psychic Impressions ||| Truename ||| Rotating Truename M 20 Wis-14 Wis-16
Songsmith Bard 4 Song of Dispelling (Dispel one effect on each creature in a group /s) mouth'sP 10 Wis-19 Wis-23
Songsmith Bard 4 Song of Vines (Entangle a group, Reflex save target # = rating) mouth'sP 10 Dex-19 Dex-23
Hit Man5 5 +LVL to hit
Hit Man5 5 +LVL weapon proficiencies
Hit Man5 5 +LVL*100 item XP in Weapon flags per day
Arcane5 5 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
Arcane5 5 Can "Frugal" potions (+50% to number of uses)
Hit Man5 5 Can affect creatures that require a +LVL-1 weapon to hit
Hit Man5 5 Considered 1 size larger for what size weapons you can wield
Secret Agent5 Picks 5 Cool Customer: Immune Fear, Emotion, Charm, Domination
Black Rogue 5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
Pioneer (Outland Pioneer) Rogue chart 5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
Black Hat5 5 Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
Secret Agent5 Picks 5 Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
Stealth Ninja1 5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
Black Hat5 5 Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Secret Agent5 Picks 5 Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
Black Hat5 5 Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
Secret Agent5 Picks 5 Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
Black Hat5 5 Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Secret Agent5 Picks 5 Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
Mob Instigator1 5 Mass Find/Remove Tricks (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-27 Dex-37
Arcane5 5 nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
Arcane5 5 Nonmagical items (all types) are one-third cost for you
Secret Agent5 Picks 5 Overkill: If you put someone below -50 hp, they are automatically slain.
Secret Agent5 Picks 5 Plausible Deniability: You can never be "guilty" of a crime according to the law.
Mob Instigator1 5 Portable Hole || We're gone (whole party to my pocket dimension) V 0 Int-9 Int-27
Mob Instigator1 5 Read/Write/Speak Languages | Decipher Code/Password V 0 Int-13 Int-21
Secret Agent5 Picks 5 Slimy: You and the space you're standing at can't be targetted.
Songsmith Bard 5 Song of Battle (+1 TH,dmg,or saves per 15% rating) mouth'sP 10 Str-21 Str-25
Songsmith Bard 5 Song of Certamen (+1 dmg /die with spells per 15% rating) mouth'sP 10 Int-21 Int-25
Black Hat5 5 Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
Acrobat0 5 Your attacks this segment are stun branded (save) V 10 Dex-17 Dex-22
Wilderneer 6 Clairnasience | Eagle Eye Vision | Sending - 0 Wis-12 Wis-15
Stealth Ninja1 6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 10 Str-14 Str-16
Wilderneer 6 Escape Entanglement/Web | Escape Maze | Escape Temporal Stasis || Escape Magical Grove bP 10 Int-14 Int-16
Mob Instigator1 6 ESP/Sense Danger | Precognition/Postcognition |||| Choose one die roll V 0 Wis-12 Wis-16
Pioneer (Outland Pioneer) Rogue chart 6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
Acrobat0 6 Knock someone down; no save; penalty=(their Str)*2 V 0 Str-14 Str-19
Urbaneer (Cityneer) 6 Locate Object in City || Country MM
Quintessential Thief6 7 +LVL Int; Legend Lore LVL*10% {Explorer}
Quintessential Thief6 7 0, 1/d: +LVL TH and +LVL*2 damage this turn {Shadow Avenger}
Quintessential Thief6 7 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items {Tinker}
Quintessential Thief6 7 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost {Outcast}
Quintessential Thief6 7 1M: Find the Path; 1M: Locate Object; 1M: Locate Person {Pathfinder}
Mob Instigator1 7 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
Quintessential Thief6 7 Always get special treatment and respect from Local Ruler {Agent of the Crown}
Musketeer/Cannoneer 7 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological dmg, area (no save) (TechR)
Quintessential Thief6 7 Can attack with missiles in a way that people don't know where it's from {Commando}
Quintessential Thief6 7 Can buy property or businesses at half cost {Businessman}
Mob Instigator1 7 Detect (school/sphere) | Magic/Innate | Psi/Radiation/Anti-Magic | Concordant/Godly V 0 Int-18 Int-22
Urbaneer (Cityneer) 7 Dimension Door | Blink | Controlled Blink M 20 Int-13 Int-18
Acrobat0 7 Do (rating/25) attacks with one weapon; each attack does half damage P 25 Str-15 Str-23
Time Bandit 7 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
Quintessential Thief6 7 Immune to terrain, hostile environments {Outlaw}
Engineer 7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
Luckier (Random Rogue #115354) 7 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
Overt Rogue 7 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
Overt Rogue 7 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
Overt Rogue 7 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
Rocketeer 7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
Overt Rogue 7 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
Wilderneer 7 Wilderness Power (any Priest Animal/Plant/Travellers) (penalty = -SL*50%) | Wiz Conjuration #M 0 Cml-14 Cml-38
Wilderneer 8 Any Dex or Wis based Non-Weapon Proficiency (+1 per 25% made to the check) M 0 Dex+Wis-28 Dex+Wis-34
Myth 8 Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate F or bF 0 Chr-40 Chr-45
Sightseer Rogue chart 8 Immune to detection / divination effects - - - -
Mob Instigator1 8 Mass Blink | Mass Controlled Blink (whole party) V 0 Wis-18 Wis-25
Rocketeer 8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
Wilderneer 8 Target loses next P action | Harm ||| Set M 0 Chr-16 Chr-20
Divine Assassin 9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
Hit Man5 9 +LVL-4 feats
Hit Man5 9 +LVL-8 crit range (even beyond the 11-20 limit)
Hit Man5 9 1V, may borrow: Jump to other group (60'), deflect attacks to you
Arcane5 9 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
Divine Assassin 9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
Secret Agent5 Picks 9 Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
Hit Man5 9 Can operate at any negative hp total, cannot be offensive
Secret Agent5 Picks 9 Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
Wilderneer 9 Commune with Nature | Contact Other/Higher Plane || Contact Other Multiverse/Timeline (SFB LoopComm) 1V+1M 0 Cml-22 Cml-42
The Hidden 9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x2 Special) V 0 Dex-12 Dex-15
Secret Agent5 Picks 9 Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Secret Agent5 Picks 9 Guns Blazing: May use two sets of missile weapons per set of hands
Arcane5 9 Ignore MR with your Rogue spells
Hit Man5 9 Immune parting shots
Arcane5 9 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
Arcane5 9 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
Secret Agent5 Picks 9 Immune to insta-kill and slay effects
Secret Agent5 Picks 9 Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
Sightseer Rogue chart 9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
Ferret 9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
Mob Instigator1 9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
Mob Instigator1 9 Read/Write Magic (Warrior/Wizard/Priest/Rogue) ||| (Concordant) ||| (Godly) V 0 Int-19 Int-22
Songsmith Bard 9 Song of Wishing (Does a SL=rating/40 Wizard or Priest effect /s, max SL=LVL/2) mouth'sP 0 Int+Wis-49 Int+Wis-55
Holy Monk1 10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
Mob Instigator1 10 Clairvoyance/Clairaudience | X-Ray Vision/N-Ray Vision V 0 Wis-15 Wis-30
Mob Instigator1 10 Mass Find/Remove Specials (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-40 Dex-55
Wilderneer 10 Speed: +1A action per 50% rating | B's | C's (does not count as your haste) 2V 5 Dex-14 Dex-17
Mob Instigator1 11 Mass Invisibility | Mass Improved Invisibility (whole party) V 0 Int-19 Int-27
Unholy SuperMonk1 12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
Pioneer (Outland Pioneer) Rogue chart 12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
Wilderneer 12 Hold all Stats || Hold all Actions || Your actions can't be locked down 2M 0 Chr-19 Chr-21
Engineer 12 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
Quintessential Thief6 13 +LVL Luck; Luckstone effect {Gambler}
Quintessential Thief6 13 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.
Quintessential Thief6 13 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Quintessential Thief6 13 Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
Quintessential Thief6 13 Gain a Divine Companion (both a Familiar and an Animal Companion) {Divine Footpad}
Quintessential Thief6 13 Get xLVL dmg on someone who's at negative hp immediately (no delay) {Executioner}
Mob Instigator1 13 Phase/Shadow Door | Dimension/Plant Door | Gate/Fire Gate V 0 Int-13 Int-30
Time Bandit 13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
Time Bandit 14 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
Hit Man5 14 +LVL-13 crit multiplier
Arcane5 14 1bM, 1/r: Counterspell
Arcane5 14 1bM, 1/r: Fork
Arcane5 14 Get +1 IM (Instantaneous Mental) action per turn.
Arcane5 14 Immune to LVL elements/eelements (doesn't "spread")
Black Rogue 15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
Mob Instigator1 16 Mass Probability Travel (whole party) V 0 Int-19 Int-30
Sightseer Rogue chart 18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
Pioneer (Outland Pioneer) Rogue chart 18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
Rocketeer 18 Fork 1bM 100 - -
Wilderneer 18 Loop Shift ||| Loop Travel 1V+2M 15 Wis-34 Wis-50
Songsmith Bard 18 Song of Escape/Teleport Away (Party Escapes; or Teleport Away a group, Fort save target # = rating) mouth'sP 0 Dex-33 Dex-35
Engineer 18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
Luckier (Random Rogue #115354) 18 Summon (and control) Blue Time Elemental | Red | Silver | Green | Yellow | Purple | Gold M -150 Chr-1 Chr-125
Mob Instigator1 19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
White Hat5 20 +LVL to LVL in another White Hat (or Black Hat) pick
Arcane5 20 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
Arcane5 20 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
Arcane5 20 400F, 1/d: Create a magic item of <= LVL*400 XP value
White Hat5 20 BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
White Hat5 20 Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
White Hat5 20 Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
White Hat5 20 Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
White Hat5 20 Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
Arcane5 20 Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Pioneer (Outland Pioneer) Rogue chart 21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
Wilderneer 21 Find/Remove x4 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x3 Special) V 40 Dex-25 Dex-25
Engineer 21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
Scarlet Assassin 24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
Black Rogue 24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25
Myth 24 Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection) bS 0 Con-45 Con-50
Wilderneer 24 Restoration+Resurrection+Regenerate target ||| Get target out of the Hole 1P+2M 0 Wis-19 Wis-25
Sightseer Rogue chart 24 See in Capital D Darkness - - - -
Pioneer (Outland Pioneer) Rogue chart 24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
Engineer 27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33
Pioneer (Outland Pioneer) Rogue chart 27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18
Wilderneer 27 Miracle 7 | Miracle 8 | Miracle 9 | Miracle 10 | Miracle 11 (#-6)M 0 Wis-21 Wis-26
Rocketeer 27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38
Songsmith Bard 27 Song of As You Are (Group increases 1 XP divisor per 30% rating) mouth'sP 0 Chr-39 Chr-40
Sightseer Rogue chart 27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70
Mob Instigator1 28 Time Shift/Time Shift Other | Mass Time Shift (whole party) V 0 Int-24 Int-36
Wilderneer 36 Cast a 1st level Avangion or Clerical Elemental spell, it lasts for only 1 round (unless original duration is shorter) X or 4F 0 Luck-9 Luck-18
Unique 37 BackSteal: Steal an effect off of target for yourself per 60% (aXR to avoid) 0 50+10*L NA NA
Unique 37 Don't generate "?" in Dungeons | Always has initiative | Teleport No Delay | Between | No "!" in Dungeons V 10 Dex-25 Dex-30
Unique 37 Instantaneous an effect | all effects on 1 target | all effects in 800' | no aXR, no ER vs. this V 0 Int-26 Int-32
Unique 38 Monster Summoning for DL X (full ctrl) || Summon another Legend (no ctrl) || DL XI or Legend (full ctrl) M 30 Wis-33 Wis-38
Unique 39 +1 iTH | +1 iAC | +1 ihp ( | +1 more per pipe) P -40 Str-64 Str-74
Unique 39 Escape | Escape to Elemental Plane of Time | Escape to Ultraplanes | I'm Gone 0 -30 Con-45 Con-57
Unique 40 Concordant Wish: 0th | 1st || 2nd ||| 3rd |||| 4th etc. X 0 HNCL-36 HNCL-36
Unique 42 Create/Destroy Conduit/Wormhole | to Alternate Reality | to Ultraplanes F -50 Chr-80 Chr-107
Unique 45 Speed: Each 50% is 1X action (100% for 1QX) 0 0 NA Your Multiplier
Unique 48 Can use +N extra actions if get only 1 action to respond to something nasty (N=number of pipes made) 0 -60 Wis-99 Wis-132
Unique 54 Concordant Deflection | Reflection ( |||| Godly) ( ||||||||| Ultraplanar) bX -70 Con-90 Con-149

Arch-Animal0

Level KXP War/Ani
123 456 789
1 1 (owe) 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 31- --- ---
5 16 321 --- ---
6 32 331 --- ---
7 60 332 1-- ---
8 120 333 1-- ---
9 240 333 21- ---
10 440 333 31- ---
11 640 433 321 ---
12 840 443 331 ---
13 1040 444 332 ---
14 1240 444 432 ---
15 1440 444 443 1--
16 1640 444 444 1--
17 1840 554 444 1--
18 2040 555 444 21-
19 2240 555 544 21-
20 2440 555 554 22-
21 2640 555 555 32-
22 2840 665 555 33-
23 3040 666 555 43-
24 3240 666 655 44-
25 3440 666 665 54-
26 3640 666 666 55-
27 3840 776 666 551
28 4040 777 666 552
29 4240 777 766 553
30 4440 777 776 554
31 4640 777 777 555
32 4840 777 777 655
33 5040 777 777 665
34 5240 777 777 666
35 5440 777 777 766
36 5640 777 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: Str 16
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/2
To Hit Table: 2xMon
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells.
Can have LVL summon slots in Animals instead of the usual 1 summon slot.
Level 1 ¶: Can use Psi14 minors as if they were 1st level spells.
Level 5 ¶: Can use Psi14 majors as if they were 3rd level spells.
Level 9 ¶: Can use Psi14 grands as if they were 5th level spells.
Level 15 ¶: Can use Psi14 supers as if they were 7th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

Arch-Custom0

Level KXP
Spells
1 0 (special)
2 6 (special)
3 12 (special)
4 24 (special)
5 48 (special)
6 96 (special)
7 180 (special)
8 375 (special)
9 600 (special)
10 900 (special)
11 1275 (special)
12 1650 (special)
13 2025 (special)
14 2400 (special)
15 2775 (special)
16 3150 (special)
17 3525 (special)
18 3900 (special)
19 4275 (special)
20 4650 (special)
21 5025 (special)
22 5400 (special)
23 5775 (special)
24 6150 (special)
25 6525 (special)
26 6900 (special)
27 7275 (special)
28 7650 (special)
29 8025 (special)
30 8400 (special)
31 8775 (special)
32 9150 (special)
33 9525 (special)
34 9900 (special)
35 10275 (special)
36 10650 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Any 25; Class slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM
Groups: Custom
 
Choose five from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon. If you pick this four times, use number attacks = LVL.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead. If you pick this four times, use Beast Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead. If you pick this four times, use Beast Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead. If you pick this four times, get 200 rogue points per level and two Any Rogue picks per level.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression. If you pick this four times, use Beast Psionicist progression.

Arch-Mentaler0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 3.75 31½ --- --- --
3 7.5 421 --- --- --
4 15 532 ½-- --- --
5 30 643 1½- --- --
6 60 754 21- --- --
7 120 865 32½ --- --
8 225 976 43½ --- --
9 450 A87 541 ½-- --
10 675 A98 652 1-- --
11 900 AA9 763 2½- --
12 1125 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1575 AAA A96 51½ --
15 1800 AAA AA7 621 --
16 2025 AAA AA8 732 --
17 2250 AAA AA9 843 --
18 2475 AAA AAA 954 ½-
19 2700 AAA AAA A65 ½-
20 2925 AAA AAA A76 1-
21 3150 AAA AAA A87 1-
22 3375 AAA AAA A98 2-
23 3600 AAA AAA AA9 2-
24 3825 AAA AAA AAA 3-
25 4050 BBB BBB BBB 3-
26 4275 BBB BBB BBB 4-
27 4500 CCC CCC CCC 4½
28 4725 CCC CCC CCC 5½
29 4950 DDD DDD DDD 5½
30 5175 DDD DDD DDD 51
31 5400 DDD DDD DDD 61
32 5625 EEE EEE EEE 61
33 5850 EEE EEE EEE 71
34 6075 FFF FFF FFF 71
35 6300 FFF FFF FFF 81
36 6525 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 20, Dex 18
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Hold M actions. You may convert 2M -> 1QM.
Level N (every level): +1M action

Beast Arch-Mage

Level KXP Wizard
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  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+4  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+6 12 16 14 13 15 10 11 13
+6 12 16 14 14 16 10 11 14
+7 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+8 15 17 16 16 16 13 14 17
+8 16 17 16 16 17 14 15 18
Requisites: Dex 16, Int 26; Class slots 2
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Gets +1 familiar per level (including level 1).
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
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 school for free. Can specialize in another school, 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 school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
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-Mage'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.

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.

Beast Psionicist

Level KXP Psi
mMG SU
1 0 0-- --
2 3.75 1e- --
3 7.5 10- --
4 15 21h --
5 30 210 --
6 60 321 l-
7 120 432 k-
8 240 432 0-
9 480 543 1v
10 800 654 2u
11 1600 765 3t
12 2400 876 4s
13 3200 987 5r
14 4000 A98 6q
15 4800 BA9 7p
16 5600 CBA 8o
17 6400 DCB 9n
18 7200 DCB 90
19 8000 DCB 91
20 8800 DCB 92
21 9600 DCB 93
22 10400 DCB 94
23 11200 DCB 95
24 12000 DCB 96
25 12800 DCB 97
26 13600 DCB 98
27 14400 DCB 99
28 15200 DCB A9
29 16000 DCB AA
30 16800 DCB BA
31 17600 DCB BB
32 18400 DCC BB
33 19200 DCC CB
34 20000 DCC CC
35 20800 DDC CC
36 21600 DDD CC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Int 20, Wis 20, Chr 38; Class slots 2
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/4
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Gets Chr bonus to psionic progression.
Gets access to 1 psionic frequency per level.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (in Psi1 points)
Can "material component" Psi powers by spending 1V action. The doubled power does not cost extra PSPs.
Level 6: That's an "l" (lower case "L") in Supers's, i.e. -12 (before bonus).
Level 9: That's a "v" (lower case "V") in Ultra's, i.e. -22 (before bonus).

Cascade Rammer / Dragon Cleaver

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 16, Dex 14, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DM
Groups: Warrior, Overt
 
Cascade Rammer:
Gets Barbarian Str, Exceptional Dex, and Barbarian Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You may melee things that aren't in your group (you have 10*LVL' reach).
Level 1 ¶: Cascade Ram: 1P: Do (LVL+2)/2 melee attacks to a group (overwrites your normal # attacks, and it's irrelevant how many arms / weapons you have).
Level 1 ¶: 1V, take 1/4 your max hp as damage: Deal 1/2 your max hp as damage to one target (no save, aWR to resist).
Level 1: 1bV: Interpose yourself in front of an attack sequence.
Level 9: 1bV: Spell/Psionic Interpose yourself in front of a spell or psionic power (you become the target, if it's an area, you become the center).
Dragon Cleaver:
Gets Barbarian Str, Barbarian Dex, and Exceptional Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You have +LVL instances of Tactical Movement (you may move to 1+LVL groups of targets with a single V action).
Level 1 ¶: Dragon Cleave: As per the epic feat; if you use a melee attack and kill (put below 0 hp) a target, you gain +1 attack.
Level 1 ¶: On a natural roll of 20-LVL/2 or greater with a melee attack, you Sharpness the target.
Level 1: Flying LVL*3" (C) and Immune to Breath Weapons.
Level 9: You deal x(LVL-7) dmg vs. Size G or larger targets.

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.

Combatlord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 -1- --- -- [--]
2 1.5 --- 1-- -- [--]
3 4.5 --- 2-- -- [--]
4 13.5 --- 3-- -- [--]
5 40.5 --- 3-- -½ [--]
6 121.5 --- 3-- -1 [--]
7 364.5 --- 4-- -1 [--]
8 750 --- 4-- -2 [--]
9 1350 --- 5-- -2 [--]
10 1950 --- 5-- -3 [--]
11 2550 --- 6-- -3 [--]
12 3150 --- 6-- -4 [--]
13 3750 --- 7-- -4 [--]
14 4350 --- 7-- -5 [--]
15 4950 --- 8-- -5 [--]
16 5550 --- 8-- -6 [--]
17 6150 --- 9-- -6 [--]
18 6750 --- 9-- -6 [½-]
19 7350 --- 9-- -6 [1-]
20 7950 --- A-- -6 [1-]
21 8550 --- A-- -7 [1-]
22 9150 --- A-- -7 [1½]
23 9750 --- A-- -7 [11]
24 10350 --- A-- -8 [11]
25 10950 --- A-- -8 [12]
26 11550 --- A-- -9 [12]
27 12150 --- A-- -9 [13]
28 12750 --- A-- -A [13]
29 13350 --- A-- -A [14]
30 13950 --- A-- -A [-2]
31 14550 --- A-- -A [-2]
32 15150 --- A-- -A [-3]
33 15750 --- A-- -A [-3]
34 16350 --- A-- -A [-4]
35 16950 --- A-- -A [-4]
36 17550 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19,
Class slots 3
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Extra-Barbarian Str, Dex, or Con. [ bonus = (Stat-16)*5/2 ]
Combatlords get 2nd, 4th, and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 18.
There are three places where the spell progression is listed as "½". This is not half a spell, this is a spell at 1/2 your CL or LVL for effectiveness (round down).
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 2: Get another Extra-Barbarian Stat.
Level 7: Get another Extra-Barbarian Stat.

Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

Concordant Opposer / Outlander / Rilmani

Level KXP ConcOpp
246 8AC
1 4 (owe) 2-- ---
2 8 4-- ---
3 12 6-- ---
4 20 8-- ---
5 36 81- ---
6 68 83- ---
7 132 85- ---
8 260 87- ---
9 388 871 ---
10 644 872 ---
11 900 873 ---
12 1184 874 ---
13 1468 874 1--
14 1752 874 2--
15 2036 874 3--
16 2320 874 4--
17 2604 874 41-
18 2888 874 42-
19 3172 874 43-
20 3456 874 44-
21 3740 874 441
22 4024 874 442
23 4308 874 443
24 4592 874 444
25 4876 974 444
26 5160 984 444
27 5444 985 444
28 5728 985 544
29 6012 985 554
30 6296 985 555
31 6580 A85 555
32 6864 A95 555
33 7148 A96 555
34 7432 A96 655
35 7716 A96 665
36 8000 A96 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: Dex 26, Con 18, Int 12, Wis 29
Alignment: TN
HD/level: 2d8
Weapon Prof.: 4+level/4
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x1), Planar
 
Level 1: Enemies need a +1 weapon to hit you.
Level 1: Resist Acid, Gas, Poison; Immune Lightning
Level 1: aMR (LVL*10+40)%
Level 1: 1M: Know Alignment (or Obscure Alignment)
Level 2: 1M: Continual Light or Continual Darkness
Level 3: 1M: Polymorph Self
Level 4: 1M: Hold Monster (Spell save) or Remove Paralysis
Level 5: 1M: Telepathy that allows communication with any intelligent creature
Level 6: 1M: Dismissal (dismisses any summon or elemental, no save)
Level 7: 1M: Teleport without Error
Level 8: 1M: Dispel a psionic effect up to x4 multiplier
Level 9: 1M: Gate or Summon a DL=(LVL-7)/2 Rilmani

Concordant Opposer Spells

SL # Spell Effect
2 1 Bring Animals II Summon CL Animals using ML II chart, you pick the result
2 2 Dispel Anti-Magic Dispels one anti-Magic effect (or) Halve ER (no ER or save)
2 3 Dust Aura Enemies in your group takes CL dust dmg /s (no save)
2 4 Earth Bolt Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
2 5 Effects Preservation +10*CL% aMR; +4*CL% ER
2 6 Forget/Remember Forget/Remember
2 7 Hold Blast One group is held (Will save)
2 8 Locate Scrying You know location where someone is scrying for you
2 9 Stay Conscious You stay conscious up to -10-CLxCL hp (defensive acts only)
4 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
4 2 Bring Animals IV Summon CL Animals using ML IV chart, you pick the result
4 3 Earth Storm Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
4 4 Effect Familiarity Pick any spell/power. You resist it; and at +50% when using it.
4 5 Erase Question Mark Erases one "question mark" (hostile/wandering encounter)
4 6 Feeblemind Blast One group is feebleminded (Will save)
4 7 Globe of Mid Resistance Immune to SL 2-4 (all types), Resist SL 1 & 5 (all types)
4 8 Tenser's Transformation Tenser's Transformation
4 9 Wall of Element Wall of a normal/para/quasi element. Dmg is CLxCL.
6 1 Bring Animals VI Summon CL*3 Animals using ML VI chart, you pick the result
6 2 Contact Other Plane Contact Other Plane, no insanity
6 3 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 4 Null Field I All spells of SL 12 or higher don't work in 100'r
6 5 Telekinesis Telekinesis CL*30' (assuming size M target)
6 6 True Seeing True Seeing
8 1 Bring Animals VIII Summon CL*4 Animals using ML VIII chart, you pick the result
8 2 Dispel Technology Dispel one Technological item or effect
8 3 Dual Nature Whenever you summon or create creatures, you get twice as many of them
8 4 Freedom [0 action to use] Reverse Imprisonment (can be used on self)
8 5 Mass Energy Drain One group is energy drained CL levels (no save)
8 6 Null Field II All spells of SL 10 or higher don't work in 100'r
10 1 Bring Animals X Summon CL*5 Animals using ML X chart, you pick the result
10 2 Crapulence Aura Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
10 3 Create/Destroy Conduit Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
12 1 Bring Animal XII Summons 1 DL XII Animal that you can comprehend
12 2 Null Field II All spells of SL 8 or higher don't work in 100'r
12 3 Spirit Preservation +5*CL% aXR

Conjugator

Level KXP
Spells
1 1 * orig. (ML=1, ML=1)
2 1.5 * orig. (ML=4, ML=2)
3 2 * orig. (ML=9, ML=3)
4 2.5 * orig. (ML=16, ML=4)
5 3 * orig. (ML=25, ML=5)
6 3.5 * orig. (ML=36, ML=6)
7 4 * orig. (ML=49, ML=7)
8 4.5 * orig. (ML=64, ML=8)
9 5 * orig. (ML=81, ML=9)
10 5.5 * orig. (ML=100, ML=10)
11 6 * orig. (ML=121, ML=11)
12 6.5 * orig. (ML=144, ML=12)
13 7 * orig. (ML=169, ML=13)
14 7.5 * orig. (ML=196, ML=14)
15 8 * orig. (ML=225, ML=15)
16 8.5 * orig. (ML=256, ML=16)
17 9 * orig. (ML=289, ML=17)
18 9.5 * orig. (ML=324, ML=18)
19 10 * orig. (ML=361, ML=19)
20 10.5 * orig. (ML=400, ML=20)
21 11 * orig. (ML=441, ML=21)
22 11.5 * orig. (ML=484, ML=22)
23 12 * orig. (ML=529, ML=23)
24 12.5 * orig. (ML=576, ML=24)
25 13 * orig. (ML=625, ML=25)
26 13.5 * orig. (ML=676, ML=26)
27 14 * orig. (ML=729, ML=27)
28 14.5 * orig. (ML=784, ML=28)
29 15 * orig. (ML=841, ML=29)
30 15.5 * orig. (ML=900, ML=30)
31 16 * orig. (ML=961, ML=31)
32 16.5 * orig. (ML=1024, ML=32)
33 17 * orig. (ML=1089, ML=33)
34 17.5 * orig. (ML=1156, ML=34)
35 18 * orig. (ML=1225, ML=35)
36 18.5 * orig. (ML=1296, ML=36)
TH Saves
(all)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
Requisites: Original +9 each; +2 class slots
Alignment: As original
HD/level: (*2)d(*2) original (no &'s)
Weapon Prof.: As original +1 base, -1 rate
To Hit Table: As original *2
Save Table: As original *2
Reference: DM {Planeshifted Compounder}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom, Concordant, or Demigod group, or itself have subclasses (e.g. Master Thief).
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)
Your "CL" and "LVL" for abilities is equal to your level squared instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level squared instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level squared) line, but your max SL is based only on ML=(level). For example, a level 4 Conjugator emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level squared. GGL powers that are LVL based use level squared, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level squared), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level squared. Your CL is level squared, of course.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

Custom Race

Level KXP Race abil.
÷1 ÷2 ÷3
1 0 1 - -
2 2.25 2 - -
3 4.5 3 - -
4 9 4 - -
5 18 5 - -
6 36 6 - -
7 75 7 - -
8 150 8 - -
9 300 8 1 -
10 600 8 2 -
11 1000 8 3 -
12 1500 8 4 -
13 2100 8 5 -
14 2800 8 6 -
15 3600 8 7 -
16 4500 8 8 -
17 5500 9 8 -
18 6600 9 9 -
19 7800 A 9 -
20 9100 A A -
21 10500 B A -
22 12000 B B -
23 13600 C B -
24 15300 C C -
25 17100 D C -
26 19000 D D -
27 21000 D D 1
28 23100 E D 1
29 25300 E E 1
30 27600 E E 2
31 30000 F E 2
32 32500 F F 2
33 35100 F F 3
34 37800 G F 3
35 40600 G G 3
36 43500 G G 4
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: Str 2*LVL, Dex 2*LVL, Con 2*LVL,
  Int 2*LVL, Wis 2*LVL, Chr 2*LVL
Alignment: any
HD/level: & d8
Weapon Prof.: 0+level
To Hit Table: & Mon
Save Table: & Mon
Reference: DM
Groups: Custom, Monster
 
See tables for Custom Race abilities. Your "level" in abilities is your HNCL. Your "CL" in abilities is your highest CL. Racial abilities are resisted using IR (InnateR) unless noted.
The same ability cannot be taken more than once, but very similar abilities that are listed do stack.
ML adders do not work with this class at all (the "progression" given isn't really a progression, it just saves me typing a bunch of "Level: ¶" abilities).
You cannot use ÷2 powers unless you have at least 300 KXP (single classedness multiplier can be used).
You cannot use ÷3 powers unless you have at least 21000 KXP (single classedness multiplier can be used).

Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
# Attacks with one arm +1
+0 weapon to hit you
+1 weapon to hit you
0, 1 attack: Dispel a magic/psionic effect
0, 1 attack: Dispel a magic/psionic item
0, 1/d: Cosmic Awareness for 1r
0, 1/r: Controlled Blink
0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
0, 1/r: Reroll any die roll (yourself or friend)
0, 1/s: For this segment, ignore a non-racial defense on someone
0, 1/t: Feather Fall
0, 1/t: Ventriloquism
0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
0, spend 4 spell levels, 1/r: Lend an action (you lose that action)
0, take 10 dmg, 1/r: +1P action this round
0, take 15 dmg, 1/r: +1M action this round
0, take 5 dmg, 1/r: +1V action this round
0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
0: Levitation
1bM, 1/d: Capital E Escape
1bM, 1/t: Fork an effect (caster makes LVL/3+1 saves)
1bM: Blink Wounding (can blink away after first melee hit on you)
1bM: Target gains +LVL AC/saves this segment
1bV: Catch missiles fired at you 30% this segment
1bV: Catch one missile fired at you 90%
1bV: Intensify Fire: Doubles the damage of an existing fire effect
1bV: Interpose yourself in front of an attacking creature
1D: Magic Jar into another creature (Magic Jar save)
1D: Resurrect self, but you are back at home
1D: You Reincarnate upon death, inactive and Feign Death for the rest of this combat
1F, 1/d: Holy Bolt
1F, 1/d: Shapechange (lasts for LVL segments)
1F, 1/d: Uberskins (10), self
1F, 1/d: Wind Walk
1F, 1/t: Create a LVL*10' Wall of Stone with random orientation in the room
1F, 1/t: Heal (self or other)
1F, 2/d: Time Travel up to LVL^6 minutes
1F: Automaton: Animate LVL objects as DL I Golems (count as your summon)
1F: Effect, weapon, or person is resisted using NR for 1 turn
1F: Find/Remove Specials at 20+LVL*20%
1F: Find/Remove Terrain Features at LVL*15%
1F: Find/Remove Traps at 40+LVL*20%
1F: Find/Remove Tricks at 30+LVL*20%
Custom Race Abilities (÷1)
1F: Restoration
1F: Storm Cloud: Rain/thunder, all in group take 1dLVL mini 1-pt. lightning bolts per segment
1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round
1M, 1/d: Air Walk
1M, 1/d: Commune
1M, 1/d: Create a DL I Golem (AC=3*LVL, hp=10*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Create a DL I Technological Monster (AC=4*LVL, hp=8*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Ironskins (20), self
1M, 1/d: Locate Object
1M, 1/d: Neutralize Poison
1M, 1/d: Remove Curse
1M, 1/d: Stoneskins (30), self
1M, 1/d: Wraithform
1M, 1/r: Duplication: Create 1 Mirror Image (max = LVL)
1M, 1/r: Feeblemind
1M, 1/r: Feeblemind (save)
1M, 1/r: High Frequency Sample or Wild Surge
1M, 1/r: Psi1 Psionic Blast
1M, 1/r: Removes possession, domination, charm, etc.; Does not have to be evil source
1M, 1/t: Body Coating: 5*LVL hp Armor spell, self only, stacks with Armor spell
1M, 1/t: Chaos Ball your group (incl. yourself) for LVLd6 dmg
1M, 1/t: Charm Monster
1M, 1/t: Cold Generation: LVL*LVL Cold damage (1 group, no save)
1M, 1/t: Cthulhoid Swarm I: Summon LVL Monsters using ML I "Weird" chart (random)
1M, 1/t: Dimension Door
1M, 1/t: Dispel Magic/Psi/Innate/Radioactive
1M, 1/t: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M, 1/t: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
1M, 1/t: Gravity Decrease: Increase gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Gravity Increase: Decrease gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Half Pain: Take half damage from one person for 1t
1M, 1/t: High-Frequency Sample: Generate a High-Frequency Sampler minor effect
1M, 1/t: Inertial Barrier
1M, 1/t: Innate Trigger: Contingency for 1 innate power
1M, 1/t: Mirror Image
1M, 1/t: Pass Wall
1M, 1/t: Psi Bolt: 1 target: LVLd10 telekinetic dmg (save:½)
1M, 1/t: Psi Shield: Pick Physical, Magic, or Psi: 10*LVL hp shield
1M, 1/t: Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
1M, 1/t: Summon an Astral Construct II
1M, 1/t: Telekinesis Shield: 10*LVL hp shield vs. physical,energy,TK
1M, 1/t: Teleport Without Error
1M, 1/t: Tenser's Transformation
1M, 1/w: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/w: Limited Wish

Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
1M, 1V: Tree
1M, 2/d: Plane Shift
1M, 2/d: Polymorph Self
1M, 2/h: Teleport
1M, 3/d: Cure Disease
1M, 3/d: Dispel Evil
1M, 3/d: Raise Dead
1M, 3/d: True Seeing
1M, 7/d: Dispel Illusion
1M, LVL/d: Remove Fear
1M, LVL/d: Telekinesis
1M, once per 3r: 10*LVL wood dmg to one target (no save)
1M: Airy Water
1M: Anti-Magic Shell (SL=0-LVL/2)
1M: Berserk (+LVL/+LVL TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness
1M: Cast a cantrip (SL=0 Wizard spell)
1M: Cast a Psi3 cantrip (SL=0 Psi3 power)
1M: Cast an orison (SL=0 Priest spell)
1M: Charm Person
1M: Clairaudience
1M: Clairvoyance
1M: Confusion
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create Food and Water
1M: Darkness
1M: Detect Lie
1M: Detect Traps
1M: Dismiss Elemental
1M: Dispel Magic
1M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
1M: Domination (save) (only one Domination effect running at a time)
1M: Double Pain
1M: Drain: Target loses -LVL to a stat (choose stat, no save)
1M: Faerie Fire
1M: Fear
1M: Fear (save vs. spell at -LVL/3); Fumble (save vs. spell)
1M: Fear I (Scare): Target saves or loses 1P+1M action
1M: Fire Generation: LVL*LVL Fire damage (1 group, no save)
1M: Hard Radiation: LVL*LVL/3+2 Radiation damage and LVL+1 Con damage (1 group, no save)
1M: Ice Production: LVL*(LVL+2) ice dmg to one target (no save)
1M: Improved Invisibility
1M: Intellect Annihilation: 1 target: -3d6 Int (save) and insane (save)
1M: Know Alignment
1M: Levitate
Custom Race Abilities (÷1)
1M: Light Emission: LVL*LVL/2 Light damage (no save) and LVL/3+1 instances of blindness (save)
1M: LVL*LVL Vibration damage (1 group, no save)
1M: LVL^2 psionic dmg to one target (no save)
1M: LVLdLVL cold dmg (area, save:½, IR)
1M: LVLdLVL fire dmg (area, save:½, IR)
1M: Magic Missile
1M: Maze (Spell save)
1M: Mind Blast: 2*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
1M: Paralyze one target (PPD save)
1M: Reflecting Pool
1M: Sleep
1M: Sonic Generation: LVL*LVL Sound damage (no save) and LVL/3+1 instances of deafness (save)
1M: Spiritual Drain: Target loses LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Suggestion
1M: Summon a DL=(LVL+1)/2 Alien
1M: Summon a DL=(LVL+1)/2 Animal
1M: Summon a DL=(LVL+1)/2 Arctic
1M: Summon a DL=(LVL+1)/2 Beholder
1M: Summon a DL=(LVL+1)/2 Cloud
1M: Summon a DL=(LVL+1)/2 Cthulhoid Horror
1M: Summon a DL=(LVL+1)/2 Dragon
1M: Summon a DL=(LVL+1)/2 Eelemental
1M: Summon a DL=(LVL+1)/2 Elemental
1M: Summon a DL=(LVL+1)/2 Faerie
1M: Summon a DL=(LVL+1)/2 Far Realm
1M: Summon a DL=(LVL+1)/2 Giant
1M: Summon a DL=(LVL+1)/2 Golem
1M: Summon a DL=(LVL+1)/2 Hound
1M: Summon a DL=(LVL+1)/2 Humanoid
1M: Summon a DL=(LVL+1)/2 Immortal
1M: Summon a DL=(LVL+1)/2 Inner Planar
1M: Summon a DL=(LVL+1)/2 Insect
1M: Summon a DL=(LVL+1)/2 Leech
1M: Summon a DL=(LVL+1)/2 Lycanthrope
1M: Summon a DL=(LVL+1)/2 Mind Flayer World
1M: Summon a DL=(LVL+1)/2 Mutant
1M: Summon a DL=(LVL+1)/2 Nightmare Dimension
1M: Summon a DL=(LVL+1)/2 NPC
1M: Summon a DL=(LVL+1)/2 Ooze
1M: Summon a DL=(LVL+1)/2 Outer
1M: Summon a DL=(LVL+1)/2 Plant
1M: Summon a DL=(LVL+1)/2 Psionic
1M: Summon a DL=(LVL+1)/2 Rakshasa World
1M: Summon a DL=(LVL+1)/2 Reptile

Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
1M: Summon a DL=(LVL+1)/2 Space
1M: Summon a DL=(LVL+1)/2 Spirit of the Land
1M: Summon a DL=(LVL+1)/2 Tarrasque World
1M: Summon a DL=(LVL+1)/2 Technological
1M: Summon a DL=(LVL+1)/2 Undead
1M: Summon a DL=(LVL+1)/2 Unlive
1M: Summon a DL=(LVL+1)/2 Virus
1M: Summon a DL=(LVL+1)/2 Water
1M: Summon a DL=(LVL+1)/2 Weird
1M: Summon a DL=(LVL+1)/2 Wurm
1M: Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
1M: Summon an Astral Construct I
1M: Target takes LVLd4 Chr dmg (no save)
1M: Target takes LVLd4 Int dmg (no save)
1M: Target takes LVLd4 Wis dmg (no save)
1M: Target takes LVLd6 Chr dmg (save:½)
1M: Target takes LVLd6 Int dmg (save:½)
1M: Target takes LVLd6 Wis dmg (save:½)
1M+1V: Move an effect from target to yourself
1N, 1/r: Resume Animation: Remove one instance of Paralysis, Stun, Hold, etc. on yourself
1N, 1/w: Self-Sacrifice: All others can Escape but you are left behind
1P, take 2*LVL damage: Deal 15*LVL dmg to one target (IR, no save)
1P, take 3*LVL damage: Deal 20*LVL dmg to one target (IR, no save)
1P, take LVL damage: Deal 10*LVL dmg to one target (IR, no save)
1P: Bomb: LVL*LVL/2 explosion dmg to your group (hole in the middle, no save)
1P: Destroy a Wall (magical or normal up to LVL' thick) or a door
1P: Loss of Limb: Target is sharped (save)
1P: Target takes LVLd4 Con dmg (no save)
1P: Target takes LVLd4 Dex dmg (no save)
1P: Target takes LVLd4 Str dmg (no save)
1P: Target takes LVLd6 Con dmg (save:½)
1P: Target takes LVLd6 Dex dmg (save:½)
1P: Target takes LVLd6 Str dmg (save:½)
1QM, 1/d: Tempus F-U
1S, 1/t: Slay Living (one target, PPD save, 10 dmg if make save)
1V, 1/r: Dimension Swap: You and ally or two allies switch positions.
1V, 1/r: Dispel Exhaustion: Target heals 25% of damage taken
1V, 1/r: Premature Trigger: Set off someone else's trigger prematurely (no save, ER resists)
1V, 1/t: Avenge: Choose a target, you deal double weapon damage to that target this combat
1V, 1/t: Create a random trap (only enemies trigger it)
1V, 1/t: Curse (Spell save)
1V, 1/t: People's Bless: One die roll within 1 round is adjusted as you wish (max of +/-LVL).
1V, 1/t: Taunt a group
1V, 3/d: Druid Shapechange
1V, eat N gp: Cure self N hp (can eat off of your gp count on chalkboard, keep track)
Custom Race Abilities (÷1)
1V, LVL/t: Split target away from group of monsters into its own group
1V: Cure Blindness, Deafness, Disease, or Light Wounds
1V: Dig
1V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/1000 hp
1V: Find/Remove Specials at LVL*20%
1V: Find/Remove Traps at 20+LVL*20%
1V: Find/Remove Tricks at 10+LVL*20%
1V: Flash: Blind a sense (Spell save)
1V: Gaseous Form
1V: Identify
1V: Invisibility
1V: Jump
1V: Meld into Shadows
1V: Phase in or out. Phased out is +20 AC, +2 wpn to hit you, cannot do things physically
1V: Taunt (one target)
1V: Web
2 attacks: Whirl (do 1 attack on each monster in your group)
2F, 1/d: Control Weather
2M, 1/w: Wish
2P: Polymorph Object
2V: Entangle
2V: Transport via Plants
3P: Wall of Force (non-solid version)
AC and TH +1 vs. "giant-class"
AC and TH +2 vs. "giant-class"
AC and TH +3 vs. "giant-class"
AC and TH +4 vs. "giant-class"
Actions +1A
Actions +1M
Actions +1P
Actions +1QV
Actions +1QZ
Actions +1S
Actions +1V
Actions +2A
Actions +2P
Actions +2V
Actions +3A
Actions +3V
Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.)
Adaptive shield (DR and SR 5*N/-, N=# times hit by an effect)
Add Chr bonus to any one progression
Add Int bonus to any one progression
Add Wis bonus to any one progression
aER 11*LVL%

Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
aER 55%
aIR 13*LVL%
aIR 65%
All Priest classes use Templar XP table
All Psionicist classes use Psi18 XP table
All Rogue classes use Monk1 XP table
All Warrior classes use Paladin XP table
All Wizard classes use Elf0 XP table
aMR 15*LVL%
aMR 75%
Animal Friendship continuous
aNR 11*LVL%
aNR 55%
Any level 1 Rogue ability (10*LVL pts.)
Arms +1, it is in a new "group" of arms
Arquebus and tech guns cost 1/10 normal cost
aRR 16*LVL%
aRR 80%
Astral Perception
Astral Projection (copy Int->Str, Wis->Dex, Chr->Con)
aWR 12*LVL%
aWR 60%
Backstab x2
Bite 1d10 dmg
Bite 1d12 dmg
Bite 1d2 dmg + Lycanthropy
Bite 1d3 dmg + poison (death/0)
Bite 1d4 dmg (Vampiric Regen.)
Bite 1d4 dmg + disease (PPD save)
Bite 1d6 dmg + slow 1d8 r (save)
Bite 1d8 dmg (Vile)
Blindfighting
Breath Weapon: Acid (Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Air (1/3r or 3/d, =½*hp)
Breath Weapon: Alcohol (Air+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Ash / Cinder (Fire+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Bark (Thorns+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Blizzard (Cold+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Blood (Glass+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Bone (Flesh+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Cold (Air+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Composite (Air+Ear+Fir+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Dust (Earth+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Earth (1/3r or 3/d, =½*hp)
Breath Weapon: Fire (1/3r or 3/d, =½*hp)
Custom Race Abilities (÷1)
Breath Weapon: Firestorm (Magma+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Flesh (1/3r or 3/d, =½*hp)
Breath Weapon: Fog (Cold+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Fungus/Seaweed(Wood+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Glass (Air+Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Heat / Warmth (Air+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Ice / Snow (Cold+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Impact (Water+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Inertia (Earth+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Lightning (Air+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Magma / Lava (Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Magnetism (Metal+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Metal (Earth+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Minerals (Earth+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Mist (Heat+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Napalm (Heat+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Ooze / Mud (Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Original Time (1/3r or 3/d, =½*hp)
Breath Weapon: Plasma (Fire+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Poison (Alcohol+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Quicksand (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Radiance (Fire+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Rainbow (Composite+Pos.) (1/3r or 3/d, =½*hp)
Breath Weapon: Rot (Wood+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Rust (Metal+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Salt (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sand (Glass+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Shards (Air+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Silence (Sound+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silt (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silverglade (Thorns+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Slag / Tar (Magma+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Smoke (Heat+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sound (Air+Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Splinters (Wood+Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Steam (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Storm (Ooze+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Sugar (Alcohol+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Thorns/Thicket (Wood+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Thunder (Sound+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacid / Umbra (Comp.+Neg.) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacuum (Air+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Verdant (Wood+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vibration (Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Water (1/3r or 3/d, =½*hp)

Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Breath Weapon: Wood (1/3r or 3/d, =½*hp)
Can "narrow salvo" attacks (one 1d20 result for all attacks against one enemy)
Can "see" without the ability to see
Can always wield one size H weapon, regardless of Str score
Can always wield one size L and one size M weapon, regardless of Str score
Can always wield two size L weapons, regardless of Str score
Can buy guns off of the Demolitionist/Musketeer tables at ÷LVL
Can do 1 attack on segment 0
Can do 2 for 1 trading for ability scores (instead of 3 for 1)
Can drink potions or eat goodberries without spending 1V (must be conscious)
Can go ethereal (AC +10, cannot affect things physically)
Can have 2 "Armor" spells on self
Can have 2 "Haste" spells on self
Can have LVL/2 Psi8 items with TechL=LVL/2
Can have two of the same summon
Can have wild talent, no effect on XP bonus from classedness
Can use (but doesn't get) an additional V action per segment
Can use/make Tech items as if 2 TL lower
Catfall: Land on feet, get a Dex check versus each die of the falling damage
CL +1 with psionics
CL +1 with spells
CL +2 with psionics
CL +2 with spells
CL +3 with spells
CL/ML toggle 1: +1 ML, -2 CL
Class VI/Esper-Blind
Claw natural "18"+ TH: Hug +2d6 dmg
Claw natural "18"+ TH: Hug +3d6 dmg
Claw/Claw 1d3/1d3
Claw/Claw 1d4/1d4
Claw/Claw/Horn/Tail 1d4/1d4/2d6/2d4
Claw/Claw/Tail 1d3/1d3/1d2
Claw/Claw/Tail 1d4/1d4/1d6
Claws 1d4 dmg + Str loss (1d4+2, save)
Claws 1d6 + paralyzation 2d6 r (PPD save)
Claws 1d6 dmg (Vile)
Claws 2d4 dmg
Claws/Bite 1d4 dmg
Claws/Bite 1d8 dmg
Claws/Bite 2d6 dmg
Cloak of Oblivion: Pick any one specific spell or psionic power. You are immune to it.
ColdR 5
Commotion Resistance: +CL*5% RR; Resist own effects; Resist Wild Surges
Considered additional +1 weapon to hit
Control Pain: 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
Custom Race Abilities (÷1)
CR 19*LVL%
CR 45+10*LVL%
CR 95%
Cthulhoid Aura: You look like a cthulhoid beast, gaze to fear (save vs. Will)
Detect Evil, Illusion, Invisibility, Lie, Magic, Traps
Detect Hidden
Detect Hidden/Evil/Good
Detect Invis/Hidden
Detect Invisibility
Detect Magic
Detect Metal
Detect New and Unusual Construction, Sloping Passages
Detect New Construction, Sloping Passages, Shifting Walls
Detect Secret Doors
Dex-based Rogue abilities +30%
Dex-based Rogue abilities +40%
Dex-based Rogue abilities +50%
Direction Sense
Displaced (1st attack misses, +2 AC)
dmg +LVL with 1 weapon type
Do not die until below -600 hp (still unconscious at -1 hp though)
Does not check for "?" marks or Wandering Monsters in dungeon
Don't age naturally
Double Resist Acid (Fire+Water)
Double Resist Air
Double Resist Alcohol (Air+Fire+Water)
Double Resist Cold (Air+Water)
Double Resist Composite (Air+Ear+Fir+Wat)
Double Resist Earth
Double Resist Fire
Double Resist Flesh
Double Resist Fungus/Seaweed(Wood+Wat)
Double Resist Glass (Air+Earth+Water)
Double Resist Heat / Warmth (Air+Fire)
Double Resist Magma / Lava (Earth+Fire)
Double Resist Metal (Earth+Fire+Water)
Double Resist Ooze / Mud (Earth+Water)
Double Resist Original Time
Double Resist Poison
Double Resist Shards (Air+Earth)
Double Resist Sound (Air+Earth+Fire)
Double Resist Thorns/Thicket (Wood+Earth)
Double Resist Water
Double Resist Wood
DR (10*lvl)/+lvl

Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
DR (LVL*2)/(+LVL/2)
DR 1/-
DR 10/+2
DR 20/+1
DR 40/+0
DR 5/+3
DR LVL/–
DT 100 (Damage Threshold)
DT 130-LVL*3 (Damage Threshold)
Dust Aura: Enemies in your group takes LVL dust dmg /s (no save)
Each level can get +1 Str, -1 Dex, +1 Con
Each time a creature dies in your group, gain 1 temporary hp (not beyond max)
Each time you hit with a melee attack, target loses LVL SL's in memorization
Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r)
Eagle Eye Vision
Ego Shield: Immune to Mental Attacks; Undetect. Lie
ElectricityR 5
Enemies get --1 to hit vs. you
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Conversion: 0, LVL/t: Convert an element in an effect to another element (max E = LVL/3+1)
ER 13*LVL%
ER 65%
ESP
Ethereal Perception
Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr)
Eye's M: Evil Eye: Target's AC becomes 66-LVL^2 (Petrif save at -LVL) for 1r
Far Sight
Feats +1
Feats +2
Feats +3
Fire Shield (cont.)
Fists 1d10 dmg
Fists 1d6 dmg
Fists 1d8 dmg
Flash Defense: Resist getting your senses blinded
Flash: Light (can blind a person, make LVL saves)
Flying 12" (A)
Flying 12" (B)
Flying 12" (C)
Flying 18" (B)
Flying 24" (C)
Flying 30" (D)
Flying 36" (E)
Flying 6" (AA)
Flying LVL*3" (B)
Custom Race Abilities (÷1)
Free Action
Free Action, Immune Disease
Free wild talent in Psi1, Psi2, or Psi3
Free Wild Talent in Psi23
Free wild talent in Psi7 (Undead psi.)
Free Wild Talent in Psi8
Free Wild Talents in Psi5 and Psi10
Gaze Reflection
Gaze: blind (save)
Gaze: charm (save)
Gaze: Fear (area, save)
Gaze: petrify (save)
Get +1 DL whenever you summon a Golem
Get +1 monster whenever you summon an Insect
Get an attack of opportunity whenever someone joins your group
Get compensated items like the NPC
Golem Form: Caryatid Column: +4 saves; Weapons 25% shatter when hitting you; 1M: Feign Death
Golem Form: Flesh: Resist fire and cold; Cured by lightning (1 hp per die of dmg)
Golem Form: Mud: Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
Golem Form: Necrophidius: 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
Golem Form: Scarecrow: 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
Golem Form: Skeletal: +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
Golem Form: Stone Guardian: Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
Golem Form: Wood: Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
gp +10*3^S per reset
gp +25*2^S per reset
gp +4^S per reset
gp +70*S per reset
GR 30%
GR 5+5*LVL%
Hair's P, 1/r: 1d2 dmg + Poison (save, death/20) + Petrification (save)
Half of dmg you do (physical or magic) is Vile
Hard Resistance to Radiation: Double resist radiation (1/4, save for 1/10), Ignore Psi9/18/27 RS
HD type: Add +0d+2: Add 2 to HD type per level
Head butt 2d6 dmg
Heads +1
Hear Noise 50%
Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal LVL heat dmg to one target (no save)
Hide in Natural Surroundings (30+level*5)%
Hide in Natural Surroundings 90%
Hold All Stats
Hold Life
Hold Life, All Stats
Hold Life: Immune to XP/Stat Drain; Immune Aging
Hold M Actions, M actions cannot be locked down for you

Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Hold P Actions, P actions cannot be locked down for you
Hold V Actions, V actions cannot be locked down for you
iCR 90%
Ignore effects that do less than LVL*4 dmg
Ignore Stoneskins/Ironskins (but not Uberskins)
iGR LVL*3%
Immune Acid, Poison
Immune Acid, Slimes
Immune Aging
Immune Aging, Disease
Immune Air
Immune Annihilation, Clone-Insane, Set, Truename Erased
Immune Annihilation, Time
Immune Anti-Technological effects
Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Immune Blindness
Immune Chaos & Unholy
Immune Charm
Immune Charm, Sharpness, Sleep, Vorpal
Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice
Immune Colorless Fire
Immune Coma, Dominate, Ego, Enrage, Hold, Insanity
Immune Darkness
Immune Earth
Immune Extract, Silver Cord Cut, Truename Erased
Immune Fear
Immune Fire
Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire
Immune Flesh
Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
Immune Incursion, Pixelation, Truename Erased, Written Out of Time
Immune Insanity
Immune Invisibility and Illusions w/o solid component
Immune level loss, Imprisonment, Death spells
Immune Life Drain, Death spells, Disintegrate, positive energy
Immune Lightning
Immune Maze, Binding, Imprisonment
Immune Natural effects, Wood
Immune Ooze/Slime/Mold
Immune Original Time
Immune Overbear
Immune Paralysis
Immune Poison
Immune Punomancy, Vorpal
Immune Sleep
Custom Race Abilities (÷1)
ML +1 with Wizard prog.
Money *1.25: How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
Mouth's P: Spit poison 1 target (death/0)
Mouth's P: Spit poison LVL*10 dmg (1 target in your group, no save)
Immune Snares/Traps
Immune Sound
Immune spells SL≤1
Immune spells SL≤2
Immune to Plants, Death spells, level loss, negative/positive energy
Immune to shifts in gravity, reverse gravity, telekinesis
Immune to Summoning Sickness
Immune Vampiric
Immune Water
Immune webs
Immune Wild Magic, Chaos, Black Ice, Conf.
Immune Wood
Infravision
Int-based Rogue abilities +20%
Int-based Rogue abilities +30%
IR 15*LVL%
IR 45+6*LVL%
IR 75%
Iron Will: 1bM: One effect that's hitting you is delayed for LVL s (it will still resolve even if the caster is dropped)
Iron Will: Can fully act up to -10 hp; Can act up to -15 hp
iWER LVL*8%
Kits +1
Kits +2
Knockback Resistance: Take -10*LVL' less from TK/Push effects
Languages +LVL
Larva Life: Consume 1 larva to Cureall and restore PSPs
Laser Vision: Can see in dark; 1M: Laser Beam LVLd8 dmg (save)
Legend Lore LVL*15%
Legs +1, it is in a new "group" of legs
Life Support, Resist Heat/Cold: Resist Heat/Cold
Life Support, Resist Vacuum: Resist Vacuum and High Pressure
Limited Exceptional Chr bonus: bonus = stat-12, max = +6
Limited Exceptional Con bonus: bonus = stat-12, max = +6
Limited Exceptional Dex bonus: bonus = stat-12, max = +6
Limited Exceptional Int bonus: bonus = stat-12, max = +6
Limited Exceptional Str bonus: bonus = stat-12, max = +6
Limited Exceptional Wis bonus: bonus = stat-12, max = +6
Loop Lore
Luckstone
MDeflection 75% (on 30% or less it Reflects)
Mimic: 1bM: Fork a spell level 0 to LVL/2 effect

Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Mind Over Matter: Stay conscious (and offensive) for up to LVL/3 segments after being reduced below -10 hp
Missile Deflection: Deflect 1 missile per P attack
ML +1 with Priest prog.
ML +1 with Psi. prog.
Move rate +12"
Move rate +3"
Move rate +6"
Move rate +9"
Movement rate x2
MR 17*LVL%
MR 50+7*LVL%
MR 85%
MReflection (LVL*5)%
Multiply your TH and dmg rolls by enemy's multiplier
Natural Attacks +d(+LVL) dmg
Natural Healing: 1P or 1M: Target is cured equal to his Con score in hp
Need not breathe
Need not eat
Non-Detection cont.
Non-weapon Proficiencies +LVL
NR 15*LVL%
NR 75%
Null Field 10: All spells of SL 10 or higher don't work in 100'r (can turn this off)
Operate at up to -12 hp (even offensive)
Operate at up to -20 hp (even offensive)
Operate at up to -8 hp (even offensive)
Personality score x10
Personality score x2
Personality score x3
Personality score x4
Pick Pockets (50+level*5)%
Poison bite (+LVL^2 dmg)
PowR 16 (SR vs. psionics)
PR 16*LVL%
PR 50+6*LVL%
PR 80%
Priest prog. +1 spell per SL
Priest prog. gets additional Wis bonus
Pro. from Evil cont.
Psi. Freq. +1
Psionic prog. +1 spell per SL
Psionic prog. gets additional Chr bonus
Psionic Regen 1 PSP/r
Psionic Regen 1 PSP/s
Punch 1d12 dmg + 1Con + Mummy Rot (-2 Chr /s, save)
Custom Race Abilities (÷1)
Regenerate 1 hp /s
Regenerate 2 hp /s
Regenerate 3 hp /s
Regenerate 4 hp /s
Renewal: 1bM: One target at negative hp is cured to 0 hp
Replacement: Ignore displacement; Ignore mirror images
Resist (pick a normal element)
Resist Acid (Fire+Water)
Resist Acid, Immune Withering
Resist Acid, Resist Rust
Resist Air
Resist Alcohol (Air+Fire+Water)
Resist Anti-Time, Loop
Resist Ash / Cinder (Fire+Negative)
Resist Bark (Thorns+Negative)
Resist Blizzard (Cold+Positive)
Resist Blood (Glass+Positive)
Resist Bone (Flesh+Negative)
Resist Chaos
Resist Charm, Mental
Resist Chemical Elements
Resist Cold (Air+Water)
Resist Cold, Resist Dust
Resist Cold, Resist Frost
Resist Composite (Air+Ear+Fir+Wat)
Resist Disenchantment
Resist Disintegration, Resist Ice
Resist Dust (Earth+Negative)
Resist Earth
Resist Faerie Magic
Resist Falling Damage
Resist Fire
Resist Firestorm (Magma+Positive)
Resist Flesh
Resist Fog (Cold+Shadow)
Resist Fungus/Seaweed(Wood+Wat)
Resist Glass (Air+Earth+Water)
Resist Golems, magic item effects
Resist Heat / Warmth (Air+Fire)
Resist Ice / Snow (Cold+Negative)
Resist Impact (Water+Shadow)
Resist Inertia (Earth+Shadow)
Resist Innates
Resist Light, Mercury, Poison
Resist Lightning (Air+Positive)

Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Resist Lightning, Repulsion, Telekinesis
Resist Magma / Lava (Earth+Fire)
Resist Magnetism (Metal+Positive)
Resist Mental
Resist Metal (Earth+Fire+Water)
Resist Minerals (Earth+Positive)
Resist Mist (Heat+Shadow)
Resist Napalm (Heat+Positive)
Resist Necromancy, Fire
Resist necromantic effects
Resist Negative
Resist Nether
Resist Ooze / Mud (Earth+Water)
Resist Original Time
Resist Piercing weapons
Resist Pixelation
Resist Plasma (Fire+Shadow)
Resist Poison
Resist Poison (Alcohol+Negative)
Resist Poison/Drugs
Resist Prismatic, Chromatic
Resist Psionics
Resist Quicksand (Ooze+Negative)
Resist Radiance (Fire+Positive)
Resist Rainbow (Composite+Pos.)
Resist Rot (Wood+Negative)
Resist Rust (Metal+Negative)
Resist Salt (Water+Negative)
Resist Sand (Glass+Negative)
Resist Shards (Air+Earth)
Resist Silence (Sound+Negative)
Resist Silt (Ooze+Negative)
Resist Silverglade (Thorns+Positive)
Resist Slag / Tar (Magma+Negative)
Resist Smoke (Heat+Negative)
Resist some elements (choose, total E factor = LVL)
Resist Sound (Air+Earth+Fire)
Resist Splinters (Wood+Air+Shadow)
Resist Steam (Water+Negative)
Resist Storm (Ooze+Positive)
Resist Sugar (Alcohol+Positive)
Resist Thorns/Thicket (Wood+Earth)
Resist Thunder (Sound+Positive)
Resist Time, Resist Aging
Resist Tricks/Specials
Custom Race Abilities (÷1)
Resist Vacid / Umbra (Comp.+Neg.)
Resist Vacuum (Air+Negative)
Resist Vapor, Mist, Cloud, Fog
Resist Verdant (Wood+Positive)
Resist Vibration (Air+Shadow)
Resist Water
Resist Wood
Reverse ESP: 0, 1/r: Target hears your thoughts and must save or insane.
Rogue points +10*LVL
Rogue points +20*LVL
Rogue points +5*LVL%
RR 18*LVL%
RR 90%
Saves +(Dex score)/3
Saves ++1
Saves +1
Saves +2
Saves +3
Saves +4
Shroud (Can't be targetted)
Simulacrum: 1bM: Redirect an effect targetting you to one of your summons
Size +1
Size +1/3
Size +2/3
Speak with Animals
Speak with Insects
Speak with Plants
Special enemy (as Ranger)
Specialty Schools +1
Specialty Spheres +1
Spectral Natural Fighting: Spectral Hand; no ill effects from punching/kicking things
Spell levels in one prog. +2*LVL
SR 17
Stay Conscious: You stay conscious up to -10-LVLxLVL hp (defensive acts only)
Steadiness: Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Str-based Rogue abilities +20%
Str-based Rogue abilities +30%
Stretching: Can attack (LVL+3)/4 groups per segment without actually entering them
Stretching: Can melee up to LVL people per round that aren't in your group
Sustain Chr
Sustain Con
Sustain Dex
Sustain Int
Sustain Str
Sustain Wis

Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Swim at full movement rate
Tail 1d6
Tails +1
Tail's P, 4/d: Fire 1d6 spikes, each does 1d6 dmg (roll TH for each)
Take 1 dmg, 1/attack: Do +LVL dmg with an attack
TechL +1 with Psi8/16/24
TechR 12*LVL%
TechR 60%
Telepathy cont.
Tentacles +1
Tentacles +2
TH +1 with 1 weapon type
TH +2 with 1 weapon type
TH +3 with 1 weapon type
TH +4 with 1 weapon type
Time/Reality Stability
Time/Reality/Loop Stability
Time/Space Anchor: Cannot be teleported
Touch 1d4+1 dmg + 1 Str
Touch ages 10d4 years (save)
Touch drains 1 Wis (no save)
Troll-like regen 1 hp/s
Custom Race Abilities (÷1)
Troll-like regen Con-10 hp/s
Troll-like regeneration 2 hp /s
True Sight
Turn Undead
Ultravision
Underwater Action
Visibility: Everything within 30'r is visible (counters hidden and Disappearance too)
Water Breathing
Weapon Proficiencies +LVL
Wings +2 (Fly at Str")
Wizard prog. +1 spell per SL
Wizard prog. gets additional Int bonus
WR 14*LVL%
WR 70%
XR 30+5*LVL%
XR 55%
Yeek, Bleah languages
You have the hindquarters of an animal (Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Your actions cannot be locked down
Your effects save @ -13
Your effects save @ -6
Zombie Animation: +1 Revive slot; 1M: Animate a dead body as a Zombie with -1 DL

Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
# Attacks +1 (all attack forms)
|AC| 21 (or) Enemies get --2 to hit vs. you
+1M action
+1P action
+1V action
+2 weapon to hit you
+3 weapon to hit you
+LVL AC/dmg
+LVL AC/saves
+LVL dmg/saves
0, 1/d: Capital E Escape
0, 1/r: Cast a cantrip (SL=0 Wizard spell)
0, 1/r: Cast a Psi3 cantrip (SL=0 Psi3 power)
0, 1/r: Cast an orison (SL=0 Priest spell)
0, 1/r: Fork an effect
0, 1/r: Intensify: Doubles the damage of an existing effect
0, 1/r: Lend an action (you lose that action)
0, 1/s: Identify
0, 2/d: Commune
0, eat an item: +XPV/25 TH, dmg, AC, saves (all for 1t) and +XPV/2 to temp hp (lasts until used)
0, eat N gp: Cure self 2*N hp (can eat off of your gp count on chalkboard, keep track)
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 turn and +N*N*N*10 current hp
0,1/r: Second Chance: Gain a reroll.
0: Catch missiles fired at you 50% this segment
0: Catch one missile fired at you
0: Controlled Blink
0: For this round, ignore a non-racial defense on someone
0: Interpose yourself in front of an attacking creature
0: Reroll any die roll (yourself or friend)
½M: Charm Person
½M: Cure Blindness, Deafness, Disease, or Light Wounds
½M: Cure Disease
½M: Dismiss Elemental
½M: Dispel Illusion
½M: Dispel Magic
½M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
½M: Domination (save) (max two Domination effects running at a time)
½M: Double Pain (can do this twice to get Triple Pain)
½M: Drain: Target loses -LVL to a stat (choose stat, no save)
½M: Duplication: Create 1 Mirror Image (max = LVL*2)
½M: Faerie Fire (-7 AC, can be done repeatedly)
½M: Fear
½M: Feeblemind
½M: Flash: Light (can blind a person, make LVL saves)
½M: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
Custom Race Abilities (÷2)
½M: Life Field: All in party all healed for 2*LVL hp
½M: Magic Missile
½M: Mirror Image
½M: Neutralize Poison
½M: Paralyze one target (PPD save)
½M: Psi1 Psionic Blast (group)
½M: Put Out of Misery
½M: Remove Curse
½M: Removes possession, domination, charm, etc.; Does not have to be evil source
½M: Sleep
½M: Suggestion
½P or 1V: Destroy a Wall (magical or normal up to LVL' thick) or a door
½P: Destroy Clone: Kills a Clone, Simulacrum, or Shapechanger (conscious target gets a PPD save)
½V: Create Food and Water
½V: Curse (Spell save)
½V: Dig
½V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/500 hp
½V: Druid Shapechange
½V: Flash: Blind a sense (Spell save)
½V: Gaseous Form
½V: Remove Fear
½V: Split target away from group of monsters into its own group
½V: Taunt (one target)
½V: Tree
½V: Web
½V: Wraithform
1 attack, take N dmg: Whirl (do 1 attack on each monster in your group, N=# monsters)
1 attack: Dispel a magic/psionic/innate effect
1 attack: Dispel a magic/psionic/tech item
1bM: Energy Containment: Absorb max 1 die/lvl; glow (-2 AC) for #dice turns
1D: Magic Jar into another creature (aNR; no save)
1D: Resurrect self
1D: You Reincarnate upon death
1F, 1/d: Wish
1F, 3/d: Time Travel up to LVL^7 minutes
1F: Automaton: Animate LVL objects as DL II Golems (count as your summon)
1F: Control Weather
1F: Holy Bolt
1F: Shapechange (lasts for 1t)
1F: Uberskins (20), self
1M, 1/d: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/d: Create a DL II Golem (AC=4*LVL, hp=20*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Create a DL II Technological Monster (AC=5*LVL, hp=16*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Force of Nature V: Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
1M, 1/d: Infernal Spawn of Evil: Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
1M, 1/d: Limited Wish
1M, 1/d: Summon an Astral Construct IV
1M, 1/d: Summon an Astral Destruct IV
1M, 1/d: Summon Planar Creature (DL IV Outer)
1M, 1/r: Heal (self or other)
1M, 1/t: Magnetic Ctrl: Shield: Shield vs. Energy/Physical, 100*LVL hp
1M, lose a racial ability for 1t: Dispel one racial ability
1M, take 50*LVL dmg: Death Field: All in group take 100*LVL dmg (PPD save:½)
1M: 2*LVL*LVL psionic dmg to one target (no save)
1M: 2*LVL*LVL Vibration damage (1 group, no save)
1M: 20*LVL wood dmg to one target (no save)
1M: Anti-Magic Shell (SL=0 to LVL-1)
1M: Berserk (+LVL*2/+LVL*2 TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness (no save)
1M: Body Coating: 10*LVL hp Armor spell, self only, stacks with Armor spell
1M: Chaos Ball your group (except yourself) for LVLd8 dmg (no save)
1M: Charm Monster
1M: Cold Generation: 2*LVL*LVL Cold damage (1 group, no save)
1M: Confusion a group
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create a LVL*10' Wall of Stone
1M: Create a random Trick (only enemies trigger it)
1M: Cthulhoid Swarm I: Summon LVL Monsters using ML II "Weird" chart (random)
1M: Dimension Door
1M: Dispel Evil
1M: Dispel Magic/Psi/Innate/Radioactive
1M: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M: Fear (save vs. spell at -LVL); Fumble (save vs. spell at -LVL)
1M: Fear I+ (Scare+): Target loses 1P+1M action (no save)
1M: Fire Generation: 2*LVL*LVL Fire damage (1 group, no save)
1M: Fire Maze (Spell save)
1M: Gravity Decrease: Increase gravity in room or object/person by LVL G's (x1 Special)
1M: Gravity Increase: Decrease gravity in room or object/person by LVL G's (x1 Special)
1M: Half Pain: Take half damage from one person for 1t
1M: Hard Radiation: LVL*LVL+2 Radiation damage and LVL+2 Con damage (1 group, no save)
1M: High Frequency Sample or Wild Surge
1M: High-Frequency Sample: Generate a High-Frequency Sampler major effect
1M: Ice Production: (LVL+2)*(LVL+2) ice dmg to one target (no save)
1M: Inertial Barrier
1M: Innate Trigger: Contingency for 2 innate powers
1M: Intellect Annihilation: 1 target: -4d6 Int (no save) and insane (save at -LVL)
1M: Ironskins (20), self
1M: Light Emission: LVL*LVL Light damage (no save) and LVL instances of blindness (save)
1M: Locate Object or Person
1M: LVLd(2*LVL) cold dmg (area, save:½, IR)
Custom Race Abilities (÷2)
1M: LVLd(2*LVL) fire dmg (area, save:½, IR)
1M: Magnetic Ctrl: Force Bolt: 1 target: LVLd100 dmg (save:0)
1M: Mind Blast: 3*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save at -10), P actions (Will save at -5), or M actions (Will save)
1M: Pass Wall
1M: Plane Shift
1M: Psi Bolt: 1 target: LVLd12 telekinetic dmg (no save)
1M: Psi Shield: Pick Physical, Magic, or Psi: 20*LVL hp shield
1M: Rainbow Silver effect
1M: Raise Dead
1M: Rust Metal
1M: Sonic Generation: 2*LVL*LVL Sound damage (no save) and LVL instances of deafness (save)
1M: Spiritual Drain: Target loses 2*LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Stoneskins (30), self
1M: Storm Cloud: Rain/thunder, all in group take 3dLVL mini 1-pt. lightning bolts per segment
1M: Summon a DL=LVL/2+2 Alien
1M: Summon a DL=LVL/2+2 Animal
1M: Summon a DL=LVL/2+2 Arctic
1M: Summon a DL=LVL/2+2 Beholder
1M: Summon a DL=LVL/2+2 Cloud
1M: Summon a DL=LVL/2+2 Cthulhoid Horror
1M: Summon a DL=LVL/2+2 Dragon
1M: Summon a DL=LVL/2+2 Eelemental
1M: Summon a DL=LVL/2+2 Elemental
1M: Summon a DL=LVL/2+2 Faerie
1M: Summon a DL=LVL/2+2 Far Realm
1M: Summon a DL=LVL/2+2 Giant
1M: Summon a DL=LVL/2+2 Golem
1M: Summon a DL=LVL/2+2 Hound
1M: Summon a DL=LVL/2+2 Humanoid
1M: Summon a DL=LVL/2+2 Immortal
1M: Summon a DL=LVL/2+2 Inner Planar
1M: Summon a DL=LVL/2+2 Insect
1M: Summon a DL=LVL/2+2 Leech
1M: Summon a DL=LVL/2+2 Lycanthrope
1M: Summon a DL=LVL/2+2 Mind Flayer World
1M: Summon a DL=LVL/2+2 Mutant
1M: Summon a DL=LVL/2+2 Nightmare Dimension
1M: Summon a DL=LVL/2+2 NPC
1M: Summon a DL=LVL/2+2 Ooze
1M: Summon a DL=LVL/2+2 Outer
1M: Summon a DL=LVL/2+2 Plant
1M: Summon a DL=LVL/2+2 Psionic
1M: Summon a DL=LVL/2+2 Rakshasa World
1M: Summon a DL=LVL/2+2 Reptile

Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
1M: Summon a DL=LVL/2+2 Space
1M: Summon a DL=LVL/2+2 Spirit of the Land
1M: Summon a DL=LVL/2+2 Tarrasque World
1M: Summon a DL=LVL/2+2 Technological
1M: Summon a DL=LVL/2+2 Undead
1M: Summon a DL=LVL/2+2 Unlive
1M: Summon a DL=LVL/2+2 Virus
1M: Summon a DL=LVL/2+2 Water
1M: Summon a DL=LVL/2+2 Weird
1M: Summon a DL=LVL/2+2 Wurm
1M: Summon a Wood Elemental: AC 50, hp 160, #Att 3/1, TH +40, dmg 40
1M: Summon an Astral Construct III
1M: Summon an Astral Construct of DL=1d4
1M: Summon two Plant Elementals: AC 30, hp 30, #Att 2/1, TH +20, dmg 20
1M: Target takes LVLd6 Chr dmg (no save)
1M: Target takes LVLd6 Int dmg (no save)
1M: Target takes LVLd6 Wis dmg (no save)
1M: Target takes LVLd8 Chr dmg (save:½)
1M: Target takes LVLd8 Int dmg (save:½)
1M: Target takes LVLd8 Wis dmg (save:½)
1M: Telekinesis Shield: 20*LVL hp shield vs. physical,energy,TK
1M: Teleport Other Away (RSW save)
1M: Teleport Without Error
1M: Tenser's Transformation
1M: Trirestoration: Fix 1 effect that was dispelled within last r
1N, 1/d: Self-Sacrifice: All others can Escape but you are left behind
1N, 1/r: Tempus F-U
1P, take 2*LVL damage: Deal 30*LVL dmg to one target (IR, no save)
1P, take LVL damage: Deal 25*LVL dmg to one target (IR, no save)
1P: Bomb: LVL*LVL explosion dmg to your group (hole in the middle, no save)
1P: Deal 20*LVL dmg to one target (IR, no save)
1P: Degenerator: Remove all regeneration sources on target (no save)
1P: Loss of Limb: Target is sharped (no save)
1P: Polymorph Object
1P: Target takes LVLd6 Con dmg (no save)
1P: Target takes LVLd6 Dex dmg (no save)
1P: Target takes LVLd6 Str dmg (no save)
1P: Target takes LVLd8 Con dmg (save:½)
1P: Target takes LVLd8 Dex dmg (save:½)
1P: Target takes LVLd8 Str dmg (save:½)
1P: Wall of Force (non-solid version)
1S: Slay Living (one target, PPD save, 10 dmg if make save)
1V: Avenge: Choose a target, you deal double weapon damage to that target this combat
1V: Create a random trap (only enemies trigger it)
1V: Dimension Swap: You and ally or two allies switch positions.
Custom Race Abilities (÷2)
1V: Dispel Exhaustion: Target heals 50% of damage taken
1V: Effect, weapon, or person is resisted using NR for 1 turn
1V: Entangle
1V: Find/Remove Specials at LVL*30%
1V: Find/Remove Traps at 30+LVL*30%
1V: Find/Remove Tricks at 20+LVL*30%
1V: Meld into Shadows or Mirrors
1V: Move an effect from target to yourself
1V: People's Bless: One die roll within 1 round is adjusted as you wish (max of +/-LVL).
1V: Phase in or out. Phased out is +30 AC, +3 wpn to hit you, cannot do things physically
1V: Polymorph Self
1V: Premature Trigger: Set off someone else's trigger prematurely (no save, ER resists)
1V: Restoration
1V: Taunt a group
1V: Telekinesis (LVL*20' falling dmg, assuming size M)
1V: Teleport
1V: Transport via Plants
2F: Mordenkainen's Disjunction (as spell)
2V: Become Energy: Move at light speed, immune phys.attack
2V: Find/Remove Specials at 30+LVL*30%
2V: Find/Remove Terrain Features at LVL*25%
2V: Find/Remove Traps at 50+LVL*30%
2V: Find/Remove Tricks at 40+LVL*30%
AC and TH +5 vs. "giant-class" or one broad monster type
AC and TH +6 vs. "giant-class" or one broad monster type
AC and TH +7 vs. "giant-class" or one broad monster type
AC and TH +8 vs. "giant-class" or one broad monster type
Actions +1F
Actions +1QM
Actions +1QP
Actions +1QS
Actions +2M
Actions +2P
Actions +2QV
Actions +2QZ
Actions +2S
Actions +3A
Actions +3V
Actions +4V
Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.)
Adaptive shield (DR and SR 6*N/-, N=# times hit by an effect)
Add 1 to your offense or defense multiplier
Add Chr bonus to any one progression; Can use simplified Wis bonus with it
Add Con bonus to any one progression; Can use simplified Wis bonus with it
Add Dex bonus to any one progression; Can use simplified Wis bonus with it

Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Add Immunity (LVL times): Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Int bonus to any one progression; Can use simplified Wis bonus with it
Add Str bonus to any one progression; Can use simplified Wis bonus with it
Add Wis bonus to any one progression; Can use simplified Wis bonus with it
aER 21*LVL%
aER 65%
aIR 23*LVL%
aIR 85%
Air Walk cont.
Airy Water 10'r cont.
All Priest classes use Templar XP table
All Psionicist classes use Psi18 XP table
All Rogue classes use Monk1 XP table
All Warrior classes use Paladin XP table
All Wizard classes use Elf0 XP table
aMR 25*LVL%
aMR 95%
Animal Friendship and Anti-Animal Shell continuous
aNR 21*LVL%
aNR 75%
Any level 1-2 Rogue ability (20*LVL pts.)
Arms +1, it is in a new "group" of arms
Arquebus and tech guns cost 1/10 normal cost
aRR 100%
aRR 26*LVL%
Astral Perception; 1M: Astral Projection for 1t
Astral Projection (copy Int->Str, Wis->Dex, Chr->Con)
aWR 22*LVL%
aWR 80%
Backstab x3
Bite 1d12 dmg
Bite 1d12 dmg + slow 1d10 r (save)
Bite 1d16 dmg (Vile)
Bite 1d20 dmg
Bite 1d4 dmg + Lycanthropy
Bite 1d6 dmg + poison (death/0)
Bite 1d8 dmg (Vampiric Regen.)
Bite 1d8 dmg + disease (PPD save)
Blindfighting; Cannot be backstabbed
Blink Wounding cont. (can blink away after first melee hit on you)
Breath: Abyssal Water [Water+Chaos+Imprison.] (1/3r or 3/d, =hp); Immune Abyssal Water
Breath: Adamantite [Mithril+Positive] (1/3r or 3/d, =hp); Immune Adamantite
Breath: Aether [Composite+Holy] (1/3r or 3/d, =hp); Immune Aether
Breath: Aexus [Chaos+Anti-Time] (1/3r or 3/d, =hp); Immune Aexus
Breath: Animation [Force+Positive] (1/3r or 3/d, =hp); Immune Animation
Custom Race Abilities (÷2)
Breath: Annihilation (1/3r or 3/d, =hp); Immune Annihilation
Breath: Anti-Ice (1/3r or 3/d, =hp); Immune Anti-Ice
Breath: Anti-Loop (1/3r or 3/d, =hp); Immune Anti-Loop
Breath: Anti-Time (1/3r or 3/d, =hp); Immune Anti-Time
Breath: Black Pudding (1/3r or 3/d, =hp); Immune Black Pudding
Breath: Bose-Einstein Condensate (1/3r or 3/d, =hp); Immune Bose-Einstein Condensate
Breath: Chromatic [Tempest+Neg.] (1/3r or 3/d, =hp); Immune Chromatic
Breath: Colorpool [Water+Magic+Conduit] (1/3r or 3/d, =hp); Immune Colorpool
Breath: Conduit (1/3r or 3/d, =hp); Immune Conduit
Breath: Coral (1/3r or 3/d, =hp); Immune Coral
Breath: Creation (1/3r or 3/d, =hp); Immune Creation
Breath: Crystal Ooze (1/3r or 3/d, =hp); Immune Crystal Ooze
Breath: Dark Matter (1/3r or 3/d, =hp); Immune Dark Matter
Breath: Degenerate Matter (1/3r or 3/d, =hp); Immune Degenerate Matter
Breath: Diamond [Earth+Gravity] (1/3r or 3/d, =hp); Immune Diamond
Breath: Disintegration [Force+Neg.] (1/3r or 3/d, =hp); Immune Disintegration
Breath: Eelectricity (1/3r or 3/d, =hp); Immune Eelectricity
Breath: Eldritchiron [Iron+Holy+Shad.] (1/3r or 3/d, =hp); Immune Eldritchiron
Breath: Electric / Electricity (1/3r or 3/d, =hp); Immune Electric / Electricity
Breath: Explodium (1/3r or 3/d, =hp); Immune Explodium
Breath: Fermionic Condensate (1/3r or 3/d, =hp); Immune Fermionic Condensate
Breath: Flubber (1/3r or 3/d, =hp); Immune Flubber
Breath: Fluffiness (1/3r or 3/d, =hp); Immune Fluffiness
Breath: Forbiddance [Air+Holy] (1/3r or 3/d, =hp); Immune Forbiddance
Breath: Force [Air+Magic] (1/3r or 3/d, =hp); Immune Force
Breath: Gluon Ball (1/3r or 3/d, =hp); Immune Gluon Ball
Breath: Grape Jelly (1/3r or 3/d, =hp); Immune Grape Jelly
Breath: Grave [Earth+Holy] (1/3r or 3/d, =hp); Immune Grave
Breath: Grave Ooze (1/3r or 3/d, =hp); Immune Grave Ooze
Breath: Gravity (1/3r or 3/d, =hp); Immune Gravity
Breath: Gray Goo (1/3r or 3/d, =hp); Immune Gray Goo
Breath: Green Slime (1/3r or 3/d, =hp); Immune Green Slime
Breath: Harming [Magic+Negative] (1/3r or 3/d, =hp); Immune Harming
Breath: Healing [Magic+Positive] (1/3r or 3/d, *HEALING*=hp); Immune Healing (or reverse)
Breath: Heaveniron [Iron+Holy+Pos.] (1/3r or 3/d, =hp); Immune Heaveniron
Breath: Helliron [Iron+Holy+Neg.] (1/3r or 3/d, =hp); Immune Helliron
Breath: Higgs Boson Ball (1/3r or 3/d, =hp); Immune Higgs Boson Ball
Breath: Hole / Anti-Hole (1/3r or 3/d, =hp); Immune Hole / Anti-Hole
Breath: Holy Water [Water+Holy] (1/3r or 3/d, =hp); Immune Holy Water
Breath: Ice-9 (1/3r or 3/d, =hp); Immune Ice-9
Breath: Imprisonment, Freedom (1/3r or 3/d, =hp); Immune Imprisonment, Freedom
Breath: Lava Ooze (1/3r or 3/d, =hp); Immune Lava Ooze
Breath: Loop / Looporal (1/3r or 3/d, =hp); Immune Loop / Looporal
Breath: Maggot Ooze (1/3r or 3/d, =hp); Immune Maggot Ooze
Breath: Marble Pudding (1/3r or 3/d, =hp); Immune Marble Pudding

Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
Breath: Mercurial Slime (1/3r or 3/d, =hp); Immune Mercurial Slime
Breath: Mithril [Metal+Magic] (1/3r or 3/d, =hp); Immune Mithril
Breath: Moray (1/3r or 3/d, =hp); Immune Moray
Breath: Mustard Jelly (1/3r or 3/d, =hp); Immune Mustard Jelly
Breath: Nether [Holy+Magic+Neg.] (1/3r or 3/d, =hp); Immune Nether
Breath: Nexus [Chaos+Time] (1/3r or 3/d, =hp); Immune Nexus
Breath: Olive Slime (1/3r or 3/d, =hp); Immune Olive Slime
Breath: Pink (1/3r or 3/d, =hp); Immune Pink
Breath: Prismatic [Tempest+Pos.] (1/3r or 3/d, =hp); Immune Prismatic
Breath: Pyre [Fire+Holy] (1/3r or 3/d, =hp); Immune Pyre
Breath: Quark Matter (1/3r or 3/d, =hp); Immune Quark Matter
Breath: Quark-Gluon Plasma (1/3r or 3/d, =hp); Immune Quark-Gluon Plasma
Breath: Rainbow Silver [Rainbow+Silver+Anti-Psi] (1/3r or 3/d, =hp); Immune Rainbow Silver
Breath: Russet Mold (1/3r or 3/d, =hp); Immune Russet Mold
Breath: Shadow Ooze (1/3r or 3/d, =hp); Immune Shadow Ooze
Breath: Silver Slime (1/3r or 3/d, =hp); Immune Silver Slime
Breath: Solid Neutronium [Gravity+Any Chem+Conduit] (1/3r or 3/d, =hp); Immune Solid Neutronium
Breath: Spirit [Holy+Magic+Pos.] (1/3r or 3/d, =hp); Immune Spirit
Breath: Strange Matter (1/3r or 3/d, =hp); Immune Strange Matter
Breath: Stun Jelly (1/3r or 3/d, =hp); Immune Stun Jelly
Breath: Symbiotic Jelly (1/3r or 3/d, =hp); Immune Symbiotic Jelly
Breath: Tempest [Composite+Magic] (1/3r or 3/d, =hp); Immune Tempest
Breath: The Nothing [Anti-Psi+Void] (1/3r or 3/d, =hp); Immune The Nothing
Breath: Time / Temporal (1/3r or 3/d, =hp); Immune Time / Temporal
Breath: Uru (1/3r or 3/d, =hp); Immune Uru
Breath: Vibranium [Vibration+Disintegration] (1/3r or 3/d, =hp); Immune Vibranium
Breath: Void (1/3r or 3/d, =hp); Immune Void
Breath: Voidstone (1/3r or 3/d, =hp); Immune Voidstone
Breath: Volatile Promethium (1/3r or 3/d, =hp); Immune Volatile Promethium
Can "narrow salvo" attacks (one 1d20 result for all attacks, even against different enemies in same P action)
Can always wield one size G weapon, regardless of Str score
Can always wield one size H and one size L weapon, regardless of Str score
Can always wield two size H weapons, regardless of Str score
Can buy guns off of the Demolitionist/Musketeer tables at ÷(LVL+2)
Can do 1 attack on segment 0
Can do 2 for 1 trading for ability scores (instead of 3 for 1)
Can drink potions or eat goodberries without spending 1V (must be conscious)
Can go ethereal (AC +20, cannot affect things physically)
Can have 3 "Armor" spells on self
Can have 3 "Haste" spells on self
Can have LVL Psi8 items with TechL=LVL
Can have three of the same summon
Can have wild talent, no effect on XP bonus from classedness
Can use (but doesn't get) an additional M action per segment
Can use (but doesn't get) an additional P action per segment
Custom Race Abilities (÷2)
Can use (but doesn't get) an additional V action per segment
Can use/make Tech items as if 3 TL lower
Cannot have any senses blinded
CL +3 with psionics
CL +3 with spells
CL +4 with psionics
CL +4 with spells
CL +5 with spells
CL/ML toggle: +1 ML, -2 CL (unlimited)
Clairaudience cont.
Clairvoyance cont.
Class VI/Esper-Blind; iPR 100%
Claw natural "16"+ TH: Hug +3d12 dmg
Claw natural "17"+ TH: Hug +6d12 dmg
Claw/Claw 1d6/1d6
Claw/Claw 1d8/1d8
Claw/Claw/Horn/Tail 1d8/1d8/2d12/2d8
Claw/Claw/Tail 1d6/1d6/1d4
Claw/Claw/Tail 1d8/1d8/1d12
Claws 1d12 + paralyzation 2d10 r (PPD save)
Claws 1d12 dmg (Vile)
Claws 1d8 dmg + Str loss (1d4+2, no save)
Claws 2d8 dmg
Claws/Bite 1d12/1d20 dmg
Claws/Bite 1d8 dmg
Claws/Bite 2d12 dmg
Cloak of Oblivion: Pick any two specific spell or psionic powers. You are immune to them.
ColdR 25
Commotion Resistance: +CL*15% RR; Immune own effects; Immune Wild Surges
Confusion shield (whoever hits you saves or is Confused)
Considered additional +3 weapon to hit
Cosmic Awareness cont.
CR 115%
CR 29*LVL%
CR 55+20*LVL%
Cthulhoid Aura: You look like a cthulhoid beast, gaze to fear (save vs. Will)
Darkness 10'r cont.
Detect Evil, Illusion, Invisibility, Lie, Magic, Traps
Detect Invis/Hidden/Evil/Good cont.
Detect Lie cont.
Detect Magic/Psi cont.
Detect Metal/Gems
Detect Traps cont.
Dex-based Rogue abilities +50%
Dex-based Rogue abilities +60%

Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Dex-based Rogue abilities +70%
Dial-a-Breath Element (<): You can use any element with E factor less than your normal breath.
dmg +LVL*2 with 1 weapon type
Do not die until below -1000 hp (still unconscious at -1 hp though)
Does not check for "?" marks or Wandering Monsters in dungeon
Double Displaced (1st and 2nd attacks miss, +4 AC)
Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
DR (LVL*15)/(+LVL)
DR (LVL*2)/–
DR (LVL*5)/(+LVL*2)
DR 15/+4
DR 2/-
DR 20/+3
DR 30/+2
DR 50/+1
DT 120-LVL*4 (Damage Threshold)
DT 50 (Damage Threshold)
Dust Aura: Enemies in your group takes LVL*2 dust dmg /s (no save)
Each level can get +2 Str, -1 Dex, +2 Con, -1 Int
Each time a creature dies in your group, gain 2 temporary hp (not beyond max)
Each time you hit with a melee attack, target loses LVL*2 SL's in memorization
Each time you kill someone, get their DL*DL*2 in current hp (can go beyond max, lasts only 1r)
Eagle Eye Vision
Effects Resistance: +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Ego Shield: Immune to Mental Attacks; Undetect. Lie
ElectricityR 25
Energy Adaptation, Specified: Gain resistance 20 against one energy type.
Energy Command: Pick an element, you double resist it
Energy Conversion: 0: Convert an element in an effect to another element (max E = LVL/2+1)
ER 23*LVL%
ER 85%
Ethereal Perception; 1M: Ethereal Projection for 1t
Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr)
Eye's M: Evil Eye: Target's AC becomes 66-LVL^2 (no save) for 1r
Far Sight
Feather Fall cont.
Feats +4
Feats +5
Feats +6
Fists 1d12 dmg
Fists 1d16 dmg
Fists 1d20 dmg
Flash Defense: Immune to getting your senses blinded
Flying 12" (zero)
Flying 24" (A)
Custom Race Abilities (÷2)
Flying 24" (AA)
Flying 24" (B)
Flying 36" (A)
Flying 48" (B)
Flying 60" (C)
Flying 72" (D)
Flying LVL*6" (A)
Force Field vs. Power Manipulation: ER 50%
Force Field vs. Vampirism: aNR 50% (including energy and stat drains)
Free Action
Free Action, Immune Disease
Free wild talent in Psi1, Psi2, or Psi3
Free Wild Talent in Psi23
Free wild talent in Psi7 (Undead psi.)
Free Wild Talent in Psi8
Free Wild Talents in Psi5 and Psi10
Gaze Reflection
Gaze: blind (save)
Gaze: charm (save)
Gaze: Fear (area, save)
Gaze: petrify (save)
Get +2 DL whenever you summon a Golem
Get +2 monsters whenever you summon an Insect
Get a "Level 9:" ability in one class at Level 4 instead
Get compensated items like the NPC
Get two attacks of opportunity whenever someone joins your group
Gets +LVL segments per round
Golem Form: Amber: Tracking/Trailing prof.; Clairnasience; Detect Invis. cont.
Golem Form: Clay: Unarmed damage you deal can be cured only by a CL=17+ Heal spell (or better)
Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
Golem Form: Glass: Improved Invis.; 1M: Prismatic Spray your group (hole in the middle)
Golem Form: Juggernaut: +12" move rate; 1V, charging: 10d10 dmg to one target
Golem Form: Maggot: Immune insects, edged weapons, piercing weapons; Cannot hold weapons
Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
Golem Form: Metagolem: Immune lightning; 1M: Fireball; 1M: Major Missile
Golem Form: Mithral: Immune innates; +1Q0 action /r
Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
Golem Form: Rock: Resist earth; Any weapon that hits you saves vs. crushing blow or destroyed
Golem Form: Ruby: set Str 20+LVL; Immune Priest magic
Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
gp +140*S per reset

Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
gp +2*4^S per reset
gp +20*3^S per reset
gp +35*2^S per reset
GR 15+15*LVL%
GR 50%
Hair's P: 1d4 dmg + Poison (save, death/20) + Petrification (save)
Half of dmg you do (physical or magic) is Vile
Hand-to-Hand Resistance: +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Hard Resistance to Radiation: Immune radiation and psi frequencies divisible by 9
HD type: Add +0d+4: Add 4 to HD types
HD type: Add +1d+0: Add 1 to number of HD per level
Head butt 2d12 dmg
Heads +2
Hear Noise 200%
Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal 2*LVL heat dmg to one target (no save)
Hide in Natural Surroundings 100%
Hold All Stats
Hold Life, All Stats
Hold Life: Immune to XP/Stat Drain; Immune Aging
Hold M Actions, M actions cannot be locked down for you
Hold P Actions, P actions cannot be locked down for you
Hold V Actions, V actions cannot be locked down for you
Holy Fire Shield (cont.; 100% back)
hp *1.5: Multiply hp by 1.5
Hyperflight: +LVL AC, Fly at 100*LVL" rate, Pro.Vacuum
Hyper-Invention: nM: Create a TechL=n object (max n=7) (see [Q8], can have at most LVL of these objects)
iCR 110%
Ignore effects that do less than LVL*5 dmg
Ignore skins of all kinds
iGR LVL*13%
Immune Acid (Fire+Water)
Immune Acid, Poison
Immune Acid, Slimes
Immune Aging, Disease
Immune Air
Immune Air (and Holy/Unholy variants)
Immune Alcohol (Air+Fire+Water)
Immune Annihilation, Clone-Insane, Set, Truename Erased
Immune Annihilation, Time
Immune Anti-Technological effects
Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Immune Chaos & Unholy
Immune Charm, Sharpness, Sleep, Vorpal
Immune Cold (Air+Water)
Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice
Custom Race Abilities (÷2)
Immune Colorless Fire
Immune Coma, Dominate, Ego, Enrage, Hold, Insanity
Immune Composite (Air+Ear+Fir+Wat)
Immune Earth
Immune Earth (and Holy/Unholy variants)
Immune Extract, Silver Cord Cut, Truename Erased
Immune falling damage, TK
Immune Fear
Immune Fire
Immune Fire (and Holy/Unholy variants)
Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire
Immune Flesh
Immune Flesh
Immune Fungus/Seaweed(Wood+Wat)
Immune Glass (Air+Earth+Water)
Immune Heat / Warmth (Air+Fire)
Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
Immune Incursion, Pixelation, Truename Erased, Written Out of Time
Immune Insanity
Immune Invisibility and Illusions w/o solid component
Immune level loss, Imprisonment, Death spells
Immune Life Drain, Death spells, Disintegrate, positive energy
Immune Lightning
Immune Magma / Lava (Earth+Fire)
Immune Maze, Binding, Imprisonment
Immune Metal (Earth+Fire+Water)
Immune Natural effects, Wood
Immune Ooze / Mud (Earth+Water)
Immune Ooze/Slime/Mold
Immune Original Time
Immune Original Time
Immune Overbear
Immune Paralysis
Immune Paralysis, Stun, Hold, etc.
Immune Poison
Immune Poison
Immune Poison/Drugs
Immune Punomancy, Vorpal
Immune Shards (Air+Earth)
Immune Sleep
Immune Snares/Traps
Immune Sound
Immune Sound (Air+Earth+Fire)
Immune spells SL≤3
Immune spells SL≤4

Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Immune Thorns/Thicket (Wood+Earth)
Immune to Alley Effect
Immune to Annihilated
Immune to Anti-stats (Negative stat zones)
Immune to As You Are
Immune to Clone-Insanity
Immune to Coma
Immune to Confusion
Immune to Crapped
Immune to Crapulence
Immune to Destructed (reverse Resurrected)
Immune to DNA Scrambled
Immune to Domination
Immune to Down a Hole (unless you do a Down a Hole offense yourself)
Immune to Draining the MF
Immune to Draining the PF
Immune to Draining the TF or LoopF
Immune to Dust of Disappearance
Immune to Ego-Domination
Immune to Erased Forwards and Backwards in Time
Immune to Extract
Immune to Familiars' immunities
Immune to Feebleminded
Immune to Head Blown Off
Immune to Imprisonment
Immune to Lycanthropy
Immune to Magic Jar/Possessed
Immune to pain, stun (not capital "S"), torture
Immune to Pawned
Immune to Pixelated
Immune to Plants, Death spells, level loss, negative/positive energy
Immune to Quest/Geas
Immune to Set
Immune to shifts in gravity, reverse gravity, telekinesis
Immune to Summoning Sickness
Immune to Summoning Sickness
Immune to Taunt
Immune to Time Stop/Temporal Stasis
Immune to Truename Dominated
Immune to Truename Erased
Immune to Twilight
Immune to Your effects being Countered
Immune Vampiric
Immune Water
Immune Water (and Holy/Unholy variants)
Custom Race Abilities (÷2)
Immune Wild Magic, Chaos, Black Ice, Conf.
Immune Wood
Immune Wood
Immunity to critical hits
Improved Invisibility cont.
Insens. to Psychic Imp.: Resist Psionics; Resist Anti-Psionics
Int-based Rogue abilities +40%
Int-based Rogue abilities +50%
Intermediate Chr bonus: bonus = (stat-13)*3/2, no max
Intermediate Con bonus: bonus = (stat-13)*3/2, no max
Intermediate Dex bonus: bonus = (stat-13)*3/2, no max
Intermediate Int bonus: bonus = (stat-13)*3/2, no max
Intermediate Str bonus: bonus = (stat-13)*3/2, no max
Intermediate Wis bonus: bonus = (stat-13)*3/2, no max
Invisibility cont.
IR 25*LVL%
IR 35+16*LVL%
IR 95%
Iron Will: 0, 1/s: One effect that's hitting you is delayed for LVL s (it will still resolve even if the caster is dropped)
Iron Will: Can fully act up to -20 hp; Can act up to -30 hp
iWER LVL*18%
Jump at will
Kits +3
Kits +4
Knockback Resistance: Take -20*LVL' less from TK/Push effects
Know Alignment cont.
Languages +LVL*3
Larva Fix: Consume 1 larva to Capital F Fix and restore PSPs
Laser Vision: Can see in dark; ½M: Laser Beam LVLd8 dmg (no save)
Legend Lore LVL*25%
Legs +2, it is in a new "group" of legs
Life Support, Immune Heat/Cold: Immune Heat/Cold
Life Support, Immune Vacuum: Immune Vacuum and High Pressure
Limited Barbarian Chr bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Con bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Dex bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Int bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Str bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Wis bonus: bonus = (stat-14)*2, max = +22
Loop Lore
Luckstone
MDeflection 95% (on 50% or less it Reflects)
Mimic: 0, 1/r: Fork a spell level 0 to LVL/2 effect
Mind Block: Can't be mentally targetted; auto make Will/Mental saves; can't be scryed
Mind Over Matter: Stay conscious (and offensive) for up to LVL/2 segments after being reduced below -10 hp

Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
Missile Deflection: Deflect 2 missiles per P attack
ML +2 with one Priest prog.
ML +2 with one Psi. prog.
ML +2 with one Wizard prog.
Money *1.5: How much money you get in dungeon is multiplied by 1.5 (only affects you, not whole party)
Mouth's P: Spit poison 1 target (death/40)
Mouth's P: Spit poison LVL*20 dmg (1 target in your group, no save)
Move rate +12"; Improve turn mode letter by 1
Move rate +18"; +1V action
Move rate +24"
Move rate +6"; +1QZ action
Movement rate x3
MR 105%
MR 27*LVL%
MR 60+17*LVL%
MReflection (LVL*15)%
Multiply your TH and dmg rolls by enemy's multiplier; any AC>100 is 100 for you
Natural Attacks +d(+LVL*2) dmg
Natural Healing: 1V: Target is cured equal to his Con score in hp
Need not eat, drink, or breathe
Non-Detection cont.
Non-weapon Proficiencies +LVL*2
NR 25*LVL%
NR 95%
Null Field 9: All spells of SL 9 or higher don't work in 90'r (can turn this off)
Operate at up to -18 hp (even offensive)
Operate at up to -24 hp (even offensive)
Operate at up to -30 hp (even offensive)
Pass-Way: Can pass through any material or Wall spell (no harm)
Personality score x20; Immune to ego of x1 multiplier
Personality score x5; Immune to ego of x1 to x4 multiplier
Personality score x6; Immune to ego of x1 to x3 multiplier
Personality score x7; Immune to ego of x1 to x2 multiplier
Physical Manifestation: Have a spare body, 0: switch from one to the other
Pick LVL unusual materials to be immune to.
Pick Pockets (60+level*15)%
Platinum Angel: Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
Poison bite (+2*LVL^2 dmg)
PowR 36 (SR vs. psionics)
PR 100%
PR 26*LVL%
PR 60+16*LVL%
Priest progressions get +2 spells per SL
Priest progressions get additional Wis bonus; Can use Simplified Wis bonus
Psi. Freq. +2
Custom Race Abilities (÷2)
Psionic progressions get +2 powers per SL
Psionic progressions get additional Chr bonus; Can use Simplified Wis bonus
Psionic Regen 2 PSP/s
Psionic Regen all PSP/t
Punch 1d24 dmg + 2Con + Mummy Rot (-4 Chr /s, save)
Reflecting Pool cont.
Regenerate 5 hp /s
Regenerate 6 hp /s
Regenerate 7 hp /s
Regenerate 8 hp /s
Renewal: 0, 1/r: One target at negative hp is cured to 0 hp
Replacement: Ignore displacement; Ignore mirror images
Resistance Shift: Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR)
Reverse ESP: 0, 1/r: Target hears your thoughts and must save or insane.
Rogue points +10*LVL%
Rogue points +30*LVL
Rogue points +40*LVL
RR 110%
RR 28*LVL%
Saves +(Dex score)/2
Saves ++2
Saves +5
Saves +6
Saves +7
Saves +8
Shroud (Can't be targetted)
Simulacrum: 0: Redirect an effect targetting you to one of your summons
Size +1+1/3
Size +1+2/3
Size +2 full categories
Spare Silver Cord: Have an extra Silver Cord
Speak with Anyone
Special enemy (as Ranger)
Specialty Schools +2
Specialty Spheres (Grands) +2
Spectral Natural Fighting: Spectral Hand; no ill effects from punching/kicking things
Spell levels in one prog. +3*LVL
SR 37
Stay Conscious: You stay conscious up to -10-2*LVL*LVL hp (defensive acts only)
Steadiness: Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Str-based Rogue abilities +40%
Str-based Rogue abilities +50%
Stretching: Can attack (LVL+2)/3 groups per segment without actually entering their group
Stretching: Can melee up to 2*LVL people per round that aren't in your group
Sustain Chr

Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Sustain Con
Sustain Dex
Sustain Int
Sustain Str
Sustain Wis
Tail 1d12
Tails +2
Tail's P: Fire 1d8 spikes, each does 1d8 dmg (roll TH for each)
Take 1 dmg, 2/attack: Do +LVL dmg with an attack
TechL +2 with Psi8/16/24
TechR 22*LVL%
TechR 80%
Techskin: Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
Tentacles +3
Tentacles +4
TH +5 with 1 weapon type
TH +6 with 1 weapon type
TH +7 with 1 weapon type
TH +8 with 1 weapon type
Time/Reality/Loop Stability
Time/Space Anchor: Cannot be teleported
Touch 1d8+2 dmg + 2 Str
Touch ages 10d4 years (no save)
Touch drains 2 Wis (no save)
Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
Troll-like regen 3 hp/s
Custom Race Abilities (÷2)
Troll-like regen Con-5 hp/s
Troll-like regen LVL hp/s
Troll-like regeneration 4 hp /s
True Seeing cont.
True Sight
Turn Undead
Ultravision
Underwater Action
Visibility: Everything within 30'r is visible (counters hidden and Disappearance too)
Weapon Proficiencies +LVL*2
Wind Walk cont.
Wings +2 (Fly at Str*2")
Wizard progressions get +2 spells per SL
Wizard progressions get additional Int bonus; Can use Simplified Wis bonus
WR 24*LVL%
WR 90%
XR 40+15*LVL%
XR 75%
You do not use up charges on magic items (even potions)
You have the hindquarters of an animal (Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Your actions cannot be locked down
Your effects save @ -16; You shift blahR's using -LVL*5% instead of -(LVL-12)*5%
Your effects save @ -23
Your physical attack damage is Vile and causes Lycanthropy
Zombie Animation: +1 Revive slot; 1M: Animate a dead body as a Zombie with -1 DL

Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
#M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
[Aligned] Messiah: Same aligned beings will not attack you
[Energy] Absorption: One type of energy heals you
[Energy] Immunity: You are immune to one type of energy
+(LVL+1)/3 iAC
+(LVL+1)/3 ihp
+1 [X7] major
+1 [X7] minor
+1 11th in memorization in a Wizard group class (even if off right side of chart)
+1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
+1 CML (Concordant Memorization Level) and -2 LVL in one class {can reverse this}
+1 equip slot in every position
+1 ihp; +2 #Att; 1M: Cast any Ench/Charm spell of SL 1-10
+1 Luck (the ability score)
+1 CCL (Concordant Caster Level) in one class
+1 MF 30' r
+1 Psi frequency
+1 QOpp0 only for Atheist powers
+1 QX action
+1 size; Pro Evil
+1 Speciality Priest god (if you qualify)
+1 to Limit of # classes
+1 XP or +1 item XP /r
+10% XP in all your non-Concordant classes.
+10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+10*LVL iaMR that can't be ignored
+10*LVL iER & iaER that can't be ignored
+10*LVL iIR that can't be ignored
+10*LVL iMR that can't be ignored
+10*LVL iPR that can't be ignored
+10*LVL% iRR that can't be ignored
+10*LVL% iWR that can't be ignored
+100% XP; another +100% XP in Legend
+15' (half a "pencil length") reach with melee
+1F Action
+1QQX action
Custom Race Abilities (÷3)
+1QX action
+1X action
+2 Size; 6M,3P,4V,15 Psi11B mana: Target becomes a familiar of yours (!)
+2*LVL all non-Concordant memorization charts
+2*LVL to max # of actions
+20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+25*LVL set Con. Hold Con.
+25*LVL set Dex. Hold Dex.
+25*LVL set Str. Hold Str.
+2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r
+30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+5 levels in Psi6E or Demonologist; 1V: Remove an Immunity
+50% XP in one non-Concordant class
+6 levels in Lich; +3 levels in Villain; Attack as x9 creature
+6 levels in Psi6E or Demonologist; +4 limbs
+7 levels in Psi6E or Demonologist; x2 Nonweapons
+LVL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
+LVL "Level:" picks from Priest group of your HNLVL+LVL or lower.
+LVL 10th in memorization in a Wizard group class
+LVL C or QQZ actions
+LVL Full actions
+LVL infinitely Quick Opposing 0 (Zero) actions
+LVL MSaves (using the [X] section saving throw rules)
+LVL OppM or QQM actions
+LVL Opposing actions
+LVL Opposing actions.
+LVL OppV or QM actions
+LVL PSaves (using the [X] section saving throw rules)
+LVL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
+LVL QM actions
+LVL QOpp actions
+LVL QOppM or QQQM or X actions
+LVL QOppX actions or # segments per round
+LVL QP actions
+LVL QV actions
+LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ

Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
+LVL Research Points per reset (see [P12])
+LVL S actions
+LVL set Int. You may add LVL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
+LVL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +LVL.
+LVL Summon slots for Elementals. 1X: Summon a DL=10+LVL Elemental that you can comprehend and control.
+LVL to all stats
+LVL to HNCL (this counts for qualifying for Concordant classes)
+LVL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
+LVL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
+LVL*2 to your natural AT; your natural AT stacks with your armor's AT.
+LVL*2 weapon needed to hit you, this cannot be ignored.
+LVL*20% distributed among irrRMPIWR
+LVL^2 unarmed TH and damage, +LVL to # attacks unarmed, it is of an unusual element (can change with each punch)
+LVL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
+LVL-9 Specialty Priest picks. Can pick from any pantheon.
+Str Int; +Dex Wis; +Con Chr; Str=Dex=Con=0; Astral Projection
+CCL/2 isaves
+CCL/2 iTH
+CCL/2 X actions
+LVL/2 iAC
+LVL/2 idmg
+LVL/2 ihp
+LVL/2 QP actions (infinitely quick P actions)
+LVL/2 QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
0 action, 1/r: Cureall
0 action, 1/r: Reset
0, 1/r: Any 0th-4th level Wizard or Priest spell
0, 1/r: Any 0th-6th level Warrior or Monster spell
0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
0, 1/r: Any 1st-5th level Priest spell
0, 1/r: Any 1st-6th level Wizard spell
0, 1/r: Any 2nd-6th level Priest spell
0, 1/r: Any 2nd-7th level Wizard spell
0, 1/r: Any 3rd-7th level Priest spell
0, 1/r: Any 3rd-8th level Wizard spell
0, 1/r: Any 4th-8th level Priest spell
Custom Race Abilities (÷3)
0, 1/r: Any 4th-9th level Wizard spell
0, 1/r: Any 5th-10th level Wizard spell
0, 1/r: Any 5th-9th level Priest spell
0, 1/r: Any 6th-10th level Priest spell
0, 1/r: Any 6th-11th level Wizard spell
0, 1/r: Any 7th-11th level Priest spell
0, 1/r: Any 7th-12th level Wizard spell
0, 1/r: Any psionic grand
0, 1/r: Any psionic major
0, 1/r: Any psionic minor
0, 1/r: Any psionic super
0, 1/r: Causeall up to LVL creatures.
0, 1/r: Drop Time-Reality Stability on one target for 1 round
0, 1/r: Set up to LVL creatures.
0, 1/s: Choose LVL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/t: Counter an effect that targets you
0, 2*LVL/d: Dispel a Concordant effect
0, 2/reset: 1 minor familiar pick, use until next reset
0, LVL/d: Anti-Concordant Shell (0th-1st)
0, LVL/d: Anti-Concordant Shell (0th-3rd)
0, LVL/d: Anti-Concordant Shell (0th-5th)
0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
0, LVL/d: Halve hp on a creature with at least 1000 hp
0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
0, LVL/d: Target creature is not Time/Reality Stable
0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
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.
0,1/d: Lady's Smile or Remove Lady's Smile 800'r
0,1/r,even if Crapped: Remove Crapped
0,1/r: Lower all effects on you

Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
0,1/r: lvl*10 hp vs. Energy/Phys; 0,1/s: Dim Door; 0,1/s: TK lvl^3 lbs.
0,1/s: Be Immune to an Effect and *not* go down a hole; +1000 Rogue pts
0,1/s: TWE no summ sickness no parting shot; Immune Dimensional Effects
0,Lower Mult by 1: Target's Mult lowers by LVL
0,LVL/d: Avoid Fate of multiplier = LVL/3
0,LVL/d: Ignore someone's Immunity to something
0,LVL/d: Mental Fury or Counter a Mental Fury
0,LVL/d: One target gets -10*LVL% irrAllR
0,LVL/d: One target gets -10*LVL% irrBlahR (MPIRR)
0,LVL/d: Reset or Set (latter has No Resistance)
-0.5 to XP divisor (minimum 1)
0: 3*LVLd10 Colorless Fire dmg, vile, does indestructible hp dmg
0: Can trade a Legend SL N for N Legend SLs.
0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
0: Create Specials 5*LVL%
0: Create Traps 15*LVL%
0: Create Tricks 10*LVL%
0: Dispel Innate or Racial ability effect
0: Dispel Permanent Lady's Smile on one target
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).
0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
0: Lower all x1 effects on LVL^2 targets
0: Target gains a vulnerability to that element
0: Zero & Opposing actions cannot be used 800'r
½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
½bX: Cureall and Shapechange (self or other).
½X: Cureall self and Shapechange self.
-1 to XP divisor due to race (minimum 1).
1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
1/r: May convert 1M -> 2M only for spells & wands
1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
10*LVL% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
10*LVL% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
10*LVL% uMR (unadjustable MR, does shift, can't be lowered/halved)
10*LVL% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
Custom Race Abilities (÷3)
10*LVL% uWR (unadjustable WR, does shift, can't be lowered/halved)
10*LVL% uXR (unadjustable XR, does shift, can't be lowered/halved)
10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
10F: Destroy Plane you're in
10X, 30F, LVL/month: Invent a new E=4+LVL (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% RR; Dex becomes 18 (unless already better); Cannot be surprised; +2 saves
1F or 1X: Duplicate any level 0 Concordant spell
1F or 1X: Duplicate any level 1 Concordant spell
1F or 1X: Duplicate any level 2 Concordant spell
1F or 1X: Duplicate any level 3 Concordant spell
1F or 1X: Duplicate any level 4 Concordant spell
1F or 1X: Duplicate any level 5 Concordant spell
1F or 1X: Duplicate any level 6 Concordant spell
1F or 1X: Mental Fury
1F or 1X: Step Out of It
1F, 1/year: +LVL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
1F, 1/year: Multiply all your effects by LVL for 1 turn (once this is used this slot cannot be dropped for a year)
1F,1/h: Locate Person/Obj at any point in time
1F,1/h: Speak with Person at any point in time
1F: Pawn LVL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
1F: Sever Sentinel/Bug/Lich's power connection
1M (can borrow): Counter a Divine Intervention
1M (can borrow): Counter an Avoid Fate
1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
1M, (lich level)/d: Gain +10 XP
1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
1M, can borrow from future: Counter a Concordant or XR-based effect
1M, LVL/d: Avoid Fate at x(LVL/2)
1M, LVL/d: Capital O Object at x(LVL/2)
1M, LVL/d: Deal 1 idmg to a creature without ihp
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.)
1M, LVL/d: Divine Intervention
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).

Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
1M,1/d: Use Psi1/2/9/18 Super, PSPs=LVL*100
1M,1/reset: Reset
1M: A group gets -25*LVL set Con that ignores Sustain Con
1M: A group gets -25*LVL set Dex that ignores Sustain Dex
1M: A group gets -25*LVL set Str that ignores Sustain Str
1M: A group gets -LVL iAC
1M: A group gets -LVL idmg
1M: A group gets -LVL ihp
1M: A group gets -LVL isaves
1M: A group gets -LVL iTH
1M: A group gets -LVL QP actions (infinitely quick P actions)
1M: A group gets -LVL QV actions (infinitely quick V actions)
1M: A group gets -LVL X actions
1M: All x2 and lower effects on LVL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
1M: Annihilation 30' radius (save vs. PPD at -LVL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
1M: Annoy/Taunt a god (no resistance)
1M: Ask a God a Question (each god 1/reset)
1M: Banish Undead
1M: But wait, the other Villain over there FORGOT ONE SMALVL THING and he is Crapped and Slain. (only vs. Villains)
1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
1M: Contact Alternate Reality
1M: Contact Ultra Plane
1M: Control Undead
1M: Create Any x2 Monster
1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
1M: Disable all non-Conc classes 800'r
1M: Disable any # of Psi Freq 800'r (exc. 7/14)
1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
1M: Dispel Concordant Spell, 100% success
1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
Custom Race Abilities (÷3)
1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
1M: Duplicate magic/psi effect in area
1M: Grant Undead Status
1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
1M: LVLd60 dmg, E=LVL element, one target (no save, use XR to resist)
1M: Project Image Across Planes
1M: Raise or lower the Physical Factor (PF) of the area by LVL (min PF = 0, max PF = 10+LVL), even if current PF=0
1M: Raise or lower the Tech Level of an object by LVL (max Tech Level = 20+LVL*2)
1M: Reset
1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
1M: Target is Capital P Paralyzed (no save, use XR to resist)
1M: Target loses this segment's actions
1M: Target takes an Ego Domination attack with Ego=20*LVL (if he fails he is Dominated by you)
1M: Teleport to Alternate Reality
1M: Teleport to Ultra Plane
1M: Turn off all specialty priest abilities on target for 1 turn
1M: Unlimited Wish with no MF defiling; Attract Monsters
1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
1N, 1/r: Counterspell a non-Concordant effect.
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.
1P, touch: Gain intrinsic abilities & hp of slain monster permanently
1P: Target cannot use F, S, M, or Opp actions
1P: Target loses next segment of actions (No Resistance)
1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
1V, Eat a plant: Gain plant's max hp until next reset
1V: Lower all x1 effects on 1 target
1V: Lower all x2 effects on 1 target
1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
1V: Retroactively stop an action within last r
1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
1V: Swap bodies with target permanently
1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
1X, may borrow: Capital I Insist
1X, may borrow: Capital O Object

Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
1X: Capital I Insist (this can in turn be "Really Objected To").
1X: Capital O Object.
1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling LVL' r of that multiverse to match yours.
1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring LVL' r of that multiverse to its original state if that multiverse is suffering ill effects.
1X: Natural Reset one target.
1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
25% IR; Detect Good; Detect Magic; Regenerate 1 hp/r; 1/t: Invisibility; 1/d: Suggestion
25% PsiR; Detect Chaos; Detect Psi; 1/t: Poly Self to animal; 1/t: Invisibility; +4 saves
2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
3*LVL% inIR (irreducible, non-ignorable)
35% MR; +4 TH; Your attacks are poisoned (sleep 1d6 d); Detect Invisible; Camouflage
3M, 1/d: You suddenly see the FALVLACY in your MASTER PLAN and can ask the DM a question.
5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
8/lifetime, even when dead: Resurrect Self
A bonus of LVL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
A bonus of LVL in Racial Adjectives. You may pick more than one adjective per grouping.
Abilities as per Anti-Druid of half level
Abnormality (S): +2 arms, +2 legs, +2 wings, or +1 head
Accidently raise Pawn XP: 1 in 6 chance per reset of spending all your XP to Pawn class
Action Accel.: +1 OppM only for Psi(-7)
Adamantine Body: Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
Add 1 to number of HD per level in one Concordant class (+1d+0)
Add 2 to HD type per level in one Concordant class (+0d+2)
Add 2 to HD type per level in one Concordant class (+0d+2)
Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
Adjuration (S): Can summon a DL=LVL monster and control and understand it
All of your items are Indestructible.
All psi cost 0 action (limit = level/r)
Custom Race Abilities (÷3)
All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
All Rogue Abilities at 10*LVL%
All spell levels +1 in all memorizations
All spells cost 0 action (limit = level/r)
All spells cost 0 P actions; Material componenting does not cost 1 V action
All spells cost no P action to cast. No saves versus your effects
All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
All your effects have no save (incl. Scarab/Pro)
All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
All your innates cost 0 actions (limit = LVL/r).
All your Psi are range = same plane
All your psi cost 0 actions (limit = LVL/r).
All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
All your spells cost 0 actions (limit = LVL/r).
Alley effect LVL*10' r
Alter Reality: 0: Wish
Anaretic: Your attacks are Mordenkainen's Disjunction branded
Annihilation by touch (cannot be Avoid Fated)
Anti-Alley effect shell LVL*10' r
Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
Anti-Matter [Effect]: One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
Apostasy: You are unaffected by alignment based effects
Apport: All of your items have Instant Returning
Artifacts divide their ego by their multiplier when picked up by you
Asomatous: Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
Astro [Effect]: One of your effects have a LVL% chance to erase the being from history
Automake saves on natural 18-20
Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
Avoid Fate @ x6 multiplier, LVL/d
Backstorm +1 (you can Backstab twice per opportunity)
Become NPC: You become an NPC immediately.
Blood Strike: You can expend hit points to increase damage (max=LVL*LVL)

Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Breathe Crapulence; Immune all Ele incl. Crapulence; 3M: Target Crapped.
Burn (SL+1)^2 hp: Cast a level SL spell you know
Can 1 for 1 ability score trade in dungeon
Can attack familiars normally (even if immune)
Can combine Martial Arts & Specialization
Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
Can create custom class with no upper CXP limit
Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
Can instead use LVL/2 (round up) F actions /s
Can operate at negative hp (still dies normally)
Can spend N Priest spells in memorization to get N times the resultant effect.
Can target yourself N times for N times effect
Can trade 10000 hp into 1 ihp (as many times as you like)
Can trade 2V -> 1M action
Can trade M -> P actions
Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
Capital O Object @ x7 multiplier, LVL/d
Carapace: +HNCL AC
Casting multiple Wishes/Miracles doesn't harm MF
Change "Save" category of your Concordant class to 1½xConc
Change "Save" category of your Concordant class to 2xConc
Change "Save" category of your Concordant class to Conc
Change "To Hit" category of your Concordant class to 1½xConc
Change "To Hit" category of your Concordant class to 2xConc
Change "To Hit" category of your Concordant class to Conc
Chimerical: You can shapechange into two creatures simultaneously
Command: Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
Concordant-Based Anti-Spirit Resistance (caXR) = LVL*10% (shift downwards by 5% per Concordant LVL over 12)
Concordant-Based Spirit Resistance (cXR) = LVL*15% (shift downwards by 5% per Concordant LVL over 12)
Conduct effects through psi link
Conduct M actions through psi link
Considered x2 creature; Resist Weapon/Holy; +level AC; +level*3 dmg
Continuous Lady's Smile (you choose all your die rolls)
Convergent Effect: Can combine LVLs with other Concordant characters to increase an effect
Cosmic Consciousness: You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
Custom Race Abilities (÷3)
Cosmic Inspiration (S): 1X: Duplicate a 0th-4th level Divine3 spell
Cosmic Toughness: Hit Die become d100s (all classes)
Counter-strike: Gain an extra retaliatory attack for every time you are injured
Cunning Mind: +(Int bonus) TH
Cunning Soul: +(Int bonus) saves
Damage Reduction 100/+10
Dead Zone: You can create a zone of dead-magic (MF 0) that does not impede you
Death (capital S Slay) by touch
Defender 11: You defend as a x11 being (this effect cannot be dispelled/twisted)
Defender 5: You defend as a x5 being (this effect cannot be dispelled/twisted)
Defender 8: You defend as a x8 being (this effect cannot be dispelled/twisted)
Defense: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
Detect Artifacts; 1M: Legend Lore Artifact
Detect Divine Beings; 1M: Legend Lore Divine Being
Dispel Conc.: Dispel a Concordant effect
Distance Vision; Increase missile and spell ranges by 50%
Distant Gaze: Your gaze can expel targets from the plane
Divine Champion: Borrow an abilty from another deity (must be willing)
Divine Inspiration (S): 1X: Duplicate a 0th-2nd level Divine3 spell
Divine Sorcery: You can cast twice as many spells per day (non-Concordant)
Divine Toughness: Hit Dice becomes d20 (all classes)
DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Do 1P instead of 1 att when doing parting shot
Dominance: Foes with less than 1/4 your HNCL automatically fail their saves
Doppelganger: Shapechange into individuals, duplicating their innate/racial powers
Double School Robe in Wacky Balls
Double the memorization of 1 SL (one non-Concordant progression)
Double Wis bonus spells for Priest
Dragon Companion: Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
Drugs are considered elements for you; with E=(SL of the drug).
Duplicate a Level: ability of a non-Concordant class
Duplicate a Level: ability of a non-Concordant class
Duplicate the effects of one Psi7 power (Ultra or lower)
Dust/Disappearance; True Sight; Pass Wall; Hyperflight
Edifying Presence: Your presence forces an alignment change (save)
Ego Prot.: Artifacts divide their ego by their multiplier when picked up by you

Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
Enchanted Damage Induction: You are only affected by a weapons enchantment bonus
Engineering: Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
Equilibrium: All ability scores match your highest ability score (among the basic 6 stats)
Erase Truename by touch
Eternal Freedom: You are immune to spells and effects which impede movement
Eternal Night: x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
Evenhanded: Your unarmed attacks deal maximum damage
Everyone else within 100 yards (friendly or not) loses LVL to their number of segments per round, this may be "turned off".
Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
Excellent Vision; Detect Illusions and Traps 50% continuous (don't need to ask to use)
Extra Level (S): You gain an extra class level (non-Concordant)
Fire Shield; Ice Shield; Shock Shield; Holy Shield; all even vs. ranged
Force Field (S): You are protected by 50 hit point force field (re-raises every segment)
Fortuity (S): You gain a +1 Luck Bonus on all rolls
Free material componenting of Concordant spells, once per round.
Free wild talent in Psi72, PPs=200*LVL
Free wild talent in Psi81, PSPs=40*LVL, use ML=9+LVL in the Psi81 class.
Gaze: Life Trapping (as per Mirror)
Genocide: Kills all of a race on a single plane (can reduce area)
Get a (non-adjustable) saving throw of 21-LVL vs. Concordant spells
Get a mirrored set of XP (no modifiers, what's on the chalkboard) for Mini classes
Get double effect on your specialty priest abilities
Get LVL Resets per Reset (doesn't stack w/self)
Get normal resistance to things with "No Resist"
Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
Go Away: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Greater Dominance: Foes with less than 1/3 your hit die automatically fail their saves
Heavenly Mind: +(Chr bonus) TH
Heavenly Soul: +(Chr bonus) saves
Heavy-handed: You gain double your strength bonus to damage
Helm/Nav.: ¼V: Move from one group to another group within LVL feet
Hyperostosis: +HNCL*2 AC
Iatric [Effect]: The effect heals rather than injures (borrow an X action to cast this)
iaXR LVL*10% (iXR is irreducible anti-Spirit Resistance)
If spend an extra spell: Spell is x2 multiplier
Custom Race Abilities (÷3)
If spend double PSPs: Psi power is x2 multiplier
Ignore all forms of XP divisors.
Ignore non-racial immunity to fear, suggestion, possession, charm
Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
Imm Charm/Negative/Holy/Mental/Disease; divide unusual material cost by 1000
Immune Air/Earth/Fire/Water
Immune all inner elements
Immune AntiTime; 1V: Enter Alternate Reality; 1M: Time Stop no Resist
Immune Chemical Elements & Aging & Time
Immune Cold; 1P: Find the Path
Immune Cold; Immune Fire
Immune detrimental effects potions/liquids
Immune Down a Hole, Clone Insanity, Kill @ Birth
Immune Earth; Can trade 2V -> 1P action
Immune ego domination
Immune Ego/Domination of mult = to LVL or less
Immune Fire/Heat
Immune Fire; Double all dmg dealt and received
Immune Fire; True Sight; Flying
Immune Head Blown Off, slain, crapped, Extract
Immune Holy Fire
Immune Lightning
Immune Oozes/Slimes/Jellies
Immune Pixelation
Immune Poison
Immune Poison
Immune Slow/Stop
Immune Time; Time-Reality Stability; 1V: Time Travel; 1M: Duplicate Self
Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Immune to 1st-3rd level Conc spells (except Bug)
Immune to Action/Memory/Other Stealing
Immune to all x1 defenses (you affecting other people)
Immune to all x1 effects (things that affect you)
Immune to anything that gives a PP save

Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Immune to being put down a hole (this does not put you down the deeper hole)
Immune to Forbiddance Zones, Alignment Change, Opposition
Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
Immune to Hero level number of [C] section effects
Immune to Hold/Stun/Para/Summ.Sickness
Immune to Inner Elements
Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
Immune to LVL [C] section effects, even major ones are only 1 pick each
Immune to one effect in the [C] section.
Immune to Outer Elements
Immune to Pixelation LVL*10' radius (can selectively drop it or not affect some people)
Immune to Set, Slain, Crapped, As You Are
Immune to SL 0 to SL (LVL/3, round down) effects.
Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
Immune to x0 effects. Immune to x1 effects of SL 0 to LVL/2. Immune to x2 effects of SL 0 to LVL/5, round down.
Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
Immune to your actions being locked down
Immune Ultraplanar Beings; Defend as x9 creature
Immune Water; +F*4 TH vs. Psi-using (F=#Freq.)
Immune Water; x2 EPs (Psi10)
Immune x1 Insects
Immune x1-x2 Ego Domination; Resist Tech items
Immune x2 Insects and Bug spells
Imprisonment by touch
Improved Invis
Incursion by touch (2 successful touches = Loop Incursion)
Infinite Mini Class slots
Inner Eye: You always use the best possible dice roll (Lady's Smile)
Instability: Target creature is not Time/Reality Stable
Interdimensional: You have a 75% chance of avoiding any attack or spell
Iron Body: Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
iuEaXR LVL*5%; ixGR LVL%
iunWaWR LVL*5%
iunXR 5*LVL%
iXaXR LVL*5%
Custom Race Abilities (÷3)
iXR LVL*10% (iXR is irreducible Spirit Resistance)
Karmic [Effect]: An effect you do causes damage direct to experience points
L segments of talking: Hijack the level L follower of someone else, he becomes your follower
Learned Spell Immunity: Adapt to an opponents spells (immune to it after first time)
Legendary [Ability Score]: Single ability score doubled
Legendary Companion: Animal Companion gains Legendary Animal template
Lernaean on limbs (Max = double)
Lesser Apocalypse: Earthquake up to an entire continent (can reduce area), LVLd60 vile dmg (no save)
Limit of # classes = 6
Limit of 8 classes.
Lockdown All: Both you and a target get no actions; if you go below 0 hp this effect ends
Lockdown G actions continuous
Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Loop-Reality Stability
Lord of Blood: You gain the Vampire template
Lord of Bone: You gain the Lich template
Lord of Perfection: You gain the Paragon Template
Lord of the Skull: You gain the Demilich Template
Lose LVLd4 stat pts by touch
Luckstone; x2 P15Ps (Psi15)
-LVL actions of all types to everyone within LVL*10' r (no resistance)
LVL instances of the "Uncommoner3" class Level 1 ability (at DL X)
LVL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
LVL of your non-Conc classes are put to level 36
LVL*2% iGR; works even in section [X].
LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
Mask Undead status; Can't be turned
Match Alignment: Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
May use 2 missile weapons per set of arms
May use 2 sets natural attacks per set of arms
May use Psi2 Psionic Enchantments even if "Banhammered".
May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
May use Psi2 Psionic Enchantments, these cost no PSPs to use.
May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".

Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
May wear any number of items, your AT sources fully stack
Medic: 0, 1/r: Cureall
Mercurial: You cumulatively gain one extra attack per P action
MF Stability 10' r
MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
Mime Ability Score: You can copy one single ability score of an opponent
Mime Ability: You can copy one x0-x2 ability used against you per reset
Mime Spell: You can copy any non-Concordant spell used against you per reset
Miracle Progression: For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
Molymorph: You are immune to the attacks of any form you assume
Mouth's P: Breathe (any type); 1V: Escape; 1M: Divine Intervention 100%
Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR
Mouth's X: Pixelate a target (XR to resist)
Multidimensional (S): You can exist in two places at once
Multiply your hp by your multiplier
Need +LVL weapon to hit you
need +LVL/3 (round up) weapon to hit you
Negative Cold LVLd10 dmg by touch
NF, may borrow: Counter a level N Concordant ability.
Night Vision; Superior Hearing; +2 Wis
Night Vision; Superior Hearing; Detect Noise 100%
No action, LVL/d: Unlock actions that are locked down
No limit on sub-ability score "sleazing"
No time paradox/oddities while time travelling
Numinous: Anti-magic aura that does not impede your own magic
nuXR LVL*20% (non-ignorable unadjustable XR)
Omega [Effect]: One of your effects causes permanent hp damage
One "Level 36:" ability from a class (no downgrade)
One 0th-1st lvl Hero or Lich or Villain spell
One 1st-2nd lvl Hero or Lich or Villain spell
One 3rd-4th level Hero or Lich or Villain spell
One weak "Level 1:" ability from a class
Custom Race Abilities (÷3)
Opposing actions cannot be used within sight. (Drop this only at reset)
Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
Pawner lending you actions: +LVL A actions (1A?1V, 2A?1P, 3A?1M)
Pawner lending you psionics: 0, 1/r: +LVL
Pawner lending you spells: 0, 1/r: +LVL SLs in memorization
Pawner lending you XP: +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
Perfect Critical Multiplier: Your critical multiplier is quintipled
Perfect Critical: Your critical threat range is quintupled
Perfect Defence: iAC LVL
Perfect Disarm: Successful attacks deal damage and a disarm attempt
Perfect Summoning: Hit Dice of summoned creatures increases by 200%
Perfect Weapon Specialization: Always deal maximum damage with selected weapon
Pers.Combat: 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
Pick a plane, your home plane switches to that.
Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Planar Stable (immune to effects of being on another plane).
Polymath: Your non-Concordant class levels can be changed at will (you can shift XP around)
Priest spells (and material componenting) cost half the number of actions in LVL spheres.
Protection from Turning 100'r
Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Psionic: 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
Quivering Skin: Anyone touching you suffers the effects of the Quivering Palm
Quixotic: You can re-roll any dice roll (yours or friend's) 1/s
QX Haste: You get +1QX action.
Read all spell & psi progressions backwards and double them
Rectify: Anyone slain by you is completely erased from ever existing
Redivivus: You can revive your opponents greatest enemy
Regeneration: You gain regeneration HNLVL/2 /s
Resist Everything; Scarab of Protection @ 2
Rotating Truename
Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
Sanctity: Your turning affects any being

Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Saviour: You can take damage for any or all allies in your presence
Science: You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
Seeking Shot: You can make one shot per round that is guaranteed to hit
Self Mastery: Your body parts can operate independently
Set Int = LVL^2.
Set Wis = LVL^2.
Shapechange: You can shapechange at will
Shell 3: Anti-Concordant Shell (0th-3rd)
Shell 5: Anti-Concordant Shell (0th-5th)
Shell 7: Anti-Concordant Shell (0th-7th)
Shroud of Death: Anyone attacking you must save versus death
Slipstream: You are unaffected by temporal disturbances
Snake; Immune Plasma & Sun & AntiMatter & Fusion & Radiation & Gravity
Soniferous (S): You double the power of any single magic item you use
Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Specials of x2 or greater have their effect's multiplier dropped to x1
Spell Abatement: You ignore the effects of a non-Concordant spell the first time it is used upon you
Spell Immunity (S): You are immune to non-Concordant spells of a certain level
Spell Reflection: Spells that do not penetrate your spell resistance are reflected
Sphere robe in LVL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
Spirited Away: You are saved from destruction (Avoid Fate once per day)
Spiritual Ancestry: Gain the traits of any Outsider sub-type
Squamous: Your divine natural armor bonus is trebled
Steal all powers by touch
Steal all psionics by touch
Steal all spells by touch
Summon all creatures from all Alleys within LVL*100 feet of current location; Alley Effect extends to where you are
Super Charge: Deal x6 damage on a charge, or x8 with a lance
Superior Combat Casting: You cast all spells as spell-like abilities (they use InnR)
Superior Critical Multiplier: Your critical multiplier is quadrupled
Superior Critical: Your critical threat range is quadrupled
Superior Hearing; Superior Olfactory power; Detect Danger 50% continuous
Superior Summoning: Hit Dice of summoned creatures increases by 50%
Superluminal: You can move at the speed of light
Take only 1 damage per hit from weapons
Talismanic Effect: Channel effects through artifacts
Custom Race Abilities (÷3)
Telluric Effect: The effect damage is multiplied each time same target is struck
The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
The "Lady's Smile" ability does not function within sight
The "Lady's Smile" effect doesn't work for anyone within sight
The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to LVL-9 of those materials at the same time
Time Dilation: Can use 2X actions per segment (if you have them)
Time/Reality Stability
Time/Reality Stability 10' r
Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
Time/Reality/Loop Stable
Time-Reality Stability
Time-Reality Stability
Time-Reality Stability; 1M: Talk to Time-Ele
Touch: Energy Drain 2xLVL levels
Trade 12 of an action type for 1 Instantaneous (I) of that action type.
Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 4F to 1X
Trade 6F to 1X
Trade 7 of an action type for 1 Instantaneous (I) of that action type.
Trade 8F to 1X
Trade 9 of an action type for 1 Instantaneous (I) of that action type.
Transattack Period: Your attacks double each round
Transcendental Toughness: Hit Die become d1000s (all classes)
Transilient Fortitude: You always succeed in Fortitude saves (+1 PSave)
Transilient Reflexes: You always succeed in Reflex saves (+1 PSave)
Transilient Will: You always succeed in Will saves (+1 MSave)
Transmortality: You cannot be permanently destroyed
Transtemporal: You can travel freely in time
Transversal: You can attack any target you can perceive
Troll-like regen all hp (including vile) every s
Troll-like Regen all hp every r
True Strike: You gain a +20 attack bonus with one weapon
Truename is unreadable to mult = to LVL or less
Ultimate Weapon Focus: +LVL iTH

Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
Undead divide their HD by your LVL when calculating what they turn as
Underhanded: You sneak attack (Backstab) with every hit, even while in melee
Unyielding Damage Reduction: Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
Vanguard Fortitude: Allies within in your group can use your fortitude saving throw
Vanguard Reflexes: Allies within in your group can use your reflex saving throw
Vanguard Will: Allies within in your group can use your will saving throw
Wands cost only ½M to use
Weapon Breaking: Weapons that strike you, but do not injure you, shatter
Weapons are Crapulence Branded; Immune to being Crapped; 1M: Domination
Weapons: Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
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(LVL+1) rhp.
Wide Angle Vision (you can't be backstabbed); Water Breathing
With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
X Haste: All in your party gets +1X action.
x+1 XP when single classed
x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x1 creatures cannot attack you unless attacked
x1.5 (round down) # of psi powers
x1.5 ML (Memorization Level) in one class.
x10 hp.
x2 all Psionic pools
x2 CL
x2 hp.
x2 levels for #Att calculation
x2 ML (Memorization Level) in one class.
x2 physical dmg; /2 all physical damage you take
x2.5 ML (Memorization Level) in one class.
x3 CL
x4 CL
x50 hp.
XCell Adjust. 2: Deal 1 idmg to a creature with at least 1 ihp
xLVL number of henchmen, followers, summons, familiars
XR 3*LVL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
XR 4*LVL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
Custom Race Abilities (÷3)
X-Ray Vision: See through solid objects
xx1.1 ML in one class.
xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
xx1.3 LVL (doesn't stack with lower versions of this in X21)
xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
xx1.5 hp (doesn't stack with lower versions of this in X21)
xx1.5 LVL (doesn't stack with lower versions of this in X21)
xx1.7 LVL (doesn't stack with lower versions of this in X21)
xx2 AC (true double AC, no shift from 10)
xx2 hp (doesn't stack with lower versions of this in X21)
xx3 hp (doesn't stack with lower versions of this in X21)
You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
You are considered a x2 being.
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).
You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
You attack as a x1 being, but defend as a x3 being.
You attack as a x2 being
You attack as a x3 being
You attack as a x3 being, but defend as a x1 being.
You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
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.
You can attack Familiars even if they're immune
You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
You can trade 2 of an action type for 1 Opposing version of that action type.
You can trade 2 of an action type for 1 Quick version of that action type.
You can trade 3 of an action type for 1 Opposing version of that action type.
You can trade 4 of an action type for 1 Opposing version of that action type.
You can treat this spell slot as if it was an SL=10 Priest spell slot.
You can use +LVL segments /r
You defend as a x11 being (this effect cannot be dispelled/twisted)
You defend as a x2 being (this effect cannot be dispelled/twisted)
You defend as a x5 being (this effect cannot be dispelled/twisted)
You defend as a x8 being (this effect cannot be dispelled/twisted)

Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
You get and can use 2D Actions per death per segment. You are limited to LVL+1 D Actions you can use per reset (instead of 1).
You have +1 HNLVL or +0.1 LVL for purposes of qualifying for classes, kits, and feats.
You have a free "H" for purposes of qualifying for classes, kits, and feats.
You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
You have an EVEN MORE ANNOYING FAMILIAR which functions as your LVL in Ultra Familiars.
You ignore other people's immunities and resistances
You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
You may "borrow" actions of any type (assuming you have them).
You may "hold" actions of any type (assuming you have them).
You may "material component" Concordant spells by spending an F action (in addition to the normal X action).
You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)
You may double material component Priest spells by using +1V action.
You may have LVL-8 Artificial Resets per Natural Reset.
You may material component Concordant spells, it costs an extra X action to do this.
You may material component the Lich powers that duplicate Priest spells (spend 1V)
You may material component the Lich powers that duplicate Psionic powers (spend 1V)
You may material component the Lich powers that duplicate Wizard spells (spend 1V)
Custom Race Abilities (÷3)
You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.
You may use borrowed or held actions to activate SL 0-8 effects you have.
You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
Your concordant effects do not allow XR (including irreducible XR), GR can still be used
Your effects have a -LVL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
Your effects have no BlahR (except GR)
Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
Your familiars can attack and still be immune
Your Int items may lend their E action to you (as 1QS)
Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
Your natural attacks ignore WR/aWR
Your non-Conc classes' spells/psi cost only ¼M
Your non-Conc classes' spells/psi cost only ½M
Your phys att do full dmg regardless of immunity
Your Priest spells are resisted using GR instead of MR (or XR).
Your Priest spells are resisted using XR instead of MR.
Your Priest spells of SL 0-7 cost only ½M to cast
Your race unique; imm Genocide; Wear any # items
Your racial abilities and magic items cost half the normal number of actions to use.
Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
Your Wizard spells of SL 0-9 cost only ½M to cast

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.

Exacter0 (X-acter0)

Level KXP X7/X14
mMG SU
1 10 (owe) 1-- --
2 20 2-- --
3 30 3-- --
4 50 31- --
5 90 32- --
6 170 33- --
7 330 43- --
8 650 44- --
9 1290 441 --
10 2090 442 --
11 2890 443 --
12 3690 444 --
13 4490 544 --
14 5290 554 --
15 6090 555 --
16 6890 655 --
17 7690 665 --
18 8490 665 1-
19 9290 665 2-
20 10090 665 3-
21 10890 665 4-
22 11690 665 5-
23 12490 666 5-
24 13290 666 6-
25 14090 766 6-
26 14890 776 6-
27 15690 776 61
28 16490 776 62
29 17290 776 63
30 18090 776 64
31 18890 776 65
32 19690 776 66
33 20490 777 66
34 21290 777 76
35 22090 777 77
36 22890 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
& ++0  5  4  5  3  4  0  1  2
& ++0  7  6  7  4  6  2  3  3
& ++0  7  7  7  5  7  3  4  5
& ++1  9  8  9  7  9  4  5  6
& ++1 10  9 10  7  9  5  6  8
& ++1 11 11 11  9 12  6  7  9
& ++2 13 12 13 10 14  8  9 11
& ++2 14 13 13 11 14  9 10 12
& ++2 15 14 14 13 15 10 11 14
& ++3 15 15 15 15 16 11 12 15
& ++3 16 16 16 16 16 12 13 17
& ++3 16 16 16 16 16 14 15 18
& ++4 16 16 16 16 16 16 16 18
& ++4 17 17 17 16 16 16 16 18
& ++4 17 17 17 17 17 16 17 18
& ++5 18 17 18 17 17 17 17 18
& ++5 18 18 18 18 18 17 17 18
& ++5 19 18 18 18 18 18 18 18
Requisites: Dex 10, Con 10, Chr 20, Class slots 2
Alignment: any
HD/level: & 2d4
Weapon Prof.: & 4+level/2
To Hit Table: & ++Wiz
Save Table: 3xM-U0
Reference: DM
Groups: Concordant (x1)
 
Hold X actions. You may use 1S+1V+1X per segment. You may convert 1X -> 1F.
Level N (every level): +1X action
Can use X7 or X14 powers. X7 or X14 powers that modify CL, ML, level, or XP cannot be applied to the Arch-Exacter0 class.

X7/X14 Minor Powers (SL=2, Concordant SL=0)

# Power
X7-1 Trade 5 of an action type for 1 Quick of that action type.
X7-2 Trade 7 of an action type for 1 Opposing of that action type.
X7-3 Limit of 5 classes
X7-4 -0.25 to XP divisor due to race (minimum 1).
X14-1 +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 +CCL Cml
X14-3 +CCL QZ (Quick Zero) actions

X7/X14 Major Powers (SL=5, Concordant SL=0)

# Power
X7-1 Trade 4 of an action type for 1 Quick of that action type.
X7-2 Trade 6 of an action type for 1 Opposing of that action type.
X7-3 Limit of 6 classes
X7-4 -0.5 to XP divisor due to race (minimum 1).
X7-5 x1.1 hp
X7-6 x1.1 CL
X14-1 +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 +CCL HNCL (for qualifying for classes, kits, etc.)
X14-3 +CCL C actions

X7/X14 Grand Powers (SL=8, Concordant SL=0)

# Power
X7-1 Trade 3 of an action type for 1 Quick of that action type.
X7-2 Trade 5 of an action type for 1 Opposing of that action type.
X7-3 Limit of 7 classes
X7-4 -0.75 to XP divisor due to race (minimum 1).
X7-5 Considered a x2 being on either attack or defense (change at reset)
X7-6 x1.5 hp
X7-7 x1.5 CL
X14-1 +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 +CCL Luck
X14-3 +1 action of any type you already possess (except X, G, Bug, and their variants)

X7/X14 Super Powers (SL=11, Concordant SL=1)

# Power
X7-1 You are considered a x2 being.
X7-2 You attack as a x1 being, but defend as a x3 being.
X7-3 You attack as a x3 being, but defend as a x1 being.
X7-4 You can trade 2 of an action type for 1 Quick version of that action type.
X7-5 You can trade 4 of an action type for 1 Opposing version of that action type.
X7-6 x2 hp.
X7-7 x2 CL.
X7-8 Limit of 8 classes.
X7-9 You have a free "H" for purposes of qualifying for classes, kits, and feats.
X7-10 Planar Stable (immune to effects of being on another plane).
X7-11 -1 to XP divisor due to race (minimum 1).
X7-12 Immune to SL 0 to SL ((your level)/3, round down) effects.
X7-13 (your level)*2% iGR; works even in section [X].
X7-14 Immune to one effect in the [C] section.
X7-15 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).
X7-16 x1.5 ML (Memorization Level) in one class.
X14-1 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
X14-3 +1 CCL (Concordant Caster Level) in one spell in one class
X14-4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X14-5 Add 2 to HD type per level in one Concordant class (+0d+2)
X14-6 Change "Save" category of your Concordant class to Conc
X14-7 Change "To Hit" category of your Concordant class to Conc
X14-8 +1X action
X14-9 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

X7/X14 Ultra Powers (SL=14, Concordant SL=4)

# Power
X7-1 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
X7-2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
X7-3 You can trade 3 of an action type for 1 Opposing version of that action type.
X7-4 You may "borrow" actions of any type (assuming you have them).
X7-5 You may "hold" actions of any type (assuming you have them).
X7-6 x10 hp.
X7-7 x3 CL.
X7-8 x2 ML (Memorization Level) in one class.
X7-9 Ignore all forms of XP divisors.
X14-1 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
X14-3 +1 CCL (Concordant Caster Level) in one class
X14-4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X14-5 Add 2 to HD type per level in one Concordant class (+0d+2)
X14-6 Change "Save" category of your Concordant class to 1½xConc
X14-7 Change "To Hit" category of your Concordant class to 1½xConc
X14-8 +1QX action
X14-9 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

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)

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.

High SL Sampler

Level KXP Psi(random)
mMG SUV W
1 0 --1 --- -
2 3.25 --2 --- -
3 6.5 --3 --- -
4 13 --4 --- -
5 26 --5 --- -
6 52 --6 --- -
7 104 --7 --- -
8 208 --7 1-- -
9 416 --7 2-- -
10 741 --7 3-- -
11 1066 --7 4-- -
12 1391 --7 5-- -
13 1716 --7 6-- -
14 2041 --7 7-- -
15 2366 --7 71- -
16 3016 --7 72- -
17 3341 --7 73- -
18 3991 --7 74- -
19 4641 --7 75- -
20 5291 --7 76- -
21 5941 --7 77- -
22 6591 --7 771 -
23 7241 --7 772 -
24 7891 --7 773 -
25 8541 --7 774 -
26 9191 --7 775 -
27 10491 --7 776 -
28 11791 --7 777 -
29 13091 --7 777 1
30 14391 --7 777 2
31 15691 --7 777 3
32 16991 --7 777 4
33 18291 --7 777 5
34 19591 --7 777 6
35 20891 --7 777 7
36 23491 --7 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Int 16, Chr 18, Cml 9
Alignment: non-L
HD/level: 2d8
Weapon Prof.: 1+level/6
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist, Alternate
 
HiSLSamp PSP calculation: (LVL)*(Con+Int*2+Chr*3)
You start with "open slots". Open slots can be used once per reset. When used, you choose "Defensive" or "Offensive", and a random power is rolled. The power is assigned to that slot (you cannot choose to leave the slot "open"). You may choose targets after seeing resolving what the effect is.
The power cost is variable, but generally Grand is 1-100, Super is 2-200, Ultra is 3-300, V is 4-400, and W is 5-500.
If you assign a slot and find you don't have enough PSPs to cover the cost, you "burn hp" (1 per 1) per PSP you are short. You cannot burn hp when using a known slot.
During reset, you may unassign any slots you see fit, but slots can (again) only be filled once per reset.
DM Note: Grand and Super tables are provided, Ultra/V/W/X powers will use the [X] section with U SL=11, V SL=14, W SL=17, X SL=20. "Defensive" is Con/Wis/Chr powers, "Offensive" is Str/Dex/Int powers.

High SL Sampler Powers (Grand Defensive, d236)

 
# Effect
1 Ability Score *2: Choose one ability score. New score = (old score - 10) * 2 + 10
2 Ablating: You are buffered from one Negate Psionics effect.
3 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
4 AC *2: Your new AC = (old AC - 10) * 2 + 10
5 Acid Breath: Breathe Acid (as per dragon)
6 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
7 Actions *2: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
8 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.
9 Add Global Resistance: Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
10 Aid Deva: You lose 1 multiplier, target gains 1 multiplier
11 Amplify Power: +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
12 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
13 Anti-Psionic Disruption: No Anti-Psi powers (any freq.) can be used in 50' r
14 Anti-Technological Shell: Reduce all technological objects within 30' by -CL TechL (min TechL=0)
15 Armageddon †: 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
16 Assassin Lore: Abilities as per an Assassin of half level (round up)
17 Astral Eyes: Can see through alterations/illusions/possession; Astral Perception
18 Aura of Fear: Fear by sight (SL saves)
19 Bard or Sage Abilities, LVL 9: Get bard or sage abilities of level 9 (max = your level)
20 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
21 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
22 Body Transformation: Change your body to be of an E=SL/2 element
23 Breath of the Black Dragon: Breathe acid for 11d6 damage.
24 Breath of the Dragon: Breath fire for 11d4 damage.
25 Breath of the Drake: Breath water for 11d4 damage.
26 Breath Weapon Cloud: Forms into a breath weapon if triggered
27 Bring Animals VII: Summon CL*4 Animals using ML VII chart, you pick the result
28 Bringer: Immune Illusions; Immune Disease; Immune Reverse Healing
29 Chaos Cloud: Does random effects every round
30 Chemical Mimicry: Change your body to be of an TechL=SL chemical
31 Cobra Charm: Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
32 Construct Control Item 4: Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
33 Construct Generic Item 4: Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
34 Construct Power/Defensive Item 4: Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
35 Construct Psi16 Item 4: Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
36 Construct Weapon Item 4: Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
37 Construction: Builds 1 machine up to level+1 complexity
38 Contingency, Psionic: Sets trigger condition for another power.
39 Contingency: Sets trigger condition for another power.
40 Contingency: Sets trigger condition for another power.
41 Control Air: Armor: +CH Saves, Armor has 10*CH hp
42 Control Earth: Armor: +CH AC, Armor has 10*CH hp
43 Cosmic Awareness: Detect "Everything" CL*30'; Range is sight
44 Cosmic Awareness: Grand: Cosmic Awareness
45 Create Golem III: Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
46 Create Technological Monster III: Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
47 Cron Job: Contingency or Delayed Blast for one Psi8 power
48 Damage *2: Damage with one physical weapon is multiplied by 2
49 Damage Reduction, Energy, 75%: Take x0.25 damage from energy
50 Damage Reduction, Physical, 75%: Take x0.25 damage from physical attacks
51 Density Increase 8: x256 mass; +8 Str; -8/attack (physical or energy)
52 Desolidification: You pass through objects as if they weren't there
53 Dial-a-Breath Element (=): You can use any eelement with E factor equal to or less than your normal breath.
54 Dial-a-Breath Element (=): You can use any element with E factor equal to or less than your normal breath.
55 Discontinuity Immunity: Immune to Annihilation, Being Put Down a Hole
56 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
57 Diversify: Your next Psi27 power that has one target has LVL targets instead
58 Druid Spells, LVL 9: Get a druid progression of level 9 (max = your level)
59 Duplicate Magic Item (x1)
60 Duplicate Mechanism (x1)
61 Duplicate Monster (Clone) (x1)
62 Eeelemental Composition: Can be any Normal/Para/Quasi Eeele ; Can be Semi Eeele
63 Eelemental Composition: Can be any Normal/Para/Quasi Eele ; Can be Semi Eele
64 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
65 Elemental Composition: Can be any Normal/Para/Quasi Ele ; Can be Semi Ele
66 Endurance of the World: +9 TH; +9 dmg; IECNR +25% ; Lasts 5r after maint.
67 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
68 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
69 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
70 Energy Kinetic: Amplify: Add 3*CH dice to your next energy attack
71 Energy Kinetic: Shield: Stops CH dice per Energy attack
72 Energy Reflection: As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
73 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
74 Extendable Limbs: Your limbs can extend an extra KiL'
75 Field of Peace: Everyone within 30' (incl. Deva) can use only V and Z actions
76 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
77 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
78 Flame Immunity: SL/2 instances of Resist Fire
79 Flame Shield: Protection from Fire
80 Forbiddance: As the 6th level Priest spell
81 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
82 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
83 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
84 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
85 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
86 Force Field vs. Physical: -SL per physical attack
87 Force Field vs. Power Manipulation: ER 10*SL%
88 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
89 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
90 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
91 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
92 Form of Doom: You transform into a frightening tentacled beast.
93 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
94 Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
95 Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
96 Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
97 Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
98 Golem Form: Mithral: Immune innates; +1Q0 action /r
99 Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
100 Golem Form: S=6,7,8: Unusual Material of S=6,7,8 (cannot exceed real S number)
101 Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
102 Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
103 Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
104 Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
105 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
106 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
107 Gravity Kin.: Shield: Stops 4*CH hp per physical attack
108 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
109 Greater Force Shield: AT +CL*3 source; -CL/attack (physical or energy)
110 Growth 8: +3 size; +6 Str; +6*CL max hp
111 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
112 Hard Resistance to Anti-Matter: Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
113 HD type: Add +1d+2: Add 1 to number of HD and 2 to the HD type per level
114 hp *2: Multiply hp by 2
115 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
116 Icing: SL/2 instances of Resist Cold/Ice
117 Illusory Duplication: Mirror Image (SL images)
118 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
119 Immunity III: Immune:lightning/acid, +2 weapon to hit
120 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
121 Immunity to death or slay effects
122 Immunity to energy drain and negative levels
123 Immunity to Turn Undead
124 Improved Vigor: You gain 13 temporary hit points.
125 Invisibility: Improved Invis.
126 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
127 Invulnerability: -CL*SL/2 dmg per attack
128 Ionization: Lightning shield (xSL/10 damage back)
129 Item *2: How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
130 Killing Attack, Hand-to-Hand: +CL*2 dmg and +CL Con dmg with unarmed attack
131 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
132 Level: early 16: Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
133 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
134 Luck: +1 Luck point (as per Luckstone)
135 Luck: Gains +1(+5%)*LVL on 1 action
136 Luck: Gains +1(+5%)/succ on 1 action
137 Magic Control: +SL/2 (round down) to SL of next Psi45 power
138 Magic Shield: Stops SL/2 magical attacks on you
139 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
140 Memorization Level Increase 3: +1 Memorization Level (this is next level of picks for rogues)
141 Mental Defense: Resist mental attacks
142 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
143 Metal Body: AC +CL, saves +CL, unarmed dmg +CL, DR CL/-
144 Mind Blank, Personal: You are immune to scrying and mental effects.
145 Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
146 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
147 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
148 Money *2: How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
149 Move Rate *2: Multiply Move Rate by 2
150 Multiform: Shapechange Self
151 Multiplier *2: Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
152 Mystic Shield: SR SL*CL
153 Null Field 4: All spells of SL 4 or higher don't work in 100'r
154 Null Psionics Field: Create a field where psionic power does not function.
155 Null Psionics Field: Negates psionics within 10 ft.
156 Null Void: Null Field: Caster immune to and cannot use magic
157 Paladin Lore: Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
158 People's Area: Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
159 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
160 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
161 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
162 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
163 Preservation: 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
164 Prison Cloud: Captures one creature and holds there
165 Psi: Slayer: Sword: 1V to swing: LVLd100 dmg, always hits
166 Psi: Web: 100'r, any flying creature is Imprisoned
167 Psionic Amplification: Multiplies a power; Max.=level/4+1
168 Psionic Amplification: Multiplies a power; Max.=level/4+1
169 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
170 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
171 Reality Alteration: + or - SL to your next die roll
172 Rebound: MPaPReflection CL*15%
173 Reddopsi: Powers targeting you rebound on manifester.
174 Reflection: MPIWReflection 5*SL%
175 Regeneration: Regenerate KiL hp per round (given as KiL/10 hp per segment)
176 Regeneration: Regenerate SL hp/s
177 Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
178 Resist Allergy: Remove -1 penalty/succ
179 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
180 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
181 Resist: Magic: SL/4 (round down) instances of Resist magic
182 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
183 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
184 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
185 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
186 Rogue points 30: This class gives an extra +30 Rogue points per level.
187 Saves *2: Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
188 Scty: Confined Defender: Shield vs. magic/psionics 1000*LVL hp
189 Scty: Flight Blockade: [permanent] No flying in area
190 Scty: Invisibile Defender: Shield vs. physical/energy 1000*LVL hp
191 Scty: MagnificientDefender: No magic & psi of SL 7 or lower in area
192 Scty: Peripheral Defender: -7*LVL dmg on all physical & energy attacks
193 Scty: Spell Trap: Contingency for any 1 power (Magic/Psi/Innate)
194 Self-Control: Immune to next Ego / Domination / Command-like effect
195 Shade: Creates a ghost/shade of person who died here, half powers
196 Shadow Cloud: Causes weakness, fear, ability loss
197 Shape Change: As the 9th level Wizard spell
198 Shapechange (Personal): Polymorph to any monster
199 Shock Treatment: Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
200 Smiley Face Cloud: All in area drop their weapons and dance
201 Snow Cloud: Multicolored snow (can damage/heal)
202 Spell *2: One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
203 Spell Reflection
204 Spell Turning: Spell Turning (as spell)
205 Spiritual Body: Planar Displaced, Immune Matter, you can't physically attack
206 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
207 Strength of Soul: Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
208 Strength of the World: +9/+9 AC/saves, +25% RR/MR/PsiR; Lasts 5r after maint.
209 Stretching: Can melee up to SL people per round that aren't in your group
210 Suppression: Cannot use or be affected by psionics, all psi effects drop
211 Suppression: Cannot use or be affected by psionics, all psi effects drop
212 Suspend Death: It takes CL rounds for you to die due to being at negative hp
213 Symbol
214 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
215 Telepathic Sphere: Mobile force globe protects group from mental attacks
216 The Call: Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
217 The Sorting: Shapechange, but can merge and assume qualities of LVL creature types.
218 Thief Abilities, LVL 9: Get thief abilities of level 9 (max = your level)
219 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
220 To Hit *2: Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
221 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
222 True Metabolism: You regenerate 10 hit points/round.
223 True Seeing: True Seeing (as spell)
224 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
225 UltraArmor [--X]: iunPaPaaPaaaPR CL*2%; CL*4 instead
226 Ultrashield [X]: Cannot attack / be attacked w/ Psi; Can still attack
227 Ultrasword [-X]: Ignore non-racial immunity to psionics; --
228 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
229 Wand of the Mind: All your effects from one class are at double CL (for effect and BlahR adj.)
230 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
231 Whenever you touch someone, they get Mummy Rot (no save)
232 Worship: Immune Opposition (as in Mirror), Truename Erased, Annihilation
233 Wrath †: 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
234 Yoga Flame: Breathe Fire (as per dragon)
235 You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
236 Your gaze causes Charm (no save, IR)

High SL Sampler Powers (Grand Offensive, d305)

 
# Effect
1 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
2 Acid Bolt LVLd10
3 Acid Bolt: Acid damage, Con resists
4 Acid: CL*(SL+2) acid dmg to one target (no save)
5 AEther Bolt: LVL*10 dmg AEther, ignores PsiR
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Bolt LVLd12
8 Air Bolt: Ele.Air damage, Dex resists
9 Air Control: Gust of Wind / Wall of Air
10 Alter Reality (greater): Alter Reality (as spell)
11 Alter Reality: Alter Reality or Psi1 major; Double CL effect
12 Alter Reality: Alter Reality or Psi-1 major; Double CL effect
13 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
14 Animal Summoning: Summon a DL=SL-1 Animal
15 Animate Fire: Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T
16 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
17 Anti-Technology Ray
18 Anti-Time Aura: Enemies in your room takes CL*2 anti-time dmg /s (no save)
19 Astral Construct VI: Astral construct fights for you.
20 Astral Construct VII: Astral construct fights for you.
21 Astral Construct VIII: Astral construct fights for you.
22 Astral Destruct VI: Astral destruct fights for you.
23 Astral Destruct VII: Astral destruct fights for you.
24 Astral Destruct VIII: Astral destruct fights for you.
25 Banishment, Psionic: Banishes extraplanar creatures.
26 Banishment: Banishes extraplanar creatures.
27 Bind: Stopped & -½ Str/succ
28 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
29 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
30 Bring Animals VI: Summon CL*3 Animals using ML VI chart, you pick the result
31 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
32 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
33 Change Reality (lesser): 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
34 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
35 Chi Kung Healing: Cure X*KiL hp to one target
36 Choose Summoning VI: Monster Summoning using ML VI chart, you pick the result
37 Choose Summoning VII: Monster Summoning using ML VII chart, you pick the result
38 Cold Generation: SL*CL Cold damage (1 group, no save)
39 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
40 Cone of Nothing: CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
41 Confusion: Confusion (as spell)
42 Control Actions: Caster controls ½P action/succ
43 Control Movement: Caster controls ½V action/succ
44 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
45 Control: Domination one target (SL/2 saves)
46 Co-opt Concentration: Take control of foe’s concentration power.
47 Counterspell †: 1bM: Counter an effect
48 Create a random special (only enemies trigger it)
49 Crisis of Life: Stop subject’s heart.
50 Crystallize: Turn subject permanently to crystal.
51 Cthulhoid Swarm VI: Summon CL*4 Monsters using ML VI "Weird" chart (random)
52 Cthulhoid Swarm VII: Summon CL*6 Monsters using ML VII "Weird" chart (random)
53 Cure Serious Wounds: Cure 6d8+6*LVL hp
54 Cureall/Causeall
55 Damage Transference: Cell Adjustment CL*SL*2 hp
56 Dark Light: 30' radius: Emotion, Darkness, Weird (as spells)
57 Dark Thunderbolt: 1 dmg/DPP (darkness & sound) (no save)
58 Darkness: Darkness (can blind a person, make SL saves)
59 Death Beam: Necromantic damage
60 Death Bolt (save or dead)
61 Death Bolt: Necromantic damage
62 Death Spell a group (total CL*CL HD, max HD affected = CL)
63 Death Stare: Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
64 Death Stare: Save-6; Death; Stun 2d4r if over 2*level HD
65 Death: Target is slain (save)
66 Decay: 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
67 Destroy Matter: Disintegrate (save), if save made takes half max hp
68 Disintegrate, Psionic: Turn one creature or object to dust.
69 Disintegrate: Disintegrate (save)
70 Disintegrate: One creature or object vanishes.
71 Disintegration: Major: Disintegrate (save)
72 Disk of White Originator: One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
73 Dispel 8: Dispel a SL 0-8 effect
74 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
75 Divert Teleport: Choose destination for another’s teleport.
76 Divert Teleport: Choose destination for another's Teleport.
77 Domination: Dominate all actions (SL/5 saves)
78 Dream of Death: Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save
79 Druid Shapechange: Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
80 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
81 Earth Animation: Summon a DL=SL Earth Elemental
82 Earth Bolt LVLd12
83 Earth Bolt: Ele.Earth damage,Con resist
84 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
85 Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
86 Electrical Generation: SL*CL Lightning damage (1 group, no save)
87 Energy Absorption: 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
88 Energy Blast III: [Pick an element] CLd20 dmg of that element (one group, no save)
89 Energy Cancel: As Energy Control but removes entire area effect
90 Energy Cancel: Cancels entire energy effect; Autocancel all this s
91 Energy Cancel: Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
92 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
93 Energy Jar: As Energy Control, can throw affect yourself once for 1M
94 Energy Kinetic: Blast: 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
95 Energy Kinetic: Drain: Absorb 3*CH dice as per Energy Control
96 Energy Kinetic: L.Blast: 8*CH' rad, CHd10 Energy dmg (save:½)
97 Energy Kinetic: Manipulate: +-CH dice to existing energy effect
98 Energy Quench: Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems
99 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
100 Energy Solidity: As per Energy Amplification but entire effect is amplified
101 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
102 Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
103 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
104 Escape
105 Fate of One: Reroll any roll you just failed.
106 Fear V (Vision of Weakness): Lose 1d6 levels, -6 Str/Dex/Con (save)
107 Fire Bolt LVLd12
108 Fire Bolt: Ele.Fire damage,Con resist
109 Fire Generation: SL*CL Fire damage (1 group, no save)
110 Fireball: KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
111 Flame Animation: Summon a DL=SL Fire Elemental
112 Flame Project: CL*(SL+2) fire dmg to one target (no save)
113 Flash: Light (can blind a person, make SL saves)
114 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
115 Force of Nature VI: Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
116 Fourth Level Priest Spell: Cast one 4th level Priest spell at CL = 60
117 Freedom: [0 action to use] Reverse Imprisonment
118 Gate: As spell
119 Gate: As the 9th level Wizard spell
120 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
121 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
122 Grand Acidify: CLd20 acid damage; Use d30's
123 Grand Acidify: CLd20 acid damage; Use d30's
124 Grand Detonate (Psi2)
125 Grand Detonate: CLd20 shards damage; Use d30's
126 Grand Domination: Save at penalty equal to level; no HD limit
127 Gravity Kin.: Incr.Weight: Target weight x100*CH (save or crushed)
128 Grease Bolt LVLd8
129 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
130 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
131 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
132 Hold Person: Hold Person
133 Holy Beam: Holy Bolt (1 group)
134 Hyperkinetic: Decr.Attacks: -CH P actions (yuck!) (no save)
135 Hyperkinetic:Hyper Inaction: -CH V actions, -CH AC (no save)
136 Hypnotic Control: Hypnosis (SL/2 saves)
137 Hypnotism: Hypnosis (SL saves)
138 Ice Animation: Summon a DL=SL Ice Elemental
139 Ice Bolt LVLd10
140 Ice Bolt: Ice damage, Con resists
141 Ice Control: Wall of Ice
142 Ice Production: CL*(SL+2) ice dmg to one target (no save)
143 Iceblast: KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
144 Imprisonment
145 Imprisonment/Freedom: Imprisonment (as spell) or its reverse
146 Improved Fireball: KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
147 Improved Health: 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
148 Improved Phantasmal Killer: As the 4th level Wizard spell (no save)
149 Improved Telekinesis: Lift or move 50 lb./level at long range.
150 Incr./Decr. Movements: ±1 V action /r per 2 successes
151 Infernal Spawn of Infernal Spawn of Evil: Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target
152 Insanity: Cause Insanity (save)
153 Insanity: Subject is permanently confused.
154 Insanity: Subject is permanently wacky.
155 Instantaneous (reverse Permanency)
156 Internal Fire
157 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
158 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
159 Law Quadruple Beam: CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
160 Lifeform Creation: Summon a DL=SL-1 monster
161 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
162 Lightning Bolt LVLd10
163 Lightning Bolt: Lightning damage, Dex resists
164 Lightning: 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
165 Lightning: CL*SL lightning dmg to one group (no save)
166 Limited Wish: Limited Wish (as spell)
167 Limited Wish: Limited Wish (as spell)
168 Limited Wish: Limited Wish (as spell)
169 Limited Wish: Limited Wish (as spell), CL = 25
170 Magic Blast: CL*SL force dmg to one group (no save)
171 Magic Domination: Control M Actions (SL/2 saves)
172 Magic Jar: Magic Jar (as spell)
173 Mana Beam: Astral damage
174 Mana Bolt LVLd8
175 Mana Bolt: Astral damage
176 Mass Charm: As the 8th level Wizard spell
177 Mass Confusion: Confusion a group (Will save)
178 Mass Domination: Many targets subject to your will.
179 Mass Heal: LVL targets: Heal
180 Mass Suggestion: Many targets follow suggested action.
181 Mass Suggestion: Suggestion (as spell) in 90'r area, but all commands must be the same
182 Mass Telekinesis: LVL tons, each lb. can do 1 dmg
183 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
184 Maze
185 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
186 Megakinesis: TK, X=(lbs.)*(speed in ")/lvl^2; PSP cost halved
187 Melf's Minute Meteors: Melf's Minute Meteors
188 Mental Ball 8: 80'r; take 8*level*(# of freq.) damage; no save
189 Meteor Swarm
190 Mimic: 1bM: Fork a spell level 0 to SL effect
191 Mind Blast: SL Int dmg to one target (no save)
192 Mind Blast: SL*CL Mental damage (1 group, no save)
193 Mind Control: Control M actions (Will save)
194 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
195 Mind Quench: Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save
196 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
197 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
198 Mob Rush: Control Movement Blast
199 Mob Scene: Control Actions Blast
200 Mordenkainen's Disjunction
201 Musical Accomplishment: Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
202 Nether Bolt: LVL*10 dmg Nether, vile damage
203 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
204 Order Reality: Alter Reality, but effect must be Lawful intent
205 Personality Transfer: Magic Jar (SL/2 saves)
206 Petrify: Target is held (no save)
207 Phobia: Fear (SL saves)
208 Photon Kin.: Laser Beam: 10*(CHd8) Light damage (save)
209 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
210 Plague Carrier: Disease (SL saves)
211 Plane Shift: Up to eight subjects travel to another plane.
212 Plasma Generation: SL*CL Plasma damage (1 group, no save)
213 Possession: Magic Jar (as spell)
214 Power Beam: Astral damage
215 Power Bolt LVLd8
216 Power Bolt: Astral damage
217 Prismatic Beam (Spray)
218 Psi Sword II: Roll TH (+succ), dmg=ä(succ), can hit nonliving
219 Psi Sword: Roll TH (+succ), dmg=ä(succ)
220 Psi: Enhanced Spray: Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
221 Psychic Will: Wall of Force
222 Psychokinesis: Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
223 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
224 Raise Dead Fully/Slay Living Fully
225 Ram Beam /Wrecker: 1 hull point damage/succ
226 Ram Bolt: 1 hull point damage/succ
227 Recall Birth: Foe vividly recalls its birth, and gains CL negative levels (no save)
228 Recall Death: Foe vividly recalls its future death, and dies.
229 Recall Death: Subject dies or takes 5d6 damage.
230 Reddopsi: Foe's power rebounds on her.
231 Repair Massive Damage: Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
232 Replace: Put an object into someone's inventory (Reflex save)
233 Restoration/Energy Drain
234 Resurrection/Destruction
235 Retrieve: Teleport to your hand an item you can see.
236 Retrieve: You teleport to your hand an item you can see.
237 Ritual of Assimilation: Touch: Target loses all of his current hp’s, you are healed that amount (no save)
238 Scty: Metamorph Blockade: [permanent] Force Shapechange, no polymorph
239 Self-Revival: 0, (SL-1)/d: Heal self
240 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
241 Severance: Save; stops use of any 1 ability in creature
242 Severance: Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
243 Sleep-Induced: Sleep (SL/2 saves)
244 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
245 Sonic Boom: KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
246 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
247 Spectrify: Target gets -CL each to Str, Dex, and Con (save for each point)
248 Spinning Foot Sweep: One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
249 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
250 Sporacle-ize (random [C8] section effect)
251 Spray: SL choking dmg to a group per segment (can leave the area)
252 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
253 Steal Actions: Steal an action (save); --
254 Steal Item: Target saves or demon gets 1 random item
255 Storm Hammer: One attack: Target takes KiL*10' falling damage
256 Storm of Vengeance: As the Quest level Priest spell
257 Stun Blast /Sleep: Astral stunning
258 Stunning Shout: Target must save vs. PP or stunned 1d(KiL) segments
259 Suggestion: Suggestion
260 Suggestion: Suggestion (up to CL targets)
261 Summon a DL VII Undead
262 Summon a DL=VII Lycanthrope
263 Summon Angel: Summons a DL VIII Angel (good aligned Outer-planar creature)
264 Summon Chaotic Creature: Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
265 Summon Fire Elemental: Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele.
266 Summon Greater Deva: Summons a x2 Angel or Greater Deva
267 Summon Lawful Creature: Gate (as spell) for Lawful creature or for a Water or Air Elemental
268 Summon Planar Creature
269 Summon True Creature: Gate (as spell) for True creature or for a Time Elemental
270 Summoning: Summon a DL=SL Outer
271 Suneagle: Summons a Phoenix (see Monstrous Compendium)
272 Super Breath: CL*SL air dmg to one group (no save)
273 Suppress: Target cannot use a particular power (no save)
274 Target is energy drained CL/2 levels (no save)
275 Telekinesis: Telekinesis CL*SL*10 lbs.
276 Temporal Stasis
277 Temporal: Stop Time: CH*3' radius Time Stop
278 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:½)
279 Temporal: Time Bolt: Ages target 10*(CHd4) years (save:½)
280 Third Level Priest Spell: Cast one 3rd level Priest spell at CL = 50
281 Time Hop, Mass: Willing subjects hop forward in time.
282 Time Shift
283 Time Shift Other: Time Shift other S r (no save); -CL*5% to PsiR roll
284 Time Stop
285 Time Stop: Time Stop (as spell, maintained 3/r)
286 Transferer: Steal one power from target (save)
287 Treat Serious Wounds: Heals 60% max hp (3 succ)
288 True Domination: Dominated subjects less likely to defy your will.
289 Turn to Goo: Polymorphs target to sludge
290 Undead Control: Turn Undead at CL=(SL-2)*2
291 Unholy Word: As the 7th level Priest spell (doubled)
292 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
293 Vibration: SL*CL Vibration damage (1 group, no save)
294 Water Animation: Summon a DL=SL Water Elemental
295 Water Bolt LVLd12
296 Water Bolt: Ele.Water damage,Str resist
297 Water Control: Wall of Water / Part Water / Lower Water
298 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
299 Weakness of the World: -9/-9 AC/saves, -25% RR/MR/PsiR; Lasts 5r after maint.
300 White Hurricane: All Evil in sight Gated to their home (no save)
301 Wild Invocation V: Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
302 Wild Magic Surge: Generate (level) Wild Surges within 60' each round for 1h
303 Wild Surge
304 Worm: 1 target: Mental & Physical Domination (save)
305 Zombie Animation: Animate a dead body as a Zombie with DL=SL

High SL Sampler Powers (Super Defensive, d190)

 
# Effect
1 Ability Score *2.5: Choose one ability score. New score = (old score - 10) * 2.5 + 10
2 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
3 AC *2.5: Your new AC = (old AC - 10) * 2.5 + 10
4 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
5 Actions *2.5: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
6 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.
7 Add Global Immunity: Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.
8 Affinity Field: Effects that affect you also affect others.
9 Affinity Field: Effects that affect you also affect others.
10 Alter Probabilities: ±20% all die rolls
11 Amplification: xCH on next Psi9 power's effect
12 Angelic Lore: You gain x2 multiplier; Angel's powers of level = (CL-21)/7
13 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
14 AntiBio Force: Inaccuracy: People need a 20+CH to Autohit you
15 Anti-Commotion Resist.: +CL*5% aaAllR (Anti-Anti R vs. everything)
16 Anti-Godly Ray
17 Anti-Innate Ray
18 Astral Form Blockade Field: Stops Astral Psi./Proj., Dim.Doors
19 Aura of Fear: Fear by sight (SL saves)
20 Bard or Sage Abilities, LVL 12: Get bard or sage abilities of level 11 (max = your level)
21 Bio Force: Maintain Health: +CH Con, regen all hit points each r
22 Bio Force: Super Accuracy: Roll 1d4+16 instead of 1d20 for to hit
23 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
24 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
25 Body Transformation: Change your body to be of an E=SL/2 element
26 Caprenium Silence: 100'r, 100% irreducible InnateR,PsiR,or MR
27 Chemical Mimicry: Change your body to be of an TechL=SL chemical
28 Clone/Simulacrum: Clone (or) Simulacrum (as the MU spells)
29 Construct Control Item 8: Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
30 Construct Generic Item 8: Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
31 Construct Power/Defensive Item 8: Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
32 Construct Psi16 Item 8: Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
33 Construct Weapon Item 8: Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
34 Contingency: Contingency for one Psi9 power
35 Control Air: Less Damage: x10 hp
36 Control Earth: Mass Damage: Your physicals do Hp instead of hp
37 Cosmic Awareness: Grand: Cosmic Awareness
38 Create Golem IV: Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
39 Create Technological Monster IV: Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
40 Create/Destroy Conduit: Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
41 Damage *2.5: Damage with one physical weapon is multiplied by 2.5
42 Damage Reduction, Energy, 90%: Take x0.1 damage from energy
43 Damage Reduction, Physical, 90%: Take x0.1 damage from physical attacks
44 Druid Spells, LVL 12: Get a druid progression of level 12 (max = your level)
45 Duplication: There are two of you
46 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
47 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
48 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
49 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
50 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
51 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
52 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
53 Environ.: Familiar Locale: CH mile r, atmosphere same as home
54 Expanded Spectrum: You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
55 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
56 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
57 Flame Immunity: SL/2 instances of Resist Fire
58 Focus: Resist Death: Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
59 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
60 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
61 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
62 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
63 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
64 Force Field vs. Physical: -SL per physical attack
65 Force Field vs. Power Manipulation: ER 10*SL%
66 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
67 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
68 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
69 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
70 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
71 Golem Form: Adamantite: Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
72 Golem Form: Bone: Undead immunities; Can't be Turned; 1M: Paralyze a group
73 Golem Form: Brain: +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
74 Golem Form: Brass Minotaur: Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
75 Golem Form: Burning Man: Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
76 Golem Form: Diamond: Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
77 Golem Form: Drolem: [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
78 Golem Form: Gargoyle: +LVL weapon needed to hit you; You punches are petrification branded
79 Golem Form: Hammer: Immune magic; +4d6 dmg per physical attack
80 Golem Form: Iron: set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
81 Golem Form: S=9,10,11: Unusual Material of S=9,10,11 (cannot exceed real S number)
82 Good Fortune I: +CL Luck (the Concordant ability score)
83 Grand Chaos: All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
84 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
85 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
86 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
87 Growth 11: +4 size; +8 Str; +8*CL max hp
88 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
89 Hard Resistance to Time: Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
90 HD type: Add +2d+2: Add 2 to number of HD and 2 to the HD type per level
91 Hero Element: Casts any one 1st level Hero spell
92 Hero Lore: You gain x2 multiplier; Hero's powers of level = (CL-21)/7
93 hp *2.5: Multiply hp by 2.5
94 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
95 Icing: SL/2 instances of Resist Cold/Ice
96 Illusory Duplication: Mirror Image (SL images)
97 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
98 Immunity IV: Globe/Invuln., Immune:1st-2nd Dominions
99 Inconvenience Immunity: Immune to Set, Truename, Crapped, Slain, As You Are
100 Invisibility: Improved Invis.
101 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
102 Invulnerability: -CL*SL/2 dmg per attack
103 Ionization: Lightning shield (xSL/10 damage back)
104 Item *2.5: How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
105 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
106 Legend Element: Casts any one 1st level Legend spell
107 Level: early 25: Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
108 Lich Lore: Lich powers of ½ level
109 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
110 Luckscale: (Must have scales to use) Luckstone effect for 1 day
111 Magic Control: +SL/2 (round down) to SL of next Psi45 power
112 Magic Defense: Resist magic
113 Magic Inertial Barrier: Spell delayed 1 s if hitting you; Delayed 2 s
114 Magic Inertial Improver: Spells give no save in your group; --
115 Magic Shield: Stops SL/2 magical attacks on you
116 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
117 Memorization Level Increase 4: +1 Memorization Level (this is next level of picks for rogues)
118 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
119 Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.
120 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
121 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
122 Money *2.5: How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
123 Move Rate *2.5: Multiply Move Rate by 2.5
124 Multiplier *2.5: Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
125 Mystic Shield: SR SL*CL
126 Null Field 1: All spells of SL 1 or higher don't work in 100'r
127 Null Void: Null Bolt: Targets gets 5*LVL% offensive MR,PsiR,InnateR
128 Null Void: Null Dome: 3*LVL% irreducible PsiR
129 Null Void: Null Field: 3*LVL% irreducible MR
130 Null Void: Null Innates: Caster immune to and cannot use innates
131 Permanency: Makes a Demon psi power permanent
132 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
133 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
134 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
135 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
136 Prince: Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
137 Psi Inertial Improver: Psi gives no save in your group; --
138 Psi: Trap: Chain Contingency, up to LVL powers any type
139 Psionic Permanency: (freq.5/other)Perm.psi power,no maint.cost
140 Psionic Turning: Spell Turning but affects Psionic effects
141 Public Access Lock: Your truename is unknowable; Thoughts unknowable too
142 Reality Alteration: + or - SL to your next die roll
143 Reduplication: Duplicates one (non-magical, non-psionic) item; max TechL = CL
144 Reflection: MPIWReflection 5*SL%
145 Reflector: As Spell Turning, also Innates and Psi
146 Regeneration: Regenerate SL hp/s
147 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
148 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
149 Resist: Magic: SL/4 (round down) instances of Resist magic
150 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
151 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
152 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
153 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
154 Rogue points 40: This class gives an extra +40 Rogue points per level.
155 Saves *2.5: Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
156 Sentinel Lore: You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
157 Shapechange: Shapechange (as spell,phys.innates gained)
158 Shapechange: You become any creature, change one/round.
159 Shielder: Shield: Non-ablative 1000 hp, up to 40'sq.
160 Shotokan Spirit: Know and can use all Psi0 minor/major/grand powers
161 Sinanju Spirit: Know and can use all Martial Arts powers
162 Spell *2.5: One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
163 Spirit in the Sky: No physical body, can use 2 M /s; Can use 3 M /s
164 Spirit Preservation: +5*CL% aXR
165 Spirit Resistance: +5*CL% XR
166 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
167 Stretching: Can melee up to SL people per round that aren't in your group
168 Symbol of Wizardry
169 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
170 Thermal Kinetic: Plasma Beam (Psi 9): ±CHx100°, save at -CHxCH or dead
171 Thief Abilities, LVL 12: Get thief abilities of level 12 (max = your level)
172 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
173 Thought: Incr.Charisma: +CH Chr, considered X2 in highest class
174 Thought: Incr.Wisdom: +CH Wis, all rolls are 2 dice (choose)
175 Thought: No Body: You no longer have/need a physical body
176 To Hit *2.5: Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
177 True Invulnerability: CH*2% irreducible RR,MR,PsiR,InnateR
178 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
179 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
180 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
181 Villain Element: Casts any one 1st level Villain spell
182 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
183 When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
184 Wrestling Spirit: Know and can use all Professional Wrestling powers
185 X7 Element: Casts any one X7 grand
186 You do not go unconscious and stay offensive at any hp total (will still die)
187 You do not go unconscious and stay offensive at any negative hp total (but will still die)
188 Your unarmed attacks are Permanent hp of damage
189 Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
190 Z Acceleration: +CL Q0 actions /r (self); Cast Psi using 0 actions

High SL Sampler Powers (Super Offensive, d239)

 
# Effect
1 1D: Reincarnate as an animal of your animal form
2 1V, while attacking: Your natural attacks Cascade Rams one group
3 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
4 Acid Blast /Toxic Wave: Acid damage, Con resists
5 Acid: CL*(SL+2) acid dmg to one target (no save)
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Blast: Ele.Air damage, Dex resists
8 Air Control: Gust of Wind / Wall of Air
9 Alter Reality (each target max 1/turn)
10 Animal Summoning: Summon a DL=SL-1 Animal
11 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
12 Annihilation Bolt LVLd20
13 AntiBio Force: Lose Health: -CH Con, degen all hit points each r (no save)
14 Apopsi: You delete target’s psionic powers.
15 Apopsi: You delete the psionic power of another.
16 Armageddon: Destroy a demiplane (will probably get Objected to unless it's empty)
17 As You Are
18 As You Are
19 Assimilate: Incorporate creature into your own body.
20 Astral Construct IX: Astral construct fights for you.
21 Astral Destruct IX: Astral destruct fights for you.
22 Aura of Non-Sentience: All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
23 Avoid Fate: Avoid Fate (as spell)
24 Barrier: Solid Wall of Force (as spell)
25 Barrier: Wall that blocks psionics (1 way)
26 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
27 Bodily Restoration IV: Troll-like Regeneration ¬ of max hp/r
28 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
29 Bring Animals VIII: Summon CL*5 Animals using ML VIII chart, you pick the result
30 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
31 Cellular Cure / Cause: Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
32 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
33 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
34 Cellular Heal/Harm: X targets: Heal/Harm X% of max; X*2% of max
35 Change Reality (greater): As the 10th level spell, non-phys.things
36 Change Reality: Change Reality (any Psi grand); Double CL effect
37 Change Reality: Change Reality or Psi1 grand; Double CL effect
38 Change Reality: Change Reality or Psi-1 grand; Double CL effect
39 Chaos Storm: All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
40 Chaotic World: Chaos Blast
41 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
42 Choose Summoning VIII: Monster Summoning using ML VIII chart, you pick the result
43 Cold Generation: SL*CL Cold damage (1 group, no save)
44 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
45 Control Thoughts: Caster controls ½M action/succ
46 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
47 Control: Domination one target (SL/2 saves)
48 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
49 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
50 Crapulence Aura: Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
51 Cthulhoid Swarm VIII: Summon CL*9 Monsters using ML VIII "Weird" chart (random)
52 Cureall: Cureall
53 Damage Transference: Cell Adjustment CL*SL*2 hp
54 Dark Storm: 6 Dark Thunderbolts (pay DPP cost once)
55 Darkness: Darkness (can blind a person, make SL saves)
56 DeAmplification: (can borrow 1M) ÷CH effect on any effect
57 Death Blast: Necromantic damage
58 Decrease Charisma: -1 Chr/succ
59 Decrease Constitution: -1 Con/succ
60 Decrease Dexterity: -1 Dex/succ
61 Decrease Intelligence: -1 Int/succ
62 Decrease Strength: -1 Str/succ
63 Decrease Wisdom: -1 Wis/succ
64 DeShielder: DeShield: 1000 dmg
65 Destroy Evil Spirit: Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
66 Disintegration: Major: Disintegrate (save)
67 Dispel 11: Dispel a SL 0-11 effect
68 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
69 Dissolution: You Disintegrate really large objects or creatures.
70 Domination: Dominate all actions (SL/5 saves)
71 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
72 Earth Animation: Summon a DL=SL Earth Elemental
73 Earth Blast: Ele.Earth damage,Con resist
74 Electrical Generation: SL*CL Lightning damage (1 group, no save)
75 Empyreal Guards: Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
76 Energy Blast IV: [Pick an element] CLd30 dmg of that element (one group, no save)
77 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
78 Energy Kin.: Super Blast: 100*CH'r, CHxCHxCH Energy dmg (no save)
79 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
80 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
81 Enslave: Target creature's AL switches to L, all of it's actions under control of caster (no save)
82 Eye for an Eye (Psi 11W) (fork an eye back on someone)
83 Fear VI (Fear Contagion): As the Quest level Priest spell
84 Fifth Level Priest Spell: Cast one 5th level Priest spell at CL = 70
85 Fire Blast /Hellblast: Ele.Fire damage,Con resist
86 Fire Generation: SL*CL Fire damage (1 group, no save)
87 Flame Animation: Summon a DL=SL Fire Elemental
88 Flame Project: CL*(SL+2) fire dmg to one target (no save)
89 Flash: Light (can blind a person, make SL saves)
90 Flying Fireball: KiLd8 dmg in a KiL' radius (fire damage) (save:½)
91 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
92 Force Wind: Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
93 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
94 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
95 Godly Protection: (Z action) iGR = CL% for 1s, works on up to xCL beings
96 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
97 Heal: Cures 1=10%,2=30%,3=60%,4=100%
98 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
99 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
100 Hell Pit: 2 saves:fail 1=goto hell, fail 2=impris
101 Holy/Eldritch/Unholy Bolt
102 Hyperkinetic: Decr.Mentals: -CH Mental actions (no save)
103 Hypnotic Control: Hypnosis (SL/2 saves)
104 Hypnotism: Hypnosis (SL saves)
105 Hypnotism: Hypnotism, up to CL targets
106 Ice Animation: Summon a DL=SL Ice Elemental
107 Ice Blast: Ice damage, Con resists
108 Ice Control: Wall of Ice
109 Ice Production: CL*(SL+2) ice dmg to one target (no save)
110 Ice Sheet: Wall:Ice damage, Con resists
111 Imprisonment: Imprisonment (as spell)
112 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
113 Inferno Strike: KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
114 Insist: [0 action] Counters a counterspell; that same type of counterspell can't be used again
115 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
116 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
117 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
118 Know Truename: As the 9th level Diviner spell
119 Law Quintruple Beam: CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
120 Lifeform Creation: Summon a DL=SL-1 monster
121 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
122 Lightning Blast: Lightning damage, Dex resists
123 Lightning: CL*SL lightning dmg to one group (no save)
124 Limitation: 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
125 Liturgy of Armageddon: All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
126 Magic Blast: CL*SL force dmg to one group (no save)
127 Magic Domination: Control M Actions (SL/2 saves)
128 Mana Blast: Astral damage
129 Mass Energy Drain: Energy Drain (as spell) in 90'r area
130 Mass Feeblemind: Feeblemind (as spell) in 90'r area
131 Mass Mind Control: 250'r, all are Hypnotised (no save)
132 MassTelepathicCommand: Suggestion (no save) up to CL targets
133 Master Ritual of Summ.: Summons any one unique creature in the Multiverse to you (no resistance)
134 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
135 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
136 Mental Ball 11: 110'r; take 11*level*(# of freq.) damage; no save
137 Mental Deceleration: Target loses next N mental actions (no save)
138 Mental Deceleration: Target loses next N mental actions (no save); affects 1+CL/9 groups
139 Mimic: 1bM: Fork a spell level 0 to SL effect
140 Mind Blast: SL Int dmg to one target (no save)
141 Mind Blast: SL*CL Mental damage (1 group, no save)
142 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
143 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
144 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
145 Mob Mind: Control Thoughts Blast (yuck!)
146 Monster Domination: Dominates any creature for less time.
147 Negation Blast
148 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
149 Nightmare: Improver Beam: +CH/6 to being's multiplier (will be Set in 1r)
150 Nightmare: Mental Blast: CHxCH'r,lose CHd4 mental stats (save:½)
151 Nightmare: Physical Blast: CHxCH'r,lose CHd4 physical stats (save:½)
152 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:½)
153 Nightmare: Removal Beam: -CH/6 to being's multiplier (save:½)
154 No Resistance (Physical): 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
155 No Resistance: 1 target: Lowers Class VI,PsiR,Defense X for 1t
156 Pawn: Pawn someone (gets a Will and a Spell save, making either is a make)
157 People's Army: Mass Charm Person up to LVL^3 people (no save)
158 Personality Transfer: Magic Jar (SL/2 saves)
159 Phobia: Fear (SL saves)
160 Photon Kin.: Phaser Beam: 100*(CHd20) Light damage (no save/PsiR)
161 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
162 Physical Deceleration: Target loses next N physical actions (no save)
163 Physical Deceleration: Target loses next N physical actions (no save); affects 1+CL/9 groups
164 Plague Carrier: Disease (SL saves)
165 Planet Swarm
166 Planetary Acidify: Acidifies 1 planet or moon (!); 2 planets or moons!
167 Planetary Demolish: 1 idmg in any E=CL/6 element; 2 idmg; CL/3 instead
168 Planetary Detonate (Psi2)
169 Planetary Detonate: Detonates 1 planet or moon (!); 2 planets or moons!
170 Plasma Generation: SL*CL Plasma damage (1 group, no save)
171 Polycancellation: Tricancellation CH targets
172 Polyrestoration: Trirestoration CH targets
173 Possession: Magic Jar (no save) (no PsiR) (no immunity)
174 Power Blast: Astral damage
175 Power Transfer: Drain all spells & psi points (no save)
176 Psychic Will: Wall of Force
177 Public Access Key: Target's Truename is visual (!); Thoughts visible too
178 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
179 Ram Blast /Urban Renewal: 1 hull point damage/succ
180 Reconstruct
181 Repeating Fireball: Throw X Fireballs (see above)
182 Reset (each target max 1/day)
183 Reset: Resets one target in sight (max = 1 reset per real reset)
184 Resurrection: [0 action, even when dead]: Resurrection
185 Reverse Contingency: Dispel a Contingency and everything in it
186 Self-Revival: 0, (SL-1)/d: Heal self
187 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
188 Set
189 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
190 Shielder: Bolt: CHxCHd8 Force damage, ignores defenses
191 Sixth Level Priest Spell: Cast one 6th level Priest spell at CL = 80
192 Sleep-Induced: Sleep (SL/2 saves)
193 Solid Stun Bolt (-LVL all actions)
194 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
195 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
196 Spell Barrier: Wall:Dead Magic (all types)
197 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
198 Spray: SL choking dmg to a group per segment (can leave the area)
199 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
200 Stasis: Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
201 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi16
202 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi8
203 Steal Soul III: Transforms unwilling target to a larva
204 Summon a DL X Undead
205 Summon a DL=X Lycanthrope
206 Summon Insects: Summon Insects
207 Summoning: Summon a DL=SL Outer
208 Super Breath: CL*SL air dmg to one group (no save)
209 Super Domination: Dominate one target (no save, no PsiR, no Wis)
210 Superblast [V]: All in 1 mile insane (no PsiR); 2 mile radius
211 Telekinesis: Telekinesis CL*SL*10 lbs.
212 Telekinesis: TK LVL*10' falling damage area
213 Telekinetic Crush: 1 target: X*X*X telekinetic damage (no save)
214 Telekinetic Crush: X*X*X telekinetic damage (no save); affects 1+CL/9 groups
215 Temporal Distortion: Target gains another half-segment of actions after the current half-segment
216 Temporary Insanity: 1 insanity [DMG1]/succ
217 Thermal Kin.: Plasma Beam: ±CHx100°, save at -CHxCH or dead
218 Thrall: Target is your slave forever.
219 Thunderclap: Blast:Sound damage, Con resists
220 Thunderclap: KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
221 Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
222 Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
223 Treat Deadly Wounds: Heals 100% max hp (4 succ)
224 True Telekinesis: Lift or move 500 lb./level at long range.
225 True Vulnerability: -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)
226 Undead Control: Turn Undead at CL=(SL-2)*2
227 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
228 Vibration: SL*CL Vibration damage (1 group, no save)
229 Water Animation: Summon a DL=SL Water Elemental
230 Water Blast: Ele.Water damage,Str resist
231 Water Control: Wall of Water / Part Water / Lower Water
232 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
233 Wild Invocation VI: Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
234 Wish: Wish (as spell)
235 Wish: Wish (as spell), CL = 35
236 Wish: Wish (as spell), or any Psi2 Dev/Sci/High Sci
237 Wish: Wish (as spell), or any Psi200 Dev/Sci/High Sci
238 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering
239 Zombie Animation: Animate a dead body as a Zombie with DL=SL

Infinite Armor Class (Concordant Mini-Class)

Level KXP Effect Total
1 500 +1 iAC (iAC 1)
2 1000 +1 iAC (iAC 2)
3 1500 +1 iAC (iAC 3)
4 2000 +1 iAC (iAC 4)
5 2500 +1 iAC (iAC 5)
6 3000 +1 iAC (iAC 6)
7 3500 +1 iAC (iAC 7)
8 4000 +1 iAC (iAC 8)
9 4500 +1 iAC (iAC 9)
10 5000 +1 iAC (iAC 10)
11 5500 +1 iAC (iAC 11)
12 6000 +1 iAC (iAC 12)
13 6500 +1 iAC (iAC 13)
14 7000 +1 iAC (iAC 14)
15 7500 +1 iAC (iAC 15)
16 8000 +1 iAC (iAC 16)
17 8500 +1 iAC (iAC 17)
18 9000 +1 iAC (iAC 18)
19 9500 +1 iAC (iAC 19)
20 10000 +1 iAC (iAC 20)
21 10500 +1 iAC (iAC 21)
22 11000 +1 iAC (iAC 22)
23 11500 +1 iAC (iAC 23)
24 12000 +1 iAC (iAC 24)
25 12500 +1 iAC (iAC 25)
26 13000 +1 iAC (iAC 26)
27 13500 +1 iAC (iAC 27)
28 14000 +1 iAC (iAC 28)
29 14500 +1 iAC (iAC 29)
30 15000 +1 iAC (iAC 30)
31 15500 +1 iAC (iAC 31)
32 16000 +1 iAC (iAC 32)
33 16500 +1 iAC (iAC 33)
34 17000 +1 iAC (iAC 34)
35 17500 +1 iAC (iAC 35)
36 18000 +1 iAC (iAC 36)
Alternate Effect Alt Total
+1 ||AC|| ( ||AC|| 3)
+1 ||AC|| ( ||AC|| 4)
+1 ||AC|| ( ||AC|| 5)
+1 ||AC|| ( ||AC|| 6)
+1 ||AC|| ( ||AC|| 7)
+1 ||AC|| ( ||AC|| 8)
+1 ||AC|| ( ||AC|| 9)
+1 ||AC|| ( ||AC|| 10)
+1 ||AC|| ( ||AC|| 11)
+1 ||AC|| ( ||AC|| 12)
+1 ||AC|| ( ||AC|| 13)
+1 ||AC|| ( ||AC|| 14)
+1 ||AC|| ( ||AC|| 15)
+1 ||AC|| ( ||AC|| 16)
+1 ||AC|| ( ||AC|| 17)
+1 ||AC|| ( ||AC|| 18)
+1 ||AC|| ( ||AC|| 19)
+1 ||AC|| ( ||AC|| 20)
+1 ||AC|| ( ||AC|| 21)
+1 ||AC|| ( ||AC|| 22)
+1 ||AC|| ( ||AC|| 23)
+1 ||AC|| ( ||AC|| 24)
+1 ||AC|| ( ||AC|| 25)
+1 ||AC|| ( ||AC|| 26)
+1 ||AC|| ( ||AC|| 27)
+1 ||AC|| ( ||AC|| 28)
+1 ||AC|| ( ||AC|| 29)
+1 ||AC|| ( ||AC|| 30)
+1 ||AC|| ( ||AC|| 31)
+1 ||AC|| ( ||AC|| 32)
+1 ||AC|| ( ||AC|| 33)
+1 ||AC|| ( ||AC|| 34)
+1 ||AC|| ( ||AC|| 35)
+1 ||AC|| ( ||AC|| 36)
+1 ||AC|| ( ||AC|| 37)
+1 ||AC|| ( ||AC|| 38)
||AC|| is used against G Action attacks in the [X] section. It's not too useful outside of [X] section, but it can be used as |AC|.

Infinite Hit Points (Concordant Mini-Class)

Level KXP Effect Total
1 500 +2 ihp (+2 ihp)
2 1000 +2 ihp (+4 ihp)
3 1500 +2 ihp (+6 ihp)
4 2000 +2 ihp (+8 ihp)
5 2500 +2 ihp (+10 ihp)
6 3000 +2 ihp (+12 ihp)
7 3500 +2 ihp (+14 ihp)
8 4000 +2 ihp (+16 ihp)
9 4500 +2 ihp (+18 ihp)
10 5000 +2 ihp (+20 ihp)
11 5500 +2 ihp (+22 ihp)
12 6000 +2 ihp (+24 ihp)
13 6500 +2 ihp (+26 ihp)
14 7000 +2 ihp (+28 ihp)
15 7500 +2 ihp (+30 ihp)
16 8000 +2 ihp (+32 ihp)
17 8500 +2 ihp (+34 ihp)
18 9000 +2 ihp (+36 ihp)
19 9500 +2 ihp (+38 ihp)
20 10000 +2 ihp (+40 ihp)
21 10500 +2 ihp (+42 ihp)
22 11000 +2 ihp (+44 ihp)
23 11500 +2 ihp (+46 ihp)
24 12000 +2 ihp (+48 ihp)
25 12500 +2 ihp (+50 ihp)
26 13000 +2 ihp (+52 ihp)
27 13500 +2 ihp (+54 ihp)
28 14000 +2 ihp (+56 ihp)
29 14500 +2 ihp (+58 ihp)
30 15000 +2 ihp (+60 ihp)
31 15500 +2 ihp (+62 ihp)
32 16000 +2 ihp (+64 ihp)
33 16500 +2 ihp (+66 ihp)
34 17000 +2 ihp (+68 ihp)
35 17500 +2 ihp (+70 ihp)
36 18000 +2 ihp (+72 ihp)
Alternate Effect Alt Total
+1 lifep (+1 lifep)
+1 lifep (+2 lifep)
+1 lifep (+3 lifep)
+1 lifep (+4 lifep)
+1 lifep (+5 lifep)
+1 lifep (+6 lifep)
+1 lifep (+7 lifep)
+1 lifep (+8 lifep)
+1 lifep (+9 lifep)
+1 lifep (+10 lifep)
+1 lifep (+11 lifep)
+1 lifep (+12 lifep)
+1 lifep (+13 lifep)
+1 lifep (+14 lifep)
+1 lifep (+15 lifep)
+1 lifep (+16 lifep)
+1 lifep (+17 lifep)
+1 lifep (+18 lifep)
+1 lifep (+19 lifep)
+1 lifep (+20 lifep)
+1 lifep (+21 lifep)
+1 lifep (+22 lifep)
+1 lifep (+23 lifep)
+1 lifep (+24 lifep)
+1 lifep (+25 lifep)
+1 lifep (+26 lifep)
+1 lifep (+27 lifep)
+1 lifep (+28 lifep)
+1 lifep (+29 lifep)
+1 lifep (+30 lifep)
+1 lifep (+31 lifep)
+1 lifep (+32 lifep)
+1 lifep (+33 lifep)
+1 lifep (+34 lifep)
+1 lifep (+35 lifep)
+1 lifep (+36 lifep)

Invigorator (Alljevunator)

Level KXP Invig  U/B A/E
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 6 2-- -  [-] [-]
3 12 3-- -  [-] [-]
4 24 4-- -  [-] [-]
5 48 41- -  [-] [-]
6 96 42- -  [-] [-]
7 192 43- -  [-] [-]
8 384 44- -  [-] [-]
9 768 441 -  [-] [-]
10 1200 442 -  [-] [-]
11 1800 443 -  [-] [-]
12 2400 444 -  [-] [-]
13 3000 444 1  [-] [-]
14 3600 444 2  [-] [-]
15 4200 444 3  [-] [-]
16 4800 444 4  [-] [-]
17 5400 544 4  [-] [-]
18 6000 554 4  [-] [-]
19 6600 555 4  [-] [-]
20 7200 555 5  [-] [-]
21 7800 655 5  [-] [-]
22 8400 665 5  [1] [-]
23 9000 666 5  [1] [-]
24 9600 666 5  [2] [-]
25 10200 666 6  [2] [-]
26 10800 766 6  [3] [-]
27 11400 776 6  [3] [1]
28 12000 777 6  [4] [1]
29 12600 777 7  [4] [1]
30 13200 877 7  [5] [2]
31 13800 887 7  [5] [2]
32 14400 888 7  [6] [2]
33 15000 888 8  [6] [3]
34 15600 988 8  [7] [3]
35 16200 998 8  [7] [3]
36 16800 999 8  [8] [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Str 23, Con 28, Int 23, Chr 46,
  Class Slots 3
Alignment: any
HD/level: 2d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Con, Wis, and Chr bonus, which is +(stat-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of four different x2 Concordant classes: Unbreakable, Breaker, Afterliver, and Ender. The idea here is by the time a character has reached 36th level in Invigorator, he will know which path he will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 22 Note: Your "CCL" is your CL-23 for Unbreakable/Breaker and CL-29 for Afterliver/Ender. At level 22 you get 1 power to choose from between the Unbreakable or Ender lists. You do not get 1 in both. When you get a second power (at level 24), it does not need to be from the same class.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

Invigorator Spells (SL=3)

SL Class # Spell
3 Dejuvenator 1 1V: Harm (1 target, PPD save)
3 Dejuvenator 2 1V: Charm or Domination (1 target, Will save)
3 Dejuvenator 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 Dejuvenator 4 1M: Stop, Slow, or Web (1 target, no save)
3 Dejuvenator 5 1M: Target's next Clone will not trigger upon his death (no save)
3 Dejuvenator 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
3 Martyr 7 1V: Death's Door Other (they go to 0 current hp)
3 Martyr 8 1V: Remove Charm/Domination on Other.
3 Martyr 9 1P: Remove Paralysis, Stun, or Held on Other.
3 Martyr 10 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 Martyr 11 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 Martyr 12 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)
3 Rejuvenator 13 1uncV: Death's Door Self (you go to 0 current hp)
3 Rejuvenator 14 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 Rejuvenator 15 1uncP: Remove Paralysis, Stun, or Held on Self.
3 Rejuvenator 16 1uncM: Remove an effect that's stopping you 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 Rejuvenator 17 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 Rejuvenator 18 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
3 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
3 Invigorator 20 +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects

Invigorator Spells (SL=5)

SL Class # Spell
5 Dejuvenator 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 Dejuvenator 2 1M: Harm (1 target, no save)
5 Dejuvenator 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Dejuvenator 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 Dejuvenator 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 Dejuvenator 6 1M: Super Slow: Target loses next LVL A Actions (no save)
5 Martyr 7 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 Martyr 8 1M: Heal Other.
5 Martyr 9 +1D Actions in the room continuous (does not affect "dead" Actions).
5 Martyr 10 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 Martyr 11 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 Martyr 12 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
5 Rejuvenator 13 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 Rejuvenator 14 1uncM: Heal Self.
5 Rejuvenator 15 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Rejuvenator 16 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 Rejuvenator 17 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 Rejuvenator 18 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
5 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
5 Invigorator 20 "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)

Invigorator Spells (SL=7)

SL Class # Spell
7 Dejuvenator 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 Dejuvenator 2 1F: Turn Undead with CL=LVL*2.
7 Dejuvenator 3 1P: Causeall (1 target, no save)
7 Dejuvenator 4 1M: Destruction (1 target, no save)
7 Dejuvenator 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 Dejuvenator 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
7 Martyr 7 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 Martyr 8 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 Martyr 9 1P: Cureall Other.
7 Martyr 10 1M: Resurrect Other.
7 Martyr 11 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 Martyr 12 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
7 Rejuvenator 13 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 Rejuvenator 14 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 Rejuvenator 15 1deadP: Cureall Self.
7 Rejuvenator 16 1deadM: Resurrect Self.
7 Rejuvenator 17 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 Rejuvenator 18 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
7 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
7 Invigorator 20 You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.

Invigorator Spells (SL=9)

SL Class # Spell
9 Dejuvenator 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 Dejuvenator 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 Dejuvenator 3 1M: True Destruction (1 target, no save)
9 Dejuvenator 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Dejuvenator 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Dejuvenator 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
9 Martyr 7 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 Martyr 8 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 Martyr 9 1M: True Resurrect Other.
9 Martyr 10 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Martyr 11 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 Martyr 12 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
9 Rejuvenator 13 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 Rejuvenator 14 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 Rejuvenator 15 1deadM: True Resurrect Self.
9 Rejuvenator 16 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 Rejuvenator 17 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Rejuvenator 18 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
9 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
9 Invigorator 20 You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).

Invigorator Spells (SL=11, CSL=1)

SL Class # Spell
11 (CSL 1) Unbreakable 1 +CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Unbreakable 2 +(CCL+1)/3 ihp
11 (CSL 1) Unbreakable 3 +(CCL+1)/3 iAC
11 (CSL 1) Unbreakable 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
11 (CSL 1) Unbreakable 5 All of your items are Indestructible.
11 (CSL 1) Unbreakable 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).
11 (CSL 1) Breaker 7 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Breaker 8 1V: Target takes (CCL+1)/3 idmg
11 (CSL 1) Breaker 9 1V: Target loses (CCL+1)/3 iAC
11 (CSL 1) Breaker 10 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
11 (CSL 1) Breaker 11 You may destroy Indestructible items as if they weren't Indestructible.
11 (CSL 1) Breaker 12 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
11 (CSL 1) Afterliver 1 +CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Afterliver 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.
11 (CSL 1) Afterliver 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.
11 (CSL 1) Afterliver 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
11 (CSL 1) Afterliver 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).
11 (CSL 1) Afterliver 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
11 (CSL 1) Ender 7 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Ender 8 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
11 (CSL 1) Ender 9 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.
11 (CSL 1) Ender 10 1X: Capital B Break (1 target, XR to resist)
11 (CSL 1) Ender 11 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).
11 (CSL 1) Ender 12 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

Meat Head

Level KXP Wizard
123 456 789 ABC
1 0 0b- --- --- ---
2 9 00c --- --- ---
3 18 000 d-- --- ---
4 36 000 0e- --- ---
5 72 000 00f --- ---
6 144 000 000 g-- ---
7 288 000 000 0h- ---
8 576 111 111 1f- ---
9 1000 111 111 10i ---
10 1450 111 111 100 j--
11 1900 222 222 211 h--
12 2350 222 222 211 0k-
13 2800 333 333 322 1i-
14 3250 444 444 433 2g-
15 3700 444 444 433 20l
16 4150 555 555 544 31j
17 4600 666 666 655 42h
18 5050 666 666 655 420
19 5500 777 777 766 531
20 5950 777 777 777 652
21 6400 777 777 777 763
22 6850 777 777 777 774
23 7300 777 777 777 775
24 7750 777 777 777 776
25 8200 777 777 777 777
26 8650 877 777 777 777
27 9100 887 777 777 777
28 9550 888 777 777 777
29 10000 888 877 777 777
30 10450 888 887 777 777
31 10900 888 888 777 777
32 11350 888 888 877 777
33 11800 888 888 887 777
34 12250 888 888 888 777
35 12700 888 888 888 877
36 13150 888 888 888 887
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 30, Class Slots 3
Alignment: any
HD/level: d5
Weapon Prof.: & 2+level/3
To Hit Table: & Wiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard, Alternate
 
This class may multi-class (or dual-class) with the other Meat classes, the combined two classes are only 4 class slots (total).
You get your (Int bonus)*LVL for bonus number of SL's in progression. For example, if you are level 6, have Ultra Bar Int, with an Int of 30, you would have 32*6 = 192 bonus SL's. If you spent all of it on SL=7 spells, you would have 192/7 = 27 bonus 7th's. Since you start with "g" (-7) 7th's, you actually get 27-7 = 20 of them.
Level 1: Sustain Int
Level 1: When casting (or choosing to channel) a spell, you may spend N spells of that SL to get N times the effect, with a maximum multiplier of LVL. Halve the N in cost if you are specialized in the school.
Level N (every level): +1 instance of Exc Int for this class. This is not optional, you must take this, even if your Int bonus would go down. Bonuses for Int levels are in the table below. Your number of Nonweapon proficiencies is (Int score)*((# Exc Int instances)+2)/2.
 
# Name Bonus Int 20 Int 30 Int 40 Int 50 Int 60 Int 70 Int 80 Int 90 Int 100
1 Exc (Int-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Int-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Int-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Int-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Int-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Int-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Int-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Int-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Int-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Int-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Int-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Int-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Int-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Int-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Int-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Int-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Int-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Int-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
+ ? (Int-N*2-10)*(N/2+1)

Minion (Arch-Henchman)

Level KXP Hench./Acc.
123 45 [1]
1 0 1-- -- [-]
2 7.5 2-- -- [-]
3 15 21- -- [-]
4 30 31- -- [-]
5 60 32- -- [-]
6 120 321 -- [-]
7 240 421 -- [-]
8 480 431 -- [-]
9 960 431 1- [-]
10 1560 432 1- [-]
11 2160 542 1- [-]
12 2760 542 21 [-]
13 3360 543 21 [-]
14 3960 543 22 [-]
15 4560 543 32 [-]
16 5160 543 33 [-]
17 5760 544 33 [-]
18 6360 544 43 [-]
19 6960 544 44 [-]
20 7560 554 44 [-]
21 8160 555 44 [-]
22 8760 555 54 [-]
23 9360 555 55 [-]
24 9960 655 55 [-]
25 10560 665 55 [1]
26 11160 666 55 [1]
27 11760 666 65 [2]
28 12360 666 66 [2]
29 12960 766 66 [3]
30 13560 776 66 [3]
31 14160 777 66 [4]
32 14760 777 76 [4]
33 15360 777 77 [5]
34 15960 877 77 [5]
35 16560 887 77 [6]
36 17160 888 77 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 16, Dex 19, Int 25, Logic 7; Class slots 3
Alignment: any E
HD/level: 2d13 (no Con bonus)
Weapon Prof.: 6+level
To Hit Table: 4+level
Save Table: 2xMon
Reference: DM {Reduced Villain/Anti-Hero}
Groups: Wizard, Rogue, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can cast Henchman or Accomplice spells.
Gets Exc Str, Dex, and Int.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.

Minion (Arch-Henchman) Spells

Class Level # Spell
Henchman 1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 1 3 1M: Monster Summoning (CL+1)/2
Henchman 1 4 You adjust all BlahR by -5*level%
Henchman 1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 1 7 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 1 11 1bF: Counter a counterspell effect.
Henchman 1 12 You can have two summons (same group).
Accomplice 1 13 10*CL% iaIR
Accomplice 1 14 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 1 15 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 1 16 1M: Target is paralyzed (PPD save)
Accomplice 1 17 1M: Steal an action or memory (Will save)
Accomplice 1 18 +CL/2 QV actions
Accomplice 1 19 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 1 20 +2 CL with psionics
Accomplice 1 21 +1 Str, Dex, Con, Int, Wis, and Chr
Henchman 2 1 1V: Twist (Remove an effect on a person)
Henchman 2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
Henchman 2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
Henchman 2 4 1M, 1/r: Causeall one target.
Henchman 2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
Henchman 2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
Henchman 2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
Henchman 2 8 +1 minor in a psionic progression you have.
Henchman 2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
Henchman 2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
Henchman 2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
Henchman 2 12 May wear two suits of armor, your AT sources fully stack
Accomplice 2 13 10*CL% iaMR
Accomplice 2 14 1M, 2/d: Causeall
Accomplice 2 15 +CL/3 QP actions
Accomplice 2 16 Pick a psionic power you have. It does not give a saving throw.
Accomplice 2 17 1M: Remove one Resist to something (no save, use ER)
Accomplice 2 18 10*CL% ER
Accomplice 2 19 0, 3/d: Counter a counterspell
Accomplice 2 20 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
Accomplice 2 21 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
Henchman 3 1 You can have three summons (same group).
Henchman 3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
Henchman 3 3 1M: Fascinate a group (Will save)
Henchman 3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
Henchman 3 5 1M, 1/d: Set (reverse Reset) one target.
Henchman 3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
Henchman 3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
Henchman 3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
Henchman 3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
Henchman 3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
Henchman 3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
Accomplice 3 13 10*CL% iaPR
Accomplice 3 14 +1 per damage die on your physical attacks; Enemies get --1 to hit you
Accomplice 3 15 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
Accomplice 3 16 1M: LVLd12 dmg, E=3 element, one target, no save
Accomplice 3 17 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
Accomplice 3 18 +CL/4 QM actions
Accomplice 3 19 1M: Sporacle a group (a random [C] section effect)
Accomplice 3 20 1V: Lend a V action to someone
Henchman 4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
Henchman 4 2 You can't be targetted until your summons are destroyed.
Henchman 4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
Henchman 4 4 Pick a spell you have. It costs ½M to use.
Henchman 4 5 Pick a psionic power you have. It costs ½M to use.
Henchman 4 6 Pick an innate ability you have. It costs ½M to use.
Henchman 4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
Henchman 4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Henchman 4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
Henchman 4 11 -1 actions of all types to everyone in the room (x1 Special)
Henchman 4 12 1F, 1/d: +1 to your multiplier for 1 round
Accomplice 4 13 Pick a spell you have. It costs half the number of actions it normally requires.
Accomplice 4 14 Pick a psionic power you have. It costs half the number of actions it normally requires.
Accomplice 4 15 +1 to number of segments per round (i.e. you get a segment 11)]
Accomplice 4 16 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
Henchman 5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Henchman 5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
Henchman 5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
Henchman 5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
Henchman 5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
Henchman 5 6 1F: Charm or Dominate target x0 or x1 creature (save)
Henchman 5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
Henchman 5 8 1V, 1/d: Ignore an Immunity to something.
Henchman 5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
Henchman 5 10 1M: All x1 and lower effects on one target are dispelled.
Henchman 5 11 Lockdown X actions continuous in your group
Henchman 5 12 1V, LVL/d: You ignore one level of Resist to something
Accomplice 5 13 10*CL% aER
Accomplice 5 14 +CL/5 Q0 actions
Accomplice 5 15 Pick an action type. You are immune to actions of that type being locked down.
Villain CSL 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain CSL 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain CSL 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain CSL 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain CSL 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain CSL 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain CSL 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain CSL 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain CSL 1 (11) 12 xVL number of henchmen, followers, summons, familiars
Anti-Hero CSL 1 (11) 13 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero CSL 1 (11) 14 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero CSL 1 (11) 15 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero CSL 1 (11) 16 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero CSL 1 (11) 17 +1 QX action
Anti-Hero CSL 1 (11) 18 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero CSL 1 (11) 19 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero CSL 1 (11) 20 Duplicate a Level: ability of a non-Concordant class
Anti-Hero CSL 1 (11) 21 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

Multiplier (Demigod Mini-Class)

Level KXP Effect Total
1 1500 +1 offensive or defensive multiplier (1)
2 3000 +1 offensive or defensive multiplier (2)
3 4500 +1 offensive or defensive multiplier (3)
4 6000 +1 offensive or defensive multiplier (4)
5 7500 +1 offensive or defensive multiplier (5)
6 9000 +1 offensive or defensive multiplier (6)
7 10500 +1 offensive or defensive multiplier (7)
8 12000 +1 offensive or defensive multiplier (8)
9 13500 +1 offensive or defensive multiplier (9)
10 15000 +1 offensive or defensive multiplier (10)
11 16500 +1 offensive or defensive multiplier (11)
12 18000 +1 offensive or defensive multiplier (12)
13 19500 +1 offensive or defensive multiplier (13)
14 21000 +1 offensive or defensive multiplier (14)
15 22500 +1 offensive or defensive multiplier (15)
16 24000 +1 offensive or defensive multiplier (16)
17 25500 +1 offensive or defensive multiplier (17)
18 27000 +1 offensive or defensive multiplier (18)
19 28500 +1 offensive or defensive multiplier (19)
20 30000 +1 offensive or defensive multiplier (20)
21 31500 +1 offensive or defensive multiplier (21)
22 33000 +1 offensive or defensive multiplier (22)
23 34500 +1 offensive or defensive multiplier (23)
24 36000 +1 offensive or defensive multiplier (24)
25 37500 +1 offensive or defensive multiplier (25)
26 39000 +1 offensive or defensive multiplier (26)
27 40500 +1 offensive or defensive multiplier (27)
28 42000 +1 offensive or defensive multiplier (28)
29 43500 +1 offensive or defensive multiplier (29)
30 45000 +1 offensive or defensive multiplier (30)
31 46500 +1 offensive or defensive multiplier (31)
32 48000 +1 offensive or defensive multiplier (32)
33 49500 +1 offensive or defensive multiplier (33)
34 51000 +1 offensive or defensive multiplier (34)
35 52500 +1 offensive or defensive multiplier (35)
36 54000 +1 offensive or defensive multiplier (36)

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

Permission Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
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: Int 18, Wis 13
Alignment: any
HD/level: d4+1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialization in Permission school (Counter-Magic); no opposite.
In combat, you act on the bottom of the segment (with the monsters) instead of the top of the segment with the rest of the PCs. If the party isn't in combat, is moving (using V actions) and encounters monsters, you cannot act again (beyond finishing moving your V action) until the bottom of the segment.
Level 1: May use 1 material component effect per spell as a zero action.

Permission Mage Spells

Level # Spell Effect
1 1 Foul Charges Foul (Destroy) 5*CL doses of potions or charges on items in someone's inventory (no save), the items can be fixed out of combat if done within the hour
1 2 Lapse Effect is countered unless they lose an additional action from their remaining actions this round (action must be of same type used to cast the effect).
1 3 Specific Counter When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 1 Fast Specific Counter [1Z to cast] When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 2 Counterspell Counterspell
2 3 Twist Dispels one effect
3 1 Absorb/Undermine [you may cast this spell even if you are as low as -29 hp] Counterspell, you are cured 30 hp, caster takes 30 dmg
3 2 Borrowed Borrowed Haste +1bbS action per round (counts as your Haste). bbS actions may be used during the PC's half of the segment.
3 3 Fork Fork
4 1 Deflection Deflects an effect so it hits a different target than what the caster intended
4 2 Mana Drain Counterspell, you gain a spell slot equal to the SL of the countered effect (Twilighting still applies)
4 3 Splice Cast four SL's of Permission Mage spells this segment (max SL=3, each costs 1N to use).
5 1 Anti-Magic Shell Turns off magical spells and effects of SL 0 to CL/2 in your group, Hole in the Middle for you.
5 2 Mass Twist Twist up to CL effects on one target, or twist every instance of one effect in a group.
5 3 Radiate An effect just cast hits every other target it could possibly target. You and the original caster both get your Head Blown Off.
6 1 Create D_Z Create a DMZ, DPZ, DIZ, DRZ, DTechZ, or DNZ (treat as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
6 2 Erase Symbol Erases a "?", "!", or other symbol in the dungeon, or makes the party immune to the next segment's Wandering Monster check, or counter someone's moving (with a V) action.
6 3 Quick Borrowed Borrowed Haste +1bbQS action per round (counts as your Haste, but can be combined with Borrowed Borrowed Haste). bbQS actions may be used during the PC's half of the segment.
7 1 Capital O Object Capital O Object (this spell cannot be channeled unless you are a Permission Mage)
7 2 Look at Me I'm the DCI Banhammer one effect in the room (treat this as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
7 3 Split Second Your next action that you use for a Permission school effect gets the "I" (Instantaneous, cannot be responded to) flag.
8 1 Capital I Insist Capital I Insist (this spell cannot be channeled unless you are a Permission Mage)
8 2 Multiply Your next Permission school effect will be at xCL^(1/2) multiplier.
8 3 Mutual Lockdown You and one target have all actions locked down for CL segments
9 1 Quick Quick Borrowed Borrowed Haste +1bbQQS action per round (counts as your Haste, but can be combined with the lower versions). bbQQS actions may be used during the PC's half of the segment.
9 2 Really O Object Really O Object (this spell cannot be channeled unless you are a Permission Mage)
9 3 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)

Player Picks / Cheat Codes (Originator Mini-Class)

Level KXP Effect Total
1 2200 +1 player pick / cheat code (1)
2 4400 +1 player pick / cheat code (2)
3 6600 +1 player pick / cheat code (3)
4 8800 +1 player pick / cheat code (4)
5 11000 +1 player pick / cheat code (5)
6 13200 +1 player pick / cheat code (6)
7 15400 +1 player pick / cheat code (7)
8 17600 +1 player pick / cheat code (8)
9 19800 +1 player pick / cheat code (9)
10 22000 +1 player pick / cheat code (10)
11 24200 +1 player pick / cheat code (11)
12 26400 +1 player pick / cheat code (12)
13 28600 +1 player pick / cheat code (13)
14 30800 +1 player pick / cheat code (14)
15 33000 +1 player pick / cheat code (15)
16 35200 +1 player pick / cheat code (16)
17 37400 +1 player pick / cheat code (17)
18 39600 +1 player pick / cheat code (18)
19 41800 +1 player pick / cheat code (19)
20 44000 +1 player pick / cheat code (20)
21 46200 +1 player pick / cheat code (21)
22 48400 +1 player pick / cheat code (22)
23 50600 +1 player pick / cheat code (23)
24 52800 +1 player pick / cheat code (24)
25 55000 +1 player pick / cheat code (25)
26 57200 +1 player pick / cheat code (26)
27 59400 +1 player pick / cheat code (27)
28 61600 +1 player pick / cheat code (28)
29 63800 +1 player pick / cheat code (29)
30 66000 +1 player pick / cheat code (30)
31 68200 +1 player pick / cheat code (31)
32 70400 +1 player pick / cheat code (32)
33 72600 +1 player pick / cheat code (33)
34 74800 +1 player pick / cheat code (34)
35 77000 +1 player pick / cheat code (35)
36 79200 +1 player pick / cheat code (36)
 
The player pick can be a used or an unused one, and you may duplicate picks. Player picks may or may not stack with themselves properly; check with the DM.
You may chose a randomly generated player pick, if you're bored with the [X3] list.

Pokemon

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Con 15, Dex 15
Alignment: any
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Pokemon
Groups: Monster, Joke
 
Each Level: Get your LVL in Pokemon picks (see next page). Most Pokemon cost more than one pick. You have the abilities of the Pokemon types you pick. You may save picks to get a bigger Pokemon type later. Pokemon can be taken more than once, each "+" based ability gives only +1 more per additional Pokemon. Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Pokemon). You gain the abilities that Pokemon type grants as long as you have that summon.
Level 18: Free instance of the "Pikachu, the Cutest Pokeman" Familiar. It's abilities are: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r. It is a "vanilla" Pokemon and doesn't give any of the Pokemon pick powers on the next page.

Pokemon Types

# Picks Pokemon Type Effect Source
1 Clefairy 1M: Sleep (as spell); 1bM: Fork Base
1 Diglett Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud Base
1 Drowzee Immune Confusion; 1M: Confusion (1 target, Will save) Base
1 Magikarp Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3) Base
1 Pikachu 1M: 30 lightning dmg to one target (Reflex save for 10 dmg) Base
1 Ponyta +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg Base
1 Porygon 1M: Add a vulnerability to an element to a creature (no save, makes an immunity a double resist, etc.); 1M: Resist an element for 1t Base
2 Haunter 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save) Base
2 Jynx +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0) Base
2 Kakuna DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0) Base
2 Koga's Ditto +1 size; extra instances of this Pokemon add +1/3 size each Gym Challenge
2 Magmar Your unarmed attacks do +CL*3 dmg; 1S, lose an additional n S remaining actions: Do 50*(n+1) fire dmg to one target (no save) Base
3 Nidorino Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1 Base
3 Poliwhirl 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget Base
3 Starmie 1M: Heal self; 1M: Paralysis (1 target, PP save) Base
4 Alakazam 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save) Base
4 Electrode 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save) Base
4 Gyarados +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save) Base
4 Kadabra 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power Base
4 Machoke +CL Martial Arts maneuvers; +1 Martial Arts style Base
4 Pidgeotto 1P+1V: Do CL physical attacks; 1bM: Eye for an Eye (deal dmg you take from an attack or effect back to the other person) Base
4 Raticate Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target) Base
5 Blastoise Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save) Base
5 Dark Slowbro 1M: Your next use of the Pokemon "Level 1:" summon ability summons 3 Pokemon instead of 1; 1bV: Counter 1 physical attack. Team Rocket
5 Mewtwo 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment Base
5 Nidoking +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20) Base
5 Poliwrath 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save) Base
6 Chansey 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save) Base
6 Mr. Mime DT 66-CL (Damage Threshold; if an effect does more than 66-CL dmg to you, you take only 66-CL dmg; does not affect idmg) Jungle
7 Erika's Clefable Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4 Gym Heroes
7 Machamp Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save) Base
8 Charizard Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save) Base
8 Slowking Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times Neo Genesis
9 Dragonite 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together). Fossil
11 Typhlosion +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save) Mysterious Tr.
12 Wailord Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s) Ruby/Sapphire

Profiteer

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 525 (none)
10 900 (none)
11 1275 (none)
12 1650 (none)
13 2025 (none)
14 2400 (none)
15 2775 (none)
16 3150 (none)
17 3525 (none)
18 3900 (none)
19 4275 (none)
20 4650 (none)
21 5025 (none)
22 5400 (none)
23 5775 (none)
24 6150 (none)
25 6525 (none)
26 6900 (none)
27 7275 (none)
28 7650 (none)
29 8025 (none)
30 8400 (none)
31 8775 (none)
32 9150 (none)
33 9525 (none)
34 9900 (none)
35 10275 (none)
36 10650 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 26; Class slots 2
Alignment: any
HD/level: ++d6
Weapon Prof.: 5+level/2
To Hit Table: 2xRog
Save Table: 3xRog
Reference: DM
Groups: Rogue
 
Gets 0 (zero) Rogue points per level. Knows all of the "eer" Rogue charts, with the "Penalty" column becoming "Bonus". You do get double bonus if you qualify for both bonus rows.
In addition to the normal +1 ability score point per level, each level choose one:
1. +1 ability score point in each of three different stats.
or
2. +2 ability score points in one single stat.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 9, 18, etc.: The "Any Rogue" pick you get here does have the Penalty->Bonus overwrite.
 

Profiteer Rogue Abilities

 
Lvl Profiteer Ability | -50% | -100% | -150% Act Base Bonus Bonus
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Climb Walls | Overhangs | Upside-Down | Mid-Air | Air Walk | Wind Walk V 55 Str-10 Str-14
1 Clown: -1 Wis, +50 Rogue points
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Deal x2 dmg with an attack | Spell | Psi power | Innate V 5 Str-16 Str-20
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Disguise | Alter Appearance M 25 Chr-11 Chr-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Identify | Legend Lore M | 0 5 Int-13 Int-15
1 inRR || inaRR || inaaRR ( | TechR in addition to RR) 0 30 Con-13 Con-18
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Pass without trace | Alter footprints || Plant Door || Transport via Plants ½V Wis-14 Wis-19
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Untwist - restore an effect that was dispelled/twisted (but not disjoined) 1V+1M 0 Wis-14 Wis-19
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Can wield weapons of your size without Str requirement | +1 your size || +2 ||| +3 - 5 Str-14 Str-19
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Feign Weakness (everyone thinks you're a x0 putz, unless you're hostile) 0 0 Chr-15 Chr-18
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddence effect on area M 20 Dex-18 Dex-28
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Tree | Gaseous Form | Wraithform ||| I'm Gone (to my own Pocket Plane) M 0 Wis-8 Wis-20
4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
6 Clairnasience | Eagle Eye Vision | Sending - 0 Wis-12 Wis-15
6 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
6 Escape Entanglement/Web | Escape Maze | Escape Temporal Stasis || Escape Magical Grove bP 10 Int-14 Int-16
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
6 Locate Object in City || Country MM
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
6 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Dimension Door | Blink | Controlled Blink M 20 Int-13 Int-18
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Wilderness Power (any Priest Animal/Plant/Travellers) (penalty = -SL*50%) | Wiz Conjuration #M 0 Cml-14 Cml-38
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
8 Any Dex or Wis based Non-Weapon Proficiency (+1 per 25% made to the check) M 0 Dex+Wis-28 Dex+Wis-34
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
8 Immune to detection / divination effects - - - -
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
8 Target loses next P action | Harm ||| Set M 0 Chr-16 Chr-20
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
9 Commune with Nature | Contact Other/Higher Plane || Contact Other Multiverse/Timeline (SFB LoopComm) 1V+1M 0 Cml-22 Cml-42
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
10 Speed: +1A action per 50% rating | B's | C's (does not count as your haste) 2V 5 Dex-14 Dex-17
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
12 Hold all Stats || Hold all Actions || Your actions can't be locked down 2M 0 Chr-19 Chr-21
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
18 Fork 1bM 100 - -
18 Loop Shift ||| Loop Travel 1V+2M 15 Wis-34 Wis-50
18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
21 Find/Remove x4 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x3 Special) V 40 Dex-25 Dex-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
24 Restoration+Resurrection+Regenerate target ||| Get target out of the Hole 1P+2M 0 Wis-19 Wis-25
24 See in Capital D Darkness - - - -
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26
27 Miracle 7 | Miracle 8 | Miracle 9 | Miracle 10 | Miracle 11 (#-6)M 0 Wis-21 Wis-26
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70
36 Cast a 1st level Avangion or Clerical Elemental spell, it lasts for only 1 round (unless original duration is shorter) X or 4F 0 Luck-9 Luck-18

Segments Per Round (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 segment per round (11)
2 40 +1 segment per round (12)
3 80 +1 segment per round (13)
4 160 +1 segment per round (14)
5 320 +1 segment per round (15)
6 640 +1 segment per round (16)
7 1000 +1 segment per round (17)
8 1500 +1 segment per round (18)
9 2000 +1 segment per round (19)
10 2500 +1 segment per round (20)
11 3000 +1 segment per round (21)
12 3500 +1 segment per round (22)
13 4000 +1 segment per round (23)
14 4500 +1 segment per round (24)
15 5000 +1 segment per round (25)
16 5500 +1 segment per round (26)
17 6000 +1 segment per round (27)
18 6500 +1 segment per round (28)
19 7000 +1 segment per round (29)
20 7500 +1 segment per round (30)
21 8000 +1 segment per round (31)
22 8500 +1 segment per round (32)
23 9000 +1 segment per round (33)
24 9500 +1 segment per round (34)
25 10000 +1 segment per round (35)
26 10500 +1 segment per round (36)
27 11000 +1 segment per round (37)
28 11500 +1 segment per round (38)
29 12000 +1 segment per round (39)
30 12500 +1 segment per round (40)
31 13000 +1 segment per round (41)
32 13500 +1 segment per round (42)
33 14000 +1 segment per round (43)
34 14500 +1 segment per round (44)
35 15000 +1 segment per round (45)
36 15500 +1 segment per round (46)

Set Damage (Mini-Class)

Level KXP Effect
1 0.9 set dmg 5 per melee attack
2 1.8 set dmg 20 per melee attack
3 3.6 set dmg 45 per melee attack
4 7.2 set dmg 80 per melee attack
5 14.4 set dmg 125 per melee attack
6 28.8 set dmg 180 per melee attack
7 57.6 set dmg 245 per melee attack
8 115.2 set dmg 320 per melee attack
9 180 set dmg 405 per melee attack
10 270 set dmg 500 per melee attack
11 360 set dmg 605 per melee attack
12 450 set dmg 720 per melee attack
13 540 set dmg 845 per melee attack
14 630 set dmg 980 per melee attack
15 720 set dmg 1125 per melee attack
16 810 set dmg 1280 per melee attack
17 900 set dmg 1445 per melee attack
18 990 set dmg 1620 per melee attack
19 1080 set dmg 1805 per melee attack
20 1170 set dmg 2000 per melee attack
21 1260 set dmg 2205 per melee attack
22 1350 set dmg 2420 per melee attack
23 1440 set dmg 2645 per melee attack
24 1530 set dmg 2880 per melee attack
25 1620 set dmg 3125 per melee attack
26 1710 set dmg 3380 per melee attack
27 1800 set dmg 3645 per melee attack
28 1890 set dmg 3920 per melee attack
29 1980 set dmg 4205 per melee attack
30 2070 set dmg 4500 per melee attack
31 2160 set dmg 4805 per melee attack
32 2250 set dmg 5120 per melee attack
33 2340 set dmg 5445 per melee attack
34 2430 set dmg 5780 per melee attack
35 2520 set dmg 6125 per melee attack
36 2610 set dmg 6480 per melee attack
Alternate Effect
set dmg 2 per missile attack
set dmg 8 per missile attack
set dmg 18 per missile attack
set dmg 32 per missile attack
set dmg 50 per missile attack
set dmg 72 per missile attack
set dmg 98 per missile attack
set dmg 128 per missile attack
set dmg 162 per missile attack
set dmg 200 per missile attack
set dmg 242 per missile attack
set dmg 288 per missile attack
set dmg 338 per missile attack
set dmg 392 per missile attack
set dmg 450 per missile attack
set dmg 512 per missile attack
set dmg 578 per missile attack
set dmg 648 per missile attack
set dmg 722 per missile attack
set dmg 800 per missile attack
set dmg 882 per missile attack
set dmg 968 per missile attack
set dmg 1058 per missile attack
set dmg 1152 per missile attack
set dmg 1250 per missile attack
set dmg 1352 per missile attack
set dmg 1458 per missile attack
set dmg 1568 per missile attack
set dmg 1682 per missile attack
set dmg 1800 per missile attack
set dmg 1922 per missile attack
set dmg 2048 per missile attack
set dmg 2178 per missile attack
set dmg 2312 per missile attack
set dmg 2450 per missile attack
set dmg 2592 per missile attack

Set Hit Points (Mini-Class)

Level KXP Effect
1 1.5 set hp 10
2 3 set hp 40
3 6 set hp 90
4 12 set hp 160
5 24 set hp 250
6 48 set hp 360
7 96 set hp 490
8 192 set hp 640
9 300 set hp 810
10 450 set hp 1000
11 600 set hp 1210
12 750 set hp 1440
13 900 set hp 1690
14 1050 set hp 1960
15 1200 set hp 2250
16 1350 set hp 2560
17 1500 set hp 2890
18 1650 set hp 3240
19 1800 set hp 3610
20 1950 set hp 4000
21 2100 set hp 4410
22 2250 set hp 4840
23 2400 set hp 5290
24 2550 set hp 5760
25 2700 set hp 6250
26 2850 set hp 6760
27 3000 set hp 7290
28 3150 set hp 7840
29 3300 set hp 8410
30 3450 set hp 9000
31 3600 set hp 9610
32 3750 set hp 10240
33 3900 set hp 10890
34 4050 set hp 11560
35 4200 set hp 12250
36 4350 set hp 12960
Alternate Effect
x1.25 hp
x1.5 hp
x1.75 hp
x2 hp
x2.25 hp
x2.5 hp
x2.75 hp
x3 hp
x3.25 hp
x3.5 hp
x3.75 hp
x4 hp
x4.25 hp
x4.5 hp
x4.75 hp
x5 hp
x5.25 hp
x5.5 hp
x5.75 hp
x6 hp
x6.25 hp
x6.5 hp
x6.75 hp
x7 hp
x7.25 hp
x7.5 hp
x7.75 hp
x8 hp
x8.25 hp
x8.5 hp
x8.75 hp
x9 hp
x9.25 hp
x9.5 hp
x9.75 hp
x10 hp

Set To Hit (Mini-Class)

Level KXP Effect
1 1.2 set TH 20
2 2.4 set TH 30
3 4.8 set TH 40
4 9.6 set TH 50
5 19.2 set TH 60
6 38.4 set TH 70
7 76.8 set TH 80
8 153.6 set TH 90
9 240 set TH 100
10 360 set TH 110
11 480 set TH 120
12 600 set TH 130
13 720 set TH 140
14 840 set TH 150
15 960 set TH 160
16 1080 set TH 170
17 1200 set TH 180
18 1320 set TH 190
19 1440 set TH 200
20 1560 set TH 210
21 1680 set TH 220
22 1800 set TH 230
23 1920 set TH 240
24 2040 set TH 250
25 2160 set TH 260
26 2280 set TH 270
27 2400 set TH 280
28 2520 set TH 290
29 2640 set TH 300
30 2760 set TH 310
31 2880 set TH 320
32 3000 set TH 330
33 3120 set TH 340
34 3240 set TH 350
35 3360 set TH 360
36 3480 set TH 370
Alternate Effect
x1.5 base TH from class
x2 base TH from class
x2.5 base TH from class
x3 base TH from class
x3.5 base TH from class
x4 base TH from class
x4.5 base TH from class
x5 base TH from class
x5.5 base TH from class
x6 base TH from class
x6.5 base TH from class
x7 base TH from class
x7.5 base TH from class
x8 base TH from class
x8.5 base TH from class
x9 base TH from class
x9.5 base TH from class
x10 base TH from class
x10.5 base TH from class
x11 base TH from class
x11.5 base TH from class
x12 base TH from class
x12.5 base TH from class
x13 base TH from class
x13.5 base TH from class
x14 base TH from class
x14.5 base TH from class
x15 base TH from class
x15.5 base TH from class
x16 base TH from class
x16.5 base TH from class
x17 base TH from class
x17.5 base TH from class
x18 base TH from class
x18.5 base TH from class
x19 base TH from class

Status Effect Mage

Level KXP Status Effects
123 456 789 AB
1 0 2½- --- --- --
2 2.5 31½ --- --- --
3 5 421 --- --- --
4 10 532 ½-- --- --
5 20 643 1½- --- --
6 40 754 21- --- --
7 60 865 32½ --- --
8 90 976 43½ --- --
9 135 A87 541 ½-- --
10 250 A98 652 1-- --
11 375 AA9 763 2½- --
12 750 AAA 874 3½- --
13 1125 AAA 985 4½- --
14 1500 AAA A96 51½ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ½-
19 3375 AAA AAA A65 ½-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4½
28 6750 CCC CCC CCC 5½
29 7125 DDD DDD DDD 5½
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Int 18, Wis 12
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Specialized in Status Effects (aka "[C] section effects") school. Opposite to everything else except Aburation and Invocation (which it's Normal to).
On the following page is the Status Effects sorted by SL.
Currently, all Status Effects school spells are crosslisted with either Invocation or Abjuration. All of these spells are considered "Minor School" spells, however, so other wizards must spend 2 spells each to cast one of these spells.
Status Effects + Invocation spells:
[Status Name] Bolt (Invocation, SL=SEL): Do this Status Effect to one target (Spell save: 0)
[Status Name] Ball (Invocation, SL=SEL+1): Do this Status Effect to one group (Spell save: 0)
[Status Name] Beam (Invocation, SL=SEL+2): Do this Status Effect to one target (no save)
[Status Name] Blast (Invocation, SL=SEL+3): Do this Status Effect to one group (no save)
DM Example: So with a 5th level slot, you can do an SEL=5 Bolt, an SEL=4 Ball, an SEL=3 Beam, or an SEL=2 Blast.
Each individual Status Effect and area type is a different spell (so Blind Bolt is a different spell than Deafness Bolt and Blind Beam).
Material Componenting a Bolt or Beam gives 2 targets, not a group.
Status Effects + Abjuration spells:
Immune [Status Name] (Abjuration, SL=SEL): You are immune to this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
Remove [Status Name] (Abjuration, SL=SEL): You can remove this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
[Status Name] Shield (Abjuration, SL=SEL): Whenever someone hits you with a melee attack, they suffer that Status Effect unless they make a save vs. Spell.

Status Effects

SEL=1
1 Berserk
2 Dazed/Disoriented
3 Deaf
4 Diseased
5 Drunk
6 Enraged
7 Fumble
8 Immovable/Stopped
9 Insane
10 Lycanthropy
11 Nauseated
12 Pain
13 Prone
14 Reduced/Diminished (reverse Enlarge)
15 Silenced/Mute
SEL=2
1 Blind
2 Cannot Move
3 Cursed
4 Dispel (effect)
5 Drowning
6 Enfeeblement
7 Falling (takes CL*10' falling dmg)
8 Fascinated
9 Fear
10 Hypnotized
11 Panic
12 Plagued
13 Taunted
SEL=3
1 Charm
2 Confused
3 Exhausted/Fatigued
4 Gravity (Zero/High) (CL*20' falling dmg)
5 Held
6 Morale (failed Morale)
7 Paralyzed
8 Slowed
9 Stunned
10 Summoning Sickness
11 Vulnerable Radiation
12 Wounded (as in the weapon effect)
SEL=4
1 Disjunct (effect)
2 DNA Scrambled
3 Dominated (Physically)
4 Drained MF
5 Drained PF
6 Extract
7 Feebleminded
8 Immune (can't drop) Psionic Link
9 Pissed
10 Sleep
11 Vulnerable Magic
SEL=5
1 *Cursed*
2 Burned Out
3 Disintegrated
4 Dominated (Mentally)
5 Harmed (reverse Heal)
6 Head Blown Off
7 Immune (can't drop) Hastes
8 Magic Jar/Possessed
9 Slain/Killed/Dead
10 Twilight
11 Unaware
12 Unconscious
13 Vulnerable Psionics
SEL=6
1 Alley Effect (summon DL=CL/2 Alley vs. you)
2 Capital S Stun
3 Causeall
4 Coma
5 Ego-Dominated
6 Enslaved
7 Immune (can't drop) Healing
8 Petrified
9 Spent
10 Vulnerable Innates
SEL=7
1 **Cursed** (Ancient Foul Cursed)
2 Anti-stats (CLd6 stat dmg)
3 Capital B Blasted
4 Capital S Slain
5 Clone-Insane
6 Crapped
7 Down a Hole
8 Flattened
9 Time Stop/Temporal Stasis
10 Vulnerable Weapons
SEL=8
1 Annihilated
2 As You Are
3 Capital M Mauled
4 Destructed (reverse Resurrected)
5 Imprisoned
6 Set
7 Temporally Incursed / Rewritten Out of Time
8 Trap the Soul
9 Truename Dominated
SEL=9
1 Capital F Folded
2 Erased Forwards and Backwards in Time
3 Loop Incursed
4 Lower Multiplier
5 Pawned
6 Pixelated
7 Truename Erased

Super Barbarian1

Level KXP
Spells
1 0 (none)
2 8 (none)
3 16 (none)
4 32 (none)
5 64 (none)
6 106 (none)
7 200 (none)
8 366 (none)
9 700 (none)
10 1300 (none)
11 1900 (none)
12 2500 (none)
13 3100 (none)
14 3700 (none)
15 4300 (none)
16 4900 (none)
17 5500 (none)
18 6100 (none)
19 6700 (none)
20 7300 (none)
21 7900 (none)
22 8500 (none)
23 9100 (none)
24 9700 (none)
25 10300 (none)
26 10900 (none)
27 11500 (none)
28 12100 (none)
29 12700 (none)
30 13300 (none)
31 13900 (none)
32 14500 (none)
33 15100 (none)
34 15700 (none)
35 16300 (none)
36 16900 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  4  3  2  2  2  1
+3  8  5  7  6  4  3  3  2
+5 10  8  9  9  7  5  4  3
+7 12 10 11 12  9  6  5  4
+9 14 12 13 14 11  8  6  5
+11 15 13 14 14 12  9  8  6
+13 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+17 16 15 15 15 15 14 11  9
+19 16 15 16 15 15 15 12 10
+21 16 16 16 15 16 17 14 11
+23 17 16 16 16 16 18 15 12
+25 20 19 19 19 19 21 18 15
+27 23 22 22 22 22 24 21 18
+29 26 25 25 25 25 27 24 21
+31 29 28 28 28 28 30 27 24
+33 32 31 31 31 31 33 30 27
+35 35 34 34 34 34 36 33 30
Requisites: Str 25, Dex 22, Con 24; Class slots 2
Alignment: any T
HD/level: 2d20
Weapon Prof.: 8+level*2
To Hit Table: 2xWar
Save Table: 3xWar
Reference: DM
Groups: Warrior
 
Gets Super Barb Str, Dex, and Con [ bonus = (Stat-18)*3 ]
Attack rate is 2 brackets better than Barbarian (see below)
Level 1: +3*LVL" bonus to movement rate.
Level 1: Climb Walls/Cliffs/Trees = 30+15*level %; Hide in Natural Surroundings = 45+15*level % (as Hide in Shadows).
Level 1: 1M: Detect Illusion
Level 1: 1M: Detect Magic
Level 1: Free Wilderness Survival proficiency (LVL slots).
Level 1: First Aid: same as Healing proficiency except requires no Wis check and gives LVL hit points back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level.
Level 1: Free proficiencies in Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, and Set Snares.
Level 1: Can hit targets that require a +LVL or better weapon to hit without such a magic weapon.
 
Super
Barb1
Extra
Barb1
Spec
Barb1
Cav1
Spec
War
Melee
Wpn
Light
X-Bow
Heavy
X-Bow
Dagger Dart Small
Shurik
Needle Bow Other
Wpn
Fast
Wpn
--- --- --- --- 1/1 1/1 1/2 2/1 3/1 4/1 5/1 2/1 1/1 1/1
1-3 1-4 1-5 1-6 3/2 1/1 1/2 3/1 4/1 5/1 6/1 2/1 3/2 2/1
4-6 5-8 6-10 7-12 2/1 3/2 1/1 4/1 5/1 6/1 7/1 3/1 2/1 3/1
7-9 9-12 11-15 13-18 5/2 2/1 3/2 5/1 6/1 7/1 8/1 4/1 2/1 4/1
10-12 13-16 16-20 19-24 3/1 2/1 3/2 6/1 7/1 8/1 9/1 4/1 5/2 5/1
13-15 17-20 21-25 25-30 7/2 5/2 2/1 7/1 8/1 9/1 10/1 5/1 3/1 6/1
16-18 21-24 26-30 31-36 4/1 3/1 2/1 8/1 9/1 10/1 11/1 6/1 3/1 7/1
19-21 25-28 31-35 --- 9/2 3/1 5/2 9/1 10/1 11/1 12/1 6/1 7/2 8/1
22-24 29-32 36-40 --- 5/1 7/2 5/2 10/1 11/1 12/1 13/1 7/1 4/1 9/1
25-27 33-36 41* --- 11/2 4/1 3/1 11/1 12/1 13/1 14/1 8/1 4/1 10/1
28-30 37-40* --- --- 6/1 9/2 7/2 12/1 13/1 14/1 15/1 8/1 9/2 11/1
31-33 41-44* --- --- 13/2 5/1 7/2 13/1 14/1 15/1 16/1 9/1 5/1 12/1
34-36 --- --- --- 7/1 11/2 4/1 14/1 15/1 16/1 17/1 10/1 5/1 13/1

Vorosh Hunter (MTG B/U/G)

Level KXP Psi
mMG S
1 0 4-- -
2 5.225 5-- -
3 10.45 6-- -
4 20.9 61- -
5 41.8 62- -
6 83.6 63- -
7 167.2 64- -
8 334.4 65- -
9 668.8 651 -
10 1337.6 652 -
11 2006.4 653 -
12 2675.2 654 -
13 3344 664 -
14 4012.8 665 -
15 4681.6 666 -
16 5350.4 766 -
17 6019.2 776 -
18 6688 776 1
19 7356.8 777 1
20 8025.6 777 2
21 8694.4 877 2
22 9363.2 877 3
23 10032 887 3
24 10700.8 887 4
25 11369.6 888 4
26 12038.4 888 5
27 12707.2 988 5
28 13376 988 6
29 14044.8 998 6
30 14713.6 998 7
31 15382.4 999 7
32 16051.2 999 8
33 16720 A99 8
34 17388.8 A99 9
35 18057.6 AA9 9
36 18726.4 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  5  3  8  2  3  1  1  1
+5  5  4  8  2  3  1  1  2
+6  6  4  8  3  4  2  2  2
+7  6  5  8  4  4  2  2  3
+8  7  5  9  5  4  3  2  3
+9  8  6  9  6  5  3  3  4
+10  8  6  9  7  5  4  3  4
+11  9  7  9  8  6  4  4  5
+12 10  8 10  9  7  5  4  5
+13 11  8 10 10  7  5  4  6
+14 11  9 10 11  8  6  5  6
+15 12 10 11 12  9  6  5  7
+16 13 11 12 13 10  7  6  7
+17 14 11 13 14 10  7  6  8
+18 14 12 13 14 11  8  6  8
+19 14 12 14 14 11  8  7  9
+20 14 13 14 14 12  9  7  9
+21 15 13 14 14 12  9  8 10
Requisites: Str 16, Dex 16, Con 18,
  Int 18, Wis 18, Chr 16,
  Class slots 2
Alignment: LE or TN
HD/level: 2½d0+13  (see note)
Weapon Prof.: 5+level*3/2
To Hit Table: Mon +3 levels
Save Table: War/Rog/Psi
Reference: DM
Groups: Rogue, Psionicist, Monster
 
Hit Dice: "2½d0+13" means you get 2½ times your Con bonus, plus an additional 13 (not multiplied by 2½), per level (round down).
Exceptional Str, Dex, and Chr bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Has 60+40*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Has access to the following psionic frequencies: -1, -5, -6N, 9. DM Note: A list of -1, -5, -6N powers follows, but I didn't list Psi9 because it's so long.
PSPs = (Con+Int+Chr)*LVL
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).
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
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 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
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: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
12 Any Rogue Level 12 ability - - - -
15 Any Rogue Level 15 ability - - - -
18 Any Rogue Level 18 ability - - - -
21 Any Rogue Level 21 ability - - - -
24 Any Rogue Level 24 ability - - - -
27 Any Rogue Level 27 ability - - - -
30 Any Rogue Level 30 ability - - - -
33 Any Rogue Level 33 ability - - - -
36 Any Rogue Level 36 ability - - - -

Psi -1, -5, -6N Minor Powers

Freq Minor Powers Cost Notes
Psi-1 Body Fluidity 1/r +level saves; +level TH with weapons
Psi-1 Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Psi-1 Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Psi-1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Psi-1 Clairnasience 5/r 40' range per level
Psi-1 Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Psi-1 Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Psi-1 Detection of Anti-Magic 3/r Detect Anti-Magic
Psi-1 Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Psi-1 Object Writing 1/r Item must make item saving throw or destroyed
Psi-1 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Psi-1 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Psi-1 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Psi-1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Psi-1 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
Psi-5 Aging 1 Target is aged CL*CL years (no save)
Psi-5 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Psi-5 Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Psi-5 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Psi-5 Immune to Charm 1+1/h Target is immune to charm & hypnosis
Psi-5 Immune to Fear 1+1/h Target is immune to fear & beguiling
Psi-5 Immune to Hold 1+1/h Target is immune to hold & stop
Psi-5 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Psi-5 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Psi-5 Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)
Psi-6N Awaken 2*N Removes sleep/fatigue effect on up to N targets
Psi-6N Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Psi-6N Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Psi-6N Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Psi-6N Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Psi-6N Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Psi-6N Natural Healing ~ 8 Target is cured equal to his Con score in hp
Psi-6N Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Psi-6N Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Psi-6N Soothing Word 2*N Removes fear/horror effect on up to N targets
Psi-6N Spiritual Energy 4*N/h +N Con; max N=CL
Psi-6N Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Psi-6N Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Psi-6N Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Psi-6N Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Psi-6N Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Psi-6N Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Psi-6N Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Psi-6N Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Psi-6N Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Psi-6N Nature’s Chosen 10/r +1S action

Psi -1, -5, -6N Major Powers

Freq Major Powers Cost Notes
Psi-1 Dimensional Folding 25 Dimensional Folding (as spell)
Psi-1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Psi-1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Psi-1 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Psi-1 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Psi-1 Inverse Astral Projection 10/t Inverse Astral Projection
Psi-1 Inverse Magic Jar 20/r Another being can use your body
Psi-1 Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Psi-1 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Psi-1 Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Psi-1 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Psi-1 Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)
Psi-5 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Psi-5 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Psi-5 Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Psi-5 Immune to Poison 2+2/h Target is immune to poison & disease
Psi-5 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
Psi-6N Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Psi-6N Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Psi-6N Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Psi-6N Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Psi-6N Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Psi-6N Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Psi-6N Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Psi-6N Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Psi-6N Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Psi-6N Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Psi-6N Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Psi-6N One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Psi-6N Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

Psi -1, -5, -6N Grand Powers

Freq Grand Powers Cost Notes
Psi-1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Psi-1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Psi-1 Endowment 100 Give someone else (who is insane) Psi-1
Psi-1 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Psi-1 Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Psi-1 Quick Physical Acceleration 35/r +1 QP action
Psi-1 Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Psi-1 Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Psi-1 Swing Acceleration 35/r +1 S action
Psi-5 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Psi-5 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)
Psi-6N Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Psi-6N Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Psi-6N Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Psi-6N Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Psi-6N Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

Psi -1, -5, -6N Super Powers

Freq Super Powers Cost Notes
Psi-1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Psi-1 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Psi-1 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
Psi-1 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Psi-1 Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Psi-1 Villain Element 600 Casts any one 1st level Villain spell

Warlord4

Level KXP Powers
A E D U
1 0 2 1 1 -
2 10 2 1 1 1
3 22.5 2 2 1 1
4 37.5 2 2 1 1
5 55 2 2 2 1
6 75 2 2 2 2
7 100 2 3 2 2
8 130 2 3 2 2
9 165 2 3 3 2
10 205 2 3 3 3
11 260 2 4 3 3
12 320 2 4 3 4
13 390 2 4 3 4
14 470 2 4 3 4
15 570 2 4 3 4
16 690 2 4 3 5
17 830 2 4 3 5
18 990 2 4 3 5
19 1190 2 4 3 5
20 1430 2 4 4 5
21 1750 2 4 4 5
22 2100 2 4 4 6
23 2550 2 4 4 6
24 3100 2 4 4 6
25 3750 2 4 4 6
26 4500 2 4 4 7
27 5500 2 4 4 7
28 6750 2 4 4 7
29 8250 2 4 4 7
30 10000 2 4 4 7
31 12000 3 4 4 7
32 14250 4 4 4 7
33 16750 4 5 4 7
34 19500 4 5 5 7
35 22500 5 5 5 7
36 25750 5 6 5 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, (Int or Chr) 0
Alignment: any
HD/level: 5 hp
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: PH4
Groups: Warrior
 
Powers are listed as follows:
A = At-will = no limit on how many times it can be used
E = Encounter = can be used 1/turn
D = Daily = can be used 1/day
U = Utility = see power (how often they can be used varies)
Level 1: +7+(Con score) hp.
Level 1: +1+LVL/2+LVL/11 Feats.
Level 1: Action Point: 1N, 1/t: +1QS action for 1 segment.
Level 1: Choose one of these. This choice also affects the results of some powers.
A. Inspiring Presence: Whenever a party member uses a Quick action, they are cured (your Chr bonus)+LVL/2 hp.
B. Tactical Presence: All party members get +(your Int modifier)/2 TH.
Level 1: Inspiring Word: 1V, 2/t: Cure (LVL+4)/5 d6 hp.
Level 4: +1 to two ability scores.
Level 8: +1 to two ability scores.
Level 11: +1 to all ability scores.
Level 14: +1 to two ability scores.
Level 18: +1 to two ability scores.
Level 21: +1 to all ability scores.
Level 24: +1 to two ability scores.
Level 28: +1 to two ability scores.
Level 31: +1 to all ability scores.
Level 34: +1 to two ability scores.

Warlord4 Powers

Level Type Warlord4 Power Effect
1 At-Will Commander's Strike 1P: An ally of your choice makes a melee basic attack against the target with +(your Int mod) TH/dmg.
1 At-Will Furious Smash 1P: Deal (your Str mod) dmg, an ally in your group gets +(your Chr mod) TH/dmg with one attack.
1 At-Will Viper's Strike 1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally gets an attack on him.
1 At-Will Wolf Pack Tactics 1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally can leave this group without parting shots.
1 Encounter Guarding Attack 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and an ally gets +2 AC for 1t. If you have Inspiring Presence, AC is +1+(your Chr mod) instead.
1 Encounter Hammer and Anvil 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally in your group gets an attack on him at +(your Chr mod) TH/dmg.
1 Encounter Leaf on the Wind 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and you or an ally swap places with the target.
1 Encounter Warlord's Favor 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets +2 TH vs. that target for 1t. If you have Tactical Presence, the bonus is +1+(your Int mod) instead.
1 Daily Bastion of Defense 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1 AC/saves for 1t, and +5+(your Chr mod) temporary hp.
1 Daily Lead the Attack 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1+(your Int mod) TH vs. the target for 1t.
1 Daily Pin the Foe 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, the target cannot leave this group as long as at least 2 PCs there.
1 Daily White Raven Onslaught 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, an ally moves 10', whenever you or an ally in your group hit, you may move an ally 10'.
2 Utility Aid the Injured 1S, 1/t: Target is cured 7+(your Con mod) hp.
2 Utility Crescendo of Violence 0, an ally just critted, 1/t: Ally gains +(your Chr mod) temporary hp.
2 Utility Knight's Move 1V, 1/t: Target gets +1V and can use an extra 1V this segment instead of his 1Z action.
2 Utility Shake It Off 1V, 1/t: Target gets another save vs. an effect with +(your Chr mod) bonus.
3 Encounter Hold the Line 1P, 1/t: Roll TH, if hit, deal weapon dmg, allies in your group get +2 AC and are immobile for 1t (they can drop the immobility).
3 Encounter Inspiring War Cry 1bP, 1/t: Roll TH, if hit, deal weapon dmg, one ally makes a save.
3 Encounter Steel Monsoon 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, an ally can move 10'. If you have Tactical Presence, the number of allies who can shift = (your Int mod).
3 Encounter Warlord's Strike 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, all your allies get +2 dmg vs. that target for 1t. If you have Inspiring Presence, the bonus is +1+(your Chr mod) instead.
5 Daily Stand the Fallen 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, each ally is cured 7+(your Con mod)+(your Chr mod) hp.
5 Daily Turning Point 1bP, 1/d: Roll TH, if hit, deal x2 weapon dmg, an ally makes a save.
5 Daily Villain's Nightmare 1bP, 1/d: Roll TH, if hit, deal x3 weapon dmg, counter someone moving.
6 Utility Guide the Charge 0, an ally is charging, 1/t: Ally gets +(your Int mod) dmg and pushes the enemy 20'.
6 Utility Inspiring Reaction 0, you or someone in your group takes dmg, 1/t: Cure 7+(your Con mod)+(your Chr mod) hp
6 Utility Quick Step 0, 1/d: An ally gets +12" movement rate for 1t.
6 Utility Stand Tough 1V, 1/d: Allies in a group are cured 10+(your Chr mod) hp.
7 Encounter Lion's Roar 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, you or an ally is cured 7+(your Con mod) hp. If you have Inspiring Presence, cured an additional (your Chr mod) hp.
7 Encounter Sunder Armor 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, any attack on the target gets +2 crit range for 1t.
7 Encounter Surprise Attack 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets an attack to use right now. If you have Tactical Presence, he gets +(your Int mod) TH.
7 Encounter Surround Foe 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, a willing ally joins your group.
9 Daily Iron Dragon Charge 1P+1V, 1/d: Roll TH, if hit, deal x3 weapon dmg, for 1t an ally can spend 1V while attacking to deal x2 dmg with one attack to a target.
9 Daily Knock Them Down 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone).
9 Daily White Raven Strike 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, one or two allies gain 15 temporary hp. If you dropped the target with this attack, they get an additional (your Chr mod) temporary hp.
10 Utility Defensive Rally 1S, 1/d: Allies in a group are cured 7+(your Con mod) hp, can reroll a save, and get +2 AC/saves for 1t.
10 Utility Ease Suffering 1V, 1/d: Allies ignore ongoing damage (damage that occurs every round or segment) for 1t.
10 Utility Tactical Shift 0, a creature hits an ally, 1/d: The ally Blinks away (Blink Wounding). They are still hit the one time.
13 Encounter Beat Them into the Ground 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone). If you have Tactical Presence, your allies get +(your Int mod) TH with this.
13 Encounter Bolstering Blow 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally gains 10 temporary hp. If you have Inspiring Presence, he gains an additional (your Chr mod) temporary hp.
13 Encounter Denying Smite 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, choose an ally, the target cannot attack that ally for 1t.
13 Encounter Fury of the Sirocco 1P, 1/t: Roll TH against everyone in a group, if hit, deal weapon dmg. (Whirl)
15 Daily Make Them Bleed 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, plus 5 dmg /s (Fort save ends) for 1t. For 1t, whenever anyone hits that target, they get 5 dmg /s (Fort save ends) for 1t.
15 Daily Renew the Troops 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies is cured 7+(your Con mod)+(your Chr mod) hp.
15 Daily Warlord's Gambit 1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, target gets +2 TH/dmg vs. you, whenever he attacks you, an ally can attack him.
16 Utility Hero's Defiance 1bS, 1/d: The target succeeds on a saving throw.
16 Utility Warlord's Banner 1S, 1/t: Allies in a group are cured 7+(your Con mod) hp, and get +2 TH for 1t.
16 Utility White Raven Formation 1S, 1/d: Each ally in a group get and can use +1V action this segment.
17 Encounter Battle On 1bP, 1/t: Roll TH, if hit, deal x3 weapon dmg, all allies that are saving make a saving throw.
17 Encounter Hail of Steel 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and all allies within 50' make a physical attack against him.
17 Encounter Thunderous Fury 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, target is dazed for 1t. If you have Tactical Presence, allies get +(your Int mod) TH against him.
17 Encounter Warlord's Rush 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, allies within sight can move at their movement rate.
19 Daily Break the Tempo 1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, the next time the target attacks, you can spend 1Z and attack him once, if you hit, deal weapon dmg and he is at -(your Int mod) TH.
19 Daily Victory Surge 1P, 1/d: Roll TH, if hit, deal x2 weapon dmg, for 1t all allies get +1 attack per segment.
19 Daily Windmill of Doom 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies in your group get an attack against the target.
22 Utility Heart of the Titan 1S, 1/d: Target gains 7+(your Con mod)+(your Chr mod) temporary hp. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can't be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
22 Utility Heroic Surge 0, you or any ally takes damage, 1/d: All allies in a group is cured 7+(your Con mod)+(your Chr mod) hp.
22 Utility Own the Battlefield 1S, 1/d: You move everyone in a group (you can merge two groups or split a group into smaller groups).
23 Encounter Great Dragon War Cry 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, and the target is weakened for 1t. If you have Inspiring Presence, allies gain +(your Chr mod) TH vs. him.
23 Encounter Pillar to Post 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally in your group can attack him, if he hits, you get an extra attack against the target too.
23 Encounter Rabbits and Wolves 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, one or two allies can move their movement rate.
23 Encounter Sudden Assault 1P, 1/t: Roll TH, if hit, deal weapon dmg, and an ally gets and can use +1S action this segment. If you have Tactical Presence, this ally gets +(your Int mod) TH vs. your group this segment.
25 Daily Relentless Assault 1P, 1/d: Roll TH, if hit, deal x5 weapon dmg, for 1 turn whenever you or an ally scores a crit, they get +1 attack.
25 Daily Stir the Hornet's Nest 1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, your allies get +(your Int mod) ranged TH vs. that target for 1t.
25 Daily White Raven's Call 1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, you and your allies each get an additional saving throw against a bad effect on them.
27 Encounter Chimera Battlestrike 1V, 1/t: Roll TH against everyone in a group, if hit, deal x3 weapon dmg.
27 Encounter Devastating Charge 1P+1V, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get +(your Chr mod) dmg when charging.
27 Encounter Incite Heroism 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get 20 temporary hp. If you have Inspiring Presence, each ally gets +(your Chr bonus) temporary hp.
27 Encounter Warlord's Doom 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, target will fail his next save.
29 Daily Defy Death 0, a creature attacks an ally, 1/d: You are in their group, Roll TH, if hit, deal x7 weapon dmg, and the target's attack misses.
29 Daily Stand Invincible 1P, 1/d: Roll TH, if hit, deal x7 weapon dmg, allies in your group get +4 AC/saves and DR 5 for 1t.

Wyvern1

Level KXP Dragon Mage
123 456 78
1 2.5 (owe) 0-- --- --
2 5 1-- --- --
3 10 20- --- --
4 15 21- --- --
5 25 320 --- --
6 45 321 --- --
7 85 432 0-- --
8 165 432 1-- --
9 325 543 20- --
10 575 543 21- --
11 825 654 320 --
12 1075 654 321 --
13 1325 765 432 0-
14 1575 765 432 1-
15 1825 776 543 2-
16 2075 776 543 20
17 2325 776 543 21
18 2575 777 654 32
19 2825 777 654 32
20 3075 777 765 43
21 3325 777 776 54
22 3575 777 777 65
23 3825 777 777 76
24 4075 777 777 77
25 4325 777 777 77
26 4575 888 877 77
27 4825 888 888 87
28 5075 888 888 88
29 5325 988 888 88
30 5575 998 888 88
31 5825 999 888 88
32 6075 999 988 88
33 6325 999 998 88
34 6575 999 999 88
35 6825 999 999 98
36 7075 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  4  7  5  3  6  1  1  1
+6  4  7  5  3  7  2  2  2
+7  4  8  5  4  7  3  3  3
+8  4  8  6  4  7  4  4  4
+9  5  9  6  5  8  5  5  5
+10  6  9  7  6  8  6  6  6
+11  7 10  7  7  9  7  7  7
+12  8 10  8  8  9  8  8  8
+13  9 10  9  9  9  9  9  9
+14 10 11 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 15, Dex 9, Con 12, Int 9
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Warrior, Rogue, Monster
 
Gets Int bonus to spells.
Gets Exc Str and Exc Con bonus.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Lvl Wyvern1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

Dark Lord2

Level KXP DarkLord
124 6
1 3250 1-- -
2 3750 2-- -
3 4250 3-- -
4 4750 4-- -
5 5250 5-- -
6 5750 6-- -
7 6250 61- -
8 6750 62- -
9 7250 63- -
10 7750 64- -
11 8250 65- -
12 8750 66- -
13 9250 661 -
14 9750 662 -
15 10250 663 -
16 10750 664 -
17 11250 665 -
18 11750 666 -
19 12250 666 1
20 12750 666 2
21 16750 666 3
22 20750 666 4
23 24750 666 5
24 28750 666 6
25 32750 766 6
26 36750 776 6
27 40750 777 6
28 44750 777 7
29 48750 877 7
30 52750 887 7
31 56750 888 7
32 60750 888 8
33 64750 988 8
34 68750 998 8
35 72750 999 8
36 76750 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+26 19 19 19 19 19 19 19 19
+32 20 20 20 20 20 20 20 20
+38 21 21 21 21 21 21 21 21
+44 22 22 22 22 22 22 22 22
+50 23 23 23 23 23 23 23 23
+56 24 24 24 24 24 24 24 24
+62 25 25 25 25 25 25 25 25
+68 26 26 26 26 26 26 26 26
+74 27 27 27 27 27 27 27 27
+80 28 28 28 28 28 28 28 28
+86 29 29 29 29 29 29 29 29
+92 30 30 30 30 30 30 30 30
+98 31 31 31 31 31 31 31 31
+104 32 32 32 32 32 32 32 32
+110 33 33 33 33 33 33 33 33
+116 34 34 34 34 34 34 34 34
+122 35 35 35 35 35 35 35 35
+128 36 36 36 36 36 36 36 36
Requisites: Warrior 19 or HNCL 28,
Str 25, Con 29, Wis 30, Chr 32
Alignment: any E
HD/level: & 10d10
Weapon Prof.: & level*10
To Hit Table: 3xConc
Save Table: Conc
Reference: DM
Groups: Concordant (x2), Warrior
 
[X] Section stats
ihp +10
iTH +3
P Save +0
M Save -1
War +3
Rog -1
PPsi +1
Wiz -2
Pri -1
MPsi -2
   
Gets 1X action per round.
Can use 2P+1V+1X per segment if desired.
Gets Mega Barb Str [bonus = (Str-20)*7/2] and Barb Con.
Dark Lord2 spells are resisted using XR.
You may replace the base number of attacks you get with each weapon with CCL/1.
You may roll 1d100 to hit like the Anti-Barbarian100 class. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4).
Level N (every level): +1 Epic Kit.
Level N (every level): +1 Limb.

Dark Lord2 Spells (CSL=1)

# Spell Effect
1 Damage Threshold DT 72-CCL*2 (Damage Threshold; if you take more than 72-CCL*2 dmg from a source, you take nothing)
2 Dark Army Summon an army of 10^CCL DL=(CCL+3)/4 Humanoids, Undead, or Henchmen (your choice)
3 Dark Helmet :) Get a x1 mirroring of the base XP (with no mods) in the Meat Helm class (costs no class slots)
4 Evil Dominion Create a x2 Terrain Feature (Continuous any effect of SL 0 to CCL, or you can Banhammer something)
5 Physical Enhancement Get +CCL additional levels of Exceptionalness in Str, Dex, or Con (may distribute as you like)
6 Super Domination Dominate one target (no resistance, do not need to actually target him)

Dark Lord2 Spells (CSL=2)

# Spell Effect
1 Dark Armada Get +CCL summon slots (yes, this works with the Dark Army power above)
2 Infuse Sacrifice a x1 or x2 Artifact: Add it's powers to you permanently (yes this is a cheap way to blow up Artifacts)
3 Mind Scanner Capital E Extract (no save, XR to resist), you may turn him into a Capital V Vegetable afterwards if you like.
4 Misdirection 1N, CCL/s: Redirect damage from any effect (or attack sequence) to one of your subordinates.
5 Multi Super Domination Dominate CCL targets (no resistance, do not need to actually target them)

Dark Lord2 Spells (CSL=4)

# Spell Effect
1 Dark Mount You have a DL=CCL Mount (you can comprehend it regardless of DL)
2 Fast Attack +CCL IP (Instantaneous P) Actions
3 I am EVIL! Wishoid (non-Channeling) for a SL 1-3 Evil Overlord spell (force the DM to write one if Evil Overlord not written)
4 Warlord 4 Choose one Warlord CSL=4 spell (this can be taken only once)

Dark Lord2 Spells (CSL=6)

# Spell Effect
1 Fortress of Darkness (cast 1/d) Adds one room to your Fortress of Darkness, which has an Indestructible DL=CCL/4 Monster Generator. You can ride it like a Mount (in addition to your Dark Mount).
2 Improved Redirection 1N: Redirect damage from any effect (or attack sequence) to one of your subordinates.
3 Mass Super Domination Dominate CCL groups (no resistance, do not need to actually target them)

Epic Wizard3

Level KXP Wizard (x1 SL's)
ABC DEF GHI
1 360 1-- --- ---
2 730 2-- --- ---
3 1110 21- --- ---
4 1500 22- --- ---
5 1900 221 --- ---
6 2310 222 --- ---
7 2730 222 1-- ---
8 3160 222 2-- ---
9 3600 222 21- ---
10 4050 222 22- ---
11 4510 222 221 ---
12 4980 222 222 ---
13 5460 222 222 1--
14 5950 222 222 2--
15 6450 222 222 21-
16 6960 222 222 22-
17 7480 222 222 221
18 8010 222 222 222
19 8550 322 222 222
20 9100 332 222 222
21 14100 333 222 222
22 19100 333 322 222
23 24100 333 332 222
24 29100 333 333 222
25 34100 333 333 322
26 39100 333 333 332
27 44100 333 333 333
28 49100 433 333 333
29 54100 443 333 333
30 59100 444 333 333
31 64100 444 433 333
32 69100 444 443 333
33 74100 444 444 333
34 79100 444 444 433
35 84100 444 444 443
36 89100 444 444 444
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+48 32 32 32 32 32 32 32 32
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+54 35 35 35 35 35 35 35 35
+56 36 36 36 36 36 36 36 36
Requisites: Wizard 21 or HNCL 30,
Int 57
Alignment: any
HD/level: & d4
Weapon Prof.: & level
To Hit Table: Conc
Save Table: Conc
Reference: ELH3
Groups: Concordant (x2), Wizard
 
[X] Section stats
ihp +2
iTH +1
P Save -1
M Save +0
War -1
Rog -1
PPsi -1
Wiz +6
Pri +1
MPsi +2
   
Gets 1X action per round.
Can use 2M+1V+1X per segment if desired.
Gets Massive Barb Int [bonus = (Stat-26)*5].
Epic Wizard3 spells are resisted using SR (but not MR).
You may N-ary material component spells, using 1Z+1V+1QV+1QQV+1QQQV+...
You may convert 2M to 1IM (Instantaneous Mental).
Level N (every level): +1 Epic Feat.
Level N (every level): +1 Q^(LVL) M action. (At level 1 you get 1 QM, at level 2 you get 1 QQM, ...)
DM Note 1: The Epic Wizard3 spells are normal Wizard spells, but other Wizards must spend 4 spells per spell slot to cast these (x2 because it's on an odd list, and x2 because it's Concordant).
DM Note 2: Conversion of Epic Spells to Collective SL: SL = (DC)^0.5 *2
DC 23-30=SL 10, DC 31-35=SL 11, DC 36-42=SL 12, DC 43-48=SL 13, DC 49-56=SL 14, DC 57-63=SL 15, DC 64-72=SL 16, DC 73-80=SL 17, DC 81-90=SL 18.

Epic Wizard3 Spells

SL # Spell School Effect
10 1 Dreamscape Div Plane Shift to any plane you've ever heard of (even if no direct connection to it)
10 2 Peripety Abj iunWReflection 100% vs. missile attacks
10 3 Ruin Inv One target takes (20*CCL)d6 vile dmg (no save) and a Disintegrate (no save)
11 1 Mummy Dust Nec Summon 2*CCL DL X Undead
11 2 Vengeful Gaze Ill One target takes 305d6 Venderant Nelaborong dmg (no save)
11 3 Verdigris Wave Alt 2 groups each take 40d6 Verdant dmg (no save), all Plant monsters in the groups gain +1 DL
12 1 Dragon Knight Cnj +1 summon slot and Summon a DL X Dragon (when the dragon is killed/unsummoned, the slot is removed too)
12 2 Eclipse Alt x2 Terrain Feature: the Sun is Eclipsed, Fear /s to anyone outside (Will save), outside is in Capital D Darkness
12 3 Origin Of Species Nec Create a DL=CCL/4 Humanoid
13 1 Epic Mage Armor Abj AC +20*CCL, or iAT CCL/2
13 2 Greater Spell Resistance Meta SR 35*CCL
13 3 Let Go Of Me Cnj Damaging shield, take 20x (2000%) the dmg back whenever hit (melee or range) (no resistance)
14 1 Animus Blast Inv 4 groups take (10*CCL)d6 cold dmg (no resistance), plus animate up to 20 corpses as DL=CCL/4 Undead.
14 2 Contingent Resurrection Nec Capital F Fix and Artificial Reset upon death (this cannot be triggered prematurely or dispelled while it's on the stack)
14 3 Crown Of Vermin Cnj Summon 1000 Creeping Dooms or DL=CCL/6 Insects.
15 1 Create Living Vault Enc Create a x2 Artifact container that is undetectable, indestructible, has infinite space inside, and can be Capital H Hidden.
15 2 Greater Ruin Inv One target takes (35*CCL)d6 permanent dmg (no resistance) and a Disintegrate (no resistance)
15 3 Nailed To The Sky Alt Teleport someone into deep space and they become Stopped/Immovable and cannot Teleport (no resistance)
16 1 Epic Counterspell Meta Counterspell, Capital O Object, or Really Object
16 2 Epic Spell Reflection Abj iunMReflection 100% vs. SL 0-9 spells
16 3 Safe Time Chrono Contingency Capital E Escape with Time Travel for yourself or someone else (can be used with other contingency effects)
17 1 Demise Unseen Ill Capital S Slay one target (no resistance), animate him as a DL=CCL/3 Undead, do a Mirage Arcana to make him seem alive
17 2 Eidolon Nec Create a level 21 copy of yourself that can act normally (no Clone Insanity, but is summoning sick for 1 full round)
17 3 Enslave Enc Mental Dominate one target (no resistance, effect is undetectable, his allies do no know this has happened)
18 1 Damnation Cnj 1N, 1/t: Send someone to Hell (no resistance, no response)
18 2 Dire Winter Alt x2 Terrain Feature of extreme cold ((2*CL)d6 dmg /s), this cannot be countered or Capital O Objected to
18 3 Eternal Freedom Abj Immune to CCL spells, elements, or [C] section effects (your choice)

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.

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.

Shadow5

Level KXP Shadow
136
1 600 1--
2 1200 2--
3 1800 3--
4 2400 4--
5 3000 5--
6 3600 6--
7 4200 61-
8 4800 62-
9 9600 63-
10 10200 64-
11 10800 65-
12 11400 66-
13 12000 661
14 12600 662
15 13200 663
16 13800 664
17 14400 665
18 28800 666
19 29400 766
20 30000 866
21 30600 966
22 31200 976
23 31800 986
24 32400 996
25 33000 A96
26 33600 B96
27 67200 C96
28 67800 D96
29 68400 DA6
30 69000 DB6
31 69600 DC6
32 70200 DD6
33 70800 DD7
34 71400 DD8
35 72000 DD9
36 144000 DDA
TH Saves
PD RS PP BW Sp Fo Re Wi
+24 19 19 19 19 19 19 19 19
+28 21 21 21 21 21 21 21 21
+32 22 22 22 22 22 22 22 22
+36 24 24 24 24 24 24 24 24
+40 25 25 25 25 25 25 25 25
+44 27 27 27 27 27 27 27 27
+48 28 28 28 28 28 28 28 28
+52 30 30 30 30 30 30 30 30
+56 31 31 31 31 31 31 31 31
+60 33 33 33 33 33 33 33 33
+64 34 34 34 34 34 34 34 34
+68 36 36 36 36 36 36 36 36
+72 37 37 37 37 37 37 37 37
+76 39 39 39 39 39 39 39 39
+80 40 40 40 40 40 40 40 40
+84 42 42 42 42 42 42 42 42
+88 43 43 43 43 43 43 43 43
+92 45 45 45 45 45 45 45 45
Requisites: Rogue 13 or HNCL 22,
Str 23, Dex 19, Int 25
Alignment: any E
HD/level: & 6d6
Weapon Prof.: & level*6
To Hit Table: 2xConc
Save Table: 1½xConc
Reference: Babylon5
Groups: Concordant (x2), Rogue
 
[X] Section stats
ihp +6
iTH +2
P Save +1
M Save +1
War +1
Rog +3
PPsi +1
Wiz +0
Pri -2
MPsi -1
   
Gets 1X action per round.
Can use 1S+3V+1X per segment if desired.
Gets Barb Str, Extreme Barb Dex [bonus = (Stat-30)*6], and Barb Int.
Shadow spells are resisted using XR or iaNR (but iaNR is treated as aNR)
Gets 30 Concordant Rogue points per level. The Rogue chart given uses Concordant Rogue points. These can instead be used as 2 normal Rogue points each.
Level N (every level): +1 Rogue level 27 pick.
 
Lvl Shadow5 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Dusted | Can't be Targetted | Ground at Feet can't be targetted | Effects can't be targetted 1X or 3V 30 Dex-19 Dex-38
2 Construct a Tech item (1 TechL per 10% made) 2P or 3V 20 Int-20 Int-25
3 Concordant Evasion (evade a Concordant effect) 1bX or 3bV 10 Dex-21 Dex-44
4 Distribute (amount made) in iunBlahR's 2X+1V 0 Int-22 Int-35
5 Step Out of It | Avoid Fate | As You Are ½X or 2V -10 Dex-23 Dex-50
6 Adjust your next die roll by (amount made) | Lady's Smile ½X or 2V -20 Int-24 Int-45
13 Do a G action attack on someone (idmg = amount made) 1G or 3X -90 Dex-31 Dex-74

Shadow5 Spells (CSL=1)

# Spell Effect
1 Capital D Darkness Room is in Capital D Darkness (x2 Special, no one can target anything), one group takes CCL*60 Darkness dmg (no save)
2 Enslave Target makes CCL Will saves at -CCL^2: Miss 1=Charm, Miss 3=Capital E Extract, Miss 6=Enslaved, Miss 13=Pawned
3 Lockdown X Actions Lockdown X and unc (unconscious) Actions
4 Psi5 Ultra Choose a Psi5 or Psi(-5) Ultra power
5 Rogue Prowess Your x1 Rogue abilities cost half the number of actions to use.
6 Shadow Displacement You are displaced CCL times, ignores immunity to displacement
7 Twist Wish (1bM action to cast) Twist the intention of a Wish/Wishoid/Miracle to do something unintended
8 X Haste I +1X action Haste (counts as your Haste)

Shadow5 Spells (CSL=3)

# Spell Effect
1 Crystal Port Do an Iconian Gateway jump across Crystal Spheres without a Spelljamming vessel
2 Genocide Genocide a race within sight (slain, no save, can't be resummoned in area, treat as a x2 Special)
3 Lockdown D Actions Lockdown D and dead Actions
4 Steal Familiar Steal someone's Familiar as your own (can be cast only 1/turn)
5 Virus Summon CCL DL=CCL/4 Virus creatures, or you can just bring them here not under your control
6 X Haste II +2X or +1QX action Haste (counts as your Haste)

Shadow5 Spells (CSL=6)

# Spell Effect
1 Black Hole Creates a small Black Hole (all in the room take 1 Gravity idmg /s)
2 Psi5 Ultra+1 Choose a Psi5 or Psi(-5) Ultra+1 power
3 Lockdown I Actions Lockdown any action with an "I" prefix; Divine Intervention can't be used in sight
4 X Haste III +3X or +2QX or +1QQX action Haste (counts as your Haste)

Brain in a Box

Level KXP Psi (x1)
UVW X
1 3 1-- -
2 141 2-- -
3 592 3-- -
4 653 4-- -
5 5897 5-- -
6 9324 6-- -
7 12751 61- -
8 16178 62- -
9 19605 63- -
10 23032 64- -
11 26459 65- -
12 29886 66- -
13 33313 661 -
14 36740 662 -
15 40167 663 -
16 43594 664 -
17 47021 665 -
18 50448 666 -
19 53875 666 1
20 57302 666 2
21 60729 666 3
22 64156 666 4
23 67583 666 5
24 71010 666 6
25 74437 766 6
26 77864 776 6
27 81291 777 6
28 84718 777 7
29 88145 877 7
30 91572 887 7
31 94999 888 7
32 98426 888 8
33 101853 988 8
34 105280 998 8
35 108707 999 8
36 112134 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 19 19 19 19 19 19 19 19
& +2 21 21 21 21 21 21 21 21
& +3 22 22 22 22 22 22 22 22
& +4 24 24 24 24 24 24 24 24
& +5 25 25 25 25 25 25 25 25
& +6 27 27 27 27 27 27 27 27
& +7 28 28 28 28 28 28 28 28
& +8 30 30 30 30 30 30 30 30
& +9 31 31 31 31 31 31 31 31
& +10 33 33 33 33 33 33 33 33
& +11 34 34 34 34 34 34 34 34
& +12 36 36 36 36 36 36 36 36
& +13 37 37 37 37 37 37 37 37
& +14 39 39 39 39 39 39 39 39
& +15 40 40 40 40 40 40 40 40
& +16 42 42 42 42 42 42 42 42
& +17 43 43 43 43 43 43 43 43
& +18 45 45 45 45 45 45 45 45
Requisites: Psionicist 23 or HNCL 32,
Con 33, Int 36, Wis 39, Chr 33
Alignment: L any
HD/level: & d5
Weapon Prof.: & level
To Hit Table: & Mon
Save Table: 1½xConc
Reference: DM
Groups: Concordant (x2), Psioncist
 
[X] Section stats
ihp +2
iTH +0
P Save +1
M Save +1
War -2
Rog -2
PPsi +2
Wiz +0
Pri +0
MPsi +3
   
Gets 1H action per round. Treat 1H as 1F, except what you do is at x4 effect (sort of like "material componenting"), and is considered x4 multiplier. This affects (amongst other things) your movement rate (if moving), CL, CCL, and save DC's. Alternatively, you can convert 1H to 1X.
Gets Barb Con, Extra Barb Int, Extra Barb Wis, Extra Barb Chr.
Brain a Box PSP pool = LVL iPSPs (where an iPSP is an infinite number of normal PSPs, but no more than 100*LVL PSPs at a time can be spent on powers with variable costs).
Brain in a Box psionic effects are resisted using PsiR, but the sampling power (below) is resisted using XR.
You are completely disembodied; your real body is elsewhere (presumably on your home plane). Attacks against what appears to be your "physical body" are usually quite useless. You may pass through objects at will, since you aren't really here. You may still pick up items, but cannot wear them unless you teleport them back to your real body. You cannot physically attack.
You may "material component" psionic powers from any of your x1 or x2 classes, by spending 1V action. You get free material componenting when using powers from the Brain in a Box class, and if you spend 1V, you get double material componenting.
Level N (every level): +1 psionic frequency this class can pick from.
Level N (every level): +1M action. You may convert 2M to 1QM; 2 QM to 1 QQM; 2 QQM to 1 QQQM; and so on.
Level 1: 1H or 1X, 1/r: High X Frequency Sample, see table on following page. You may "remember" powers, and put them in "Ultra" (U) slots.
DM Note: This table is just suggestions. Results are struck (removed) from the table as they are used. If a duplicate is rolled, the DM will add a new result.

High X Frequency Sample Table

# Effect
1 Choose any number of summons and their masters. Their roles reverse (the summon is now the master, and the previous master is now his summon).
2 Up to CCL protection effects on one target reverse their effect (becoming penalties, or an immunity becomes a vulnerability, effects within contingencies are reversed, etc.)
3 All the PCs have Familiar Immunity until end of segment, even if they attack. Enemy familiars lose their Immunity this segment.
4 A Special Generator appears. It has CCL*10 ihp, and generates one random x1d6 Special per segment. The Specials do not affect the party (unless people want to be affected.)
5 For 1 round, speaking actions and N actions are locked down in the room. Also, Picks and Open Slots can't be allocated anymore. Roll two d10's; those segment numbers will not occur the next time they come up.
6 One target becomes x17 on offense and x0 on defense (or vice versa, your choice). His truename is "Fred" until next round and can't be changed until then.
7 The DM leaves the room (entering the "DM Stasis Bubble"). The players may change one number or word on the chalkboard to any other word or number. The DM comes back in, and if he can't figure out what changed within 10 seconds, the change stands. DM Hint: Changing the KXP total (or making it "MXP") would probably be a little too obvious.
8 Up to CCL groups in the room gets Estate Transferenced to random planes. Whatever was there in those spaces comes back here though, so watch out! (We'll probably end up with a CCL+2 -way fight)
9 One target gains or loses (your choice) 1d4000 KXP in one class or mini-class for one segment. If he finds and kills a randomly chosen DL I Weird monster (the DM will roll it using the summon charts), he gets to keep the XP. The monster can't be summoned or created to accomplish this.
10 Each goodberry in the goodberry pool becomes a DL=9+2d4 Plant under your control and comprehension for 1 segment.
11 Everyone in the room can transfer 0 to X actions, and V to G actions. Psionic powers add their PSP costs to PSP pools instead of subtracting.
12 Any number of beings of your choice switch equipment and/or switch places. Astral Constructs in the room gain the Ultraplanar Cow ability to Moo for 1 round.
13 All charges on all items in the room are released immediately. The targets for up to CCL of the items of them are chosen by you; the rest are randomly targetted.
14 One target (can be yourself) gains one instance of the "Uncommoner" ability, using a DL=10+1d100 monster from the "Super High DL" chart.
15 One target gains or loses 1d20 multipliers for one segment. If his multiplier becomes negative, he generates a "negative multiplier zone" in his group. If his multiplier exceeds x22, he is Pixelated.
16 Up to CCL groups have their AC and hp ratings switched; or their hp and number appearing ratings switched; so a group like this: hp 50 (x6) would become: hp 6 (x50)
17 All Beholder eyestalks in the room become attached to your body (and you can use them) for 1 round. They are also Lernaean for 1 segment. All Beholders in the room must roll N System Shock rolls (where N=number of eyestalks lost), or suffer 1 level of Beast of Xvim-ing per failure.
18 The DM rolls one SL=10+1d10 Wizard or Priest spell. This spell can be cast as if it was a cantrip for 1 round. Actual cantrip spells (such as firefinger) do 1i times their normal effect (they are automatically Stepped Out Of without a Crapping at the end).
19 Mirrorweave (as per the MTG spell). Does not affect unwilling PCs, but everyone else is fair game.
20 Roll on this table 1e4 times.

Second Tier

Level KXP Spells/Psi
1 (original)*2 (as original)
2 (original)*2 (as original)
3 (original)*2 (as original)
4 (original)*2 (as original)
5 (original)*2 (as original)
6 (original)*2 (as original)
7 (original)*2 (as original)
8 (original)*2 (as original)
9 (original)*2 (as original)
10 (original)*2 (as original)
11 (original)*2 (as original)
12 (original)*2 (as original)
13 (original)*2 (as original)
14 (original)*2 (as original)
15 (original)*2 (as original)
16 (original)*2 (as original)
17 (original)*2 (as original)
18 (original)*2 (as original)
19 (original)*2 (as original)
20 (original)*2 (as original)
21 (original)*2 (as original)
22 (original)*2 (as original)
23 (original)*2 (as original)
24 (original)*2 (as original)
25 (original)*2 (as original)
26 (original)*2 (as original)
27 (original)*2 (as original)
28 (original)*2 (as original)
29 (original)*2 (as original)
30 (original)*2 (as original)
31 (original)*2 (as original)
32 (original)*2 (as original)
33 (original)*2 (as original)
34 (original)*2 (as original)
35 (original)*2 (as original)
36 (original)*2 (as original)
TH Saves
(all)
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
Requisites: Custom 17 or HNCL 26,
each stat (as original)+18
Alignment: any
HD/level: & (as original class)
Weapon Prof.: & (as original class)
To Hit Table: (as original class)
Save Table: (as original class)
Reference: Phoenix
Groups: Concordant (x2), Custom
 
[X] Section stats
ihp +0
iTH +0
P Save +0
M Save +0
War +0
Rog +0
PPsi +0
Wiz +0
Pri +0
MPsi +0
   
You get "times 10" Mirrored XP to x2 classes, if the Mirroring amount is currently less than this amount in the campaign. Only "times 1" Mirroring be spent to each of your non- Second Tier classes (e.g. if you have a Villain class in addition to Second Tier, you can't spend more than the base XP listed on the chalkboard to Villain.)
When this class is taken, choose a x1 multiplier class you have. This class exactly duplicates that class except for what's noted. Since you get to apply your (amplified) Mirrored XP to this class, this class will frequently be much higher level than the original class. Please note this class has double the XP chart of the original (so you're effectively getting only "times 5" mirroring if you apply it all here).
Gets 1X action per round.
Gets 1 rank of Exceptionalness in every ability score that had a requirement in the original class.
Level N (every level): +1 minor X24 power, that actually works with this class (technically this frequency would be called X38, as it's affecting a x2 class). I included the X24 (X38) powers on the next page.
Level N (every level): +1 "Level:" pick from any other class in a group that matches the emulated class.
Level 36: DM Reminder and Notes: Well, in all likelihood, this was probably a cheap way to qualify for Demigod0, no? (Notice how much HCL you have) There is indeed a "Third Tier" x3 class, which does what you think it does (it has an HCL 26 requirement). Third Tier cannot emulate Second Tier. You need to emulate a different x2 class you have, at which point your level in Third Tier will be miserable (as the other class's XP table will get tripled).
Level 37: Get one X48 (Innovator48) pick, but the pick must match a group from the emulated class (If the look at the X48 chart, you'll notice the X48 picks have a group listed with each of them). I didn't include the X48 powers list here, but it's in the [PC6] section.
Level 38: Get a "Level 1:" pick from any x2 Concordant class. I generally don't "paragraph symbol" x2 class "Level:" 's, but the DM will tell you if you chose something not in the spirit of what I intended.

X24 (X38) Minor Powers

Name Description
Barbarian stats Get Barb Str, Dex, or Con; or get Int, Wis, or Chr bonus to memorization (can take multiple)
Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
Extra stat point, sort of Gives an extra +1 stat point per level, but all stat pts from class must be to 1 stat
HD type: Add +0d+2 Add 2 to HD type per level
Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
Memorization Zero 1 Get a "0" in next SL (must be on chart, doesn't work for Min/Maj/Gra/Sup prog.)
Proficiencies This class gives +1 proficiency (weapon or nonweapon) per level
Reduce stat requirements 4 Distribute -4 to stat requirements (Str, Dex, Con, etc.; HNCL costs double)
Rogue points 10 This class gives an extra +10 Rogue points per level.
Rogue shuffle (specific abilities) Can transfer Rogue abilities of level N ? +N*5 rogue points
Rogue shuffle (picks) Can transfer "Any (class) Pick of level N" ? +N*10 rogue points (this is reversible)
Saves: Change to any Group Change Save category to War, Wiz, Pri, Rog, Psi, Dwarf0, Elf0
To Hit: Change to any Group Change To Hit category to War, Wiz, Pri, Rog, Psi, Mon
XP Halve/Double XP requirements for this class are halved from level 1-8, then double 9+ (can't be dropped)

Planetar

Level KXP Angelic
246 8
1 700 1-- -
2 1400 2-- -
3 2100 3-- -
4 2800 4-- -
5 3500 5-- -
6 4200 6-- -
7 4900 7-- -
8 5600 71- -
9 7000 72- -
10 8400 73- -
11 9800 74- -
12 11200 75- -
13 12600 76- -
14 14000 77- -
15 15400 771 -
16 16800 772 -
17 18200 773 -
18 21000 774 -
19 23800 775 -
20 26600 776 -
21 29400 777 -
22 32200 777 1
23 35000 777 2
24 37800 777 3
25 40600 777 4
26 43400 777 5
27 49000 777 6
28 54600 777 7
29 60200 877 7
30 65800 977 7
31 71400 A77 7
32 77000 B77 7
33 82600 C77 7
34 88200 D77 7
35 93800 E77 7
36 105000 E87 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+24 20 20 20 20 20 20 20 20
+28 22 22 22 22 22 22 22 22
+32 24 24 24 24 24 24 24 24
+36 26 26 26 26 26 26 26 26
+40 28 28 28 28 28 28 28 28
+44 30 30 30 30 30 30 30 30
+48 32 32 32 32 32 32 32 32
+52 34 34 34 34 34 34 34 34
+56 36 36 36 36 36 36 36 36
+60 38 38 38 38 38 38 38 38
+64 40 40 40 40 40 40 40 40
+68 42 42 42 42 42 42 42 42
+72 44 44 44 44 44 44 44 44
+76 46 46 46 46 46 46 46 46
+80 48 48 48 48 48 48 48 48
+84 50 50 50 50 50 50 50 50
+88 52 52 52 52 52 52 52 52
+92 54 54 54 54 54 54 54 54
Requisites: Concordant (x1) 25 or HNCL 34,
Str 36, Con 38, Wis 33, Chr 40, Cml 25
Alignment: any G
HD/level: & 7d7
Weapon Prof.: & level*7
To Hit Table: 2xConc
Save Table: 2xConc
Reference: MMII
Groups: Concordant (x2), Demigod (x2)
 
[X] Section stats
ihp +7
iTH +2
P Save +2
M Save +2
War +2
Rog -2
PPsi +1
Wiz +0
Pri +2
MPsi +1
   
Gets 1H action per round. Treat 1H as 1F, except what you do is at x4 effect (sort of like "material componenting"), and is considered x4 multiplier. This affects (amongst other things) your movement rate (if moving), CL, CCL, and save DC's. Alternatively, you can convert 1H to 1X.
Can use 1S+1V+2X per segment if desired.
Gets Extra Barb Str, Extra Barb Con, Barb Wis, and Barb Chr.
Angelic spells are resisted using XR or HR (Holy Resistance).
iAaAR +7*LVL% (this is iRMPIWEaRaMaPaIaWaER, you can track of each separately if you have other sources)
You are immune to any mental based effect that would make you lose control of your character (Domination, Charm, Ego Domination, Enslaved, Robot, etc.)
You defend as a x3 multiplier being.
Level N (every level): +1 Follower, treat this as a level=LVL*3 Priest.
Solar: ("Arch-Planetar" class)
Concordant (x1) 32 or HNCL 41,
Str 43, Con 45, Wis 40, Chr 47, Cml 32
HD & 8d8
Weapon Prof. & level*8
TH 2½xConc
Saves 2½xConc
XP chart is 10% higher.
Gets 2H actions per round.
Read on x3/2 ML (round up).

Angelic Spells (CSL=2)

# Spell Effect
1 Angel's Trumpet Get a x1 mirroring of the base XP (with no mods) in the Angel5 or Serra Angel5 class (does not cost a class slot)
2 Angelic Army Summon an army of 7^CCL DL=(CCL+4)/3 Outer
3 Damage Threshold DT 90-CCL*3 (Damage Threshold; if you take more than 90-CCL*3 dmg from a source, you take nothing)
4 Deva Wishoid for an Ultra Psi6G power (see below)
5 Mental Enhancement Get +CCL additional levels of Exceptionalness in Int, Wis, or Chr (may distribute as you like)
6 MultiFix Do CCL Capital F Fixes or one iFix.

Angelic Spells (CSL=4)

# Spell Effect
1 Bright Mount You have a DL=CCL Mount (you can comprehend it regardless of DL)
2 Holy Blast Holy Bolt CCL groups
3 Immunity Capital I Immune to CCL [C] section effects (even the "hard to pick" ones are only one pick)
4 Peacelord 4 Choose one Peacelord CSL=4 spell (this can be taken only once; Peacelord spells are in the Peacemonger class)
5 Redirection 1N, 2/s: Redirect damage from any effect (or attack sequence) to one of your allies to you.

Angelic Spells (CSL=6)

# Spell Effect
1 Fast Thought +CCL IM (Instantaneous M) Actions
2 Heal Aura x2 Special on the room: Your allies receive a Heal every segment, and a Cureall every round break.
3 Huge Resurrection Resurrect everyone you want to in the entire room
4 I am GOOD! Wishoid (non-Channeling) for a SL 1-4 Sentinel spell (force the DM to write one if Sentinel not written)

Angelic Spells (CSL=8)

# Spell Effect
1 Huge Reset Reset everyone you want to in the entire room
2 Improved Redirection 1N: Redirect damage from any effect (or attack sequence) to one of your subordinates.
3 Mass Super Domination Dominate CCL groups (no resistance, do not need to actually target them)

Psi6G Ultra Powers

# Name DPPs Effect
1 Celestial Chorus 250/s CL*10' x CL*10' x CL*10' area is considered to be a different plane (your choice)
2 Planar Walk 250/d Can travel to another plane at will (no summ. sickness) by simply spending 1V action
3 Seventh Level Priest Spell 25 Cast one 7th level Priest spell at CL = 90
4 Sixth Sense 250/d You know what will happen one round in advance at all times
5 Ultimate Lore 250/s You gain x3 multiplier but are noticeable to other deities on same plane
6 Vanish 125 One target disappears from multiverse for CL segments (unwilling may roll vs. GR)
7 Vox Populi 250/d Sense all deviate/evil thoughts (no resistance); area is entire plane you're on

Blue Bugbear

Level KXP 11U Bug Bear
UVW 369 1234
1 400 1-- 1-- 1---
2 3400 1-- 1-- 2---
3 6400 2-- 1-- 2---
4 9400 2-- 2-- 2---
5 12400 2-- 2-- 21--
6 15400 3-- 2-- 21--
7 18400 3-- 3-- 21--
8 21400 3-- 3-- 22--
9 24400 4-- 3-- 22--
10 27600 4-- 31- 22--
11 30600 4-- 31- 221-
12 33600 41- 31- 221-
13 36600 41- 32- 221-
14 39600 41- 32- 222-
15 42600 42- 32- 222-
16 45600 42- 33- 222-
17 48600 42- 33- 2221
18 51600 43- 33- 2221
19 54800 43- 331 2221
20 57800 43- 331 2222
21 60800 44- 331 2222
22 63800 44- 332 2222
23 66800 44- 332 3222
24 69800 441 332 3222
25 72800 441 333 3222
26 75800 441 333 3322
27 78800 442 333 3322
28 81800 442 433 3322
29 84800 442 433 3332
30 87800 443 433 3332
31 90800 443 443 3332
32 93800 443 443 3333
33 96800 444 443 3333
34 99800 444 444 3333
35 102800 444 444 4433
36 105800 444 444 4444
TH Saves
PD RS PP BW Sp Fo Re Wi
& +3 19 19 19 19 19 19 19 19
& +6 20 20 20 20 20 20 20 20
& +9 21 21 21 21 21 21 21 21
& +12 22 22 22 22 22 22 22 22
& +15 23 23 23 23 23 23 23 23
& +18 24 24 24 24 24 24 24 24
& +21 25 25 25 25 25 25 25 25
& +24 26 26 26 26 26 26 26 26
& +27 27 27 27 27 27 27 27 27
& +30 28 28 28 28 28 28 28 28
& +33 29 29 29 29 29 29 29 29
& +36 30 30 30 30 30 30 30 30
& +39 31 31 31 31 31 31 31 31
& +42 32 32 32 32 32 32 32 32
& +45 33 33 33 33 33 33 33 33
& +48 34 34 34 34 34 34 34 34
& +51 35 35 35 35 35 35 35 35
& +54 36 36 36 36 36 36 36 36
Requisites: Monster 15 or HNCL 24,
Str 34, Dex 33, Con 36
Alignment: C any
HD/level: & +++++3d13
Weapon Prof.: & level*4
To Hit Table: & 3xMon
Save Table: Conc
Reference: DM
Groups: Concordant (x2), Monster
 
[X] Section stats
ihp +6
iTH +1
P Save +1
M Save -1
War +1
Rog +1
PPsi +1
Wiz -1
Pri -1
MPsi -1
   
Gets 1X action per round.
Can use 2P+1V+1X or 2M+1V+1X (but not 1P+1M+1V+1X) per segment if desired.
Gets Extra Barb Str and Dex [bonus = (Stat-16)*5/2], and Super Barb Con [bonus = (Con-18)*3].
Psi11U effects are resisted using iMR (treating iMR as MR). Bug spells are resisted using TechR. Bear spells are resisted using XR.
Level N (every level): +1 summon slot for Animals, Eelementals, or Bugs.

Blue Bugbear Spells

Type CSL # Spell Effect
11U Ultra 1 Broken Ambitions (1bM to use) Counterspell, the target his next 4A worth of actions.
11U Ultra 2 Distorting Wake Dispel CCL effects.
11U Ultra 3 Eelemental Summon X Summon CCL DL X Eelementals
11U Ultra 4 Reshape Modify a magic item so it does a chosen spell effect of lower SL than the one it currently does (so a Wand of Fireballs could be made into a Wand of Web).
11U Ultra 5 Time Stretch +2 QM actions this segment
11U Ultra 6 Worldpurge All summons and elementals in the room are unsummoned.
11U V (Ultra+1) 1 Denying Wind Banhammer up to 7 effects in the room (x2 Special)
11U V (Ultra+1) 2 Dichotomancy For each protection effect on the target, you get a copy of it for yourself. For each summon he has, you get a copy of it for yourself.
11U V (Ultra+1) 3 Sway of the Stars Everyone's hp total in the room is set to 70. The current half-segment ends.
11U W (Ultra+2) 1 Beacon of Tomorrows (cast 1/d, but you can pick this more than once) Take another segment after the current one.
11U W (Ultra+2) 2 Blinkmoth Infusion All of your magic items get a +1QE Haste (counts as their Haste)
11U W (Ultra+2) 3 Eternal Dominion For 1 round, each segment, Fork an effect as a 0 action.
Bear 1 1 Animal Swarm 1 Summon CCL groups of 5^CCL DL=(CCL+4)/5 Animals
Bear 1 2 Grove 1 +CCL 9th in memorization in a Priest or Monster group class
Bear 1 3 Time/Reality Stability Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
Bear 1 4 Tough Hide AC +CCL*3 and saves +CCL*3
Bear 1 5 x1 Immunity Immune to x0 effects. Immune to x1 effects of SL 0 to CCL.
Bear 2 1 Alley Alley effect in the room (x2 special)
Bear 2 2 Fluidity You may convert P to M actions and M to P actions.
Bear 2 3 Swiftcast Your Priest and Monster spells (and their material componenting) cost half the normal number of actions to use.
Bear 2 4 Racial Adjectives A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
Bear 3 1 Insist 1X: Capital I Insist (this can in turn be "Really Objected To").
Bear 3 2 Material Componenting You may material component Concordant spells, it costs an extra X action to do this.
Bear 3 3 X Haste All in your party gets +1X action.
Bear 4 1 Animal Swarm 4 Summon CCL*4 groups of 2^CCL DL=(CCL+4)/5 Animals
Bear 4 2 Grove 4 +CCL 12th in memorization in a Priest or Monster group class

Spawn

Level KXP Spawn
0 123 45
1 0 1 --- --
2 500 1 1-- --
3 1000 1 2-- --
4 1500 1 21- --
5 2000 1 22- --
6 2500 1 23- --
7 3000 1 231 --
8 3500 1 232 --
9 4500 1 233 --
10 5500 1 234 --
11 6500 1 234 1-
12 7500 1 234 2-
13 8500 1 234 3-
14 9500 1 234 4-
15 10500 1 234 5-
16 11500 1 234 51
17 12500 1 234 52
18 14000 1 234 53
19 15500 1 234 54
20 17000 2 234 54
21 18500 2 334 54
22 20000 3 334 54
23 21500 3 344 54
24 23000 3 444 54
25 24500 4 444 54
26 26000 4 445 54
27 28000 4 455 54
28 30000 4 555 54
29 32000 5 555 54
30 34000 5 555 55
31 36000 6 555 55
32 38000 6 655 55
33 40000 6 665 55
34 42000 6 666 55
35 44000 6 666 65
36 46500 6 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 19 19 19 19 19 19 19 19
& +2 20 20 20 20 20 20 20 20
& +3 21 21 21 21 21 21 21 21
& +4 22 22 22 22 22 22 22 22
& +5 23 23 23 23 23 23 23 23
& +6 24 24 24 24 24 24 24 24
& +7 25 25 25 25 25 25 25 25
& +8 26 26 26 26 26 26 26 26
& +9 27 27 27 27 27 27 27 27
& +10 28 28 28 28 28 28 28 28
& +11 29 29 29 29 29 29 29 29
& +12 30 30 30 30 30 30 30 30
& +13 31 31 31 31 31 31 31 31
& +14 32 32 32 32 32 32 32 32
& +15 33 33 33 33 33 33 33 33
& +16 34 34 34 34 34 34 34 34
& +17 35 35 35 35 35 35 35 35
& +18 36 36 36 36 36 36 36 36
Requisites: Alternate 11 or Mirror 14 or HNCL 20,
Str 22, Dex 18, Con 23, Int 17
Alignment: C any
HD/level: & 2d1
Weapon Prof.: & level*2
To Hit Table: & Mon
Save Table: Conc
Reference: DM
Groups: Concordant (x2), Alternate, Mirror
 
[X] Section stats
ihp +1
iTH -1
P Save +0
M Save -1
War +1
Rog +1
PPsi +1
Wiz +0
Pri -1
MPsi -1
   
Gets 1X action per round.
Gets Exceptional Str, Dex, Con, and Int.
Spawn spells are resisted using XR.
Level N (every level): +1 proficiency of any type.

Spawn Spells

CSL # Spell Effect
0 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
0 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
0 3 Hit Points x(CCL+1) hp
1 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
1 2 CCL +LVL CCL
1 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
1 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each
2 1 B Acceleration +CCL B actions, does not count as your Haste, and can be used with other similar Spawn powers
2 2 Mini Classes Get a times 1 mirrored set of base XP for Mini group classes
2 3 Research Points +CCL Research Points per Reset
2 4 Regeneration 1 Regenerate CCL*20 hp /s; it's Troll-like, can heal Vile and Permanent hp
2 5 Spawner lending you spells 0, 1/r: +CCL SLs in memorization in spells
3 1 C Acceleration +CCL C actions, does not count as your Haste, and can be used with other similar Spawn powers
3 2 Spawner lending you psionics 0, 1/r: +CCL SLs in memorization in psionics
3 3 Saves ++CCL to saves
3 4 Subordinates +CCL/2 distributed among defensive DL, offensive DL, or rhp for your subodinates
3 5 To Hit ++CCL to TH
4 1 Concordant Mini Classes Get a times 2 mirrored set of base XP for Concordant Mini group classes
4 2 Regeneration 2 Regenerate CCL ihp /s
4 3 Spawner lending you XP +LVL*5% XP (or) +LVL*10% XP only for Alternate or Mirror group (both retroactive); +1 class slot
4 4 X Acceleration +CCL/2 X actions, does not count as your Haste, and can be used with other similar Spawn powers
5 1 Demigod Mini Classes Get a times 3 mirrored set of base XP for Demigod Mini group classes
5 2 H Acceleration +CCL/8 H actions, does not count as your Haste, and can be used with other similar Spawn powers
5 3 Immune to NPC Status Immune to NPC Status (this does not make you immune to Retirement, however)

Shoggoth

Level KXP Shoggoth
6DJ QW^
1 1300 6d6, choose low
2 1658 1-- ---
3 2123 2-- ---
4 2727 6d6, choose low
5 3513 3-- ---
6 4535 4-- ---
7 5864 5d6, choose low
8 7590 41- ---
9 9835 42- ---
10 12754 5d6, choose low
11 16548 43- ---
12 21480 53- ---
13 27891 4d6, choose low
14 36226 531 ---
15 47062 532 ---
16 61148 4d6, choose low
17 79461 632 ---
18 103267 642 ---
19 134214 3d6, choose low
20 174446 642 1--
21 226748 652 1--
22 294740 3d6, choose low
23 383130 662 1--
24 498037 663 1--
25 647415 2d6, choose low
26 841608 663 11-
27 1094058 664 11-
28 1422243 2d6, choose low
29 1848884 665 11-
30 2403517 666 11-
31 3124540 2d6, choose high
32 4061869 666 111
33 5280398 3d6, choose high
34 6864485 4d6, choose high
35 8923798 5d6, choose high
36 11600905 6d6, choose high
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  6  6  6  6  6  6  6  6
+12 13 13 13 13 13 13 13 13
+18 19 19 19 19 19 19 19 19
+24 26 26 26 26 26 26 26 26
+30 32 32 32 32 32 32 32 32
+36 39 39 39 39 39 39 39 39
+42 45 45 45 45 45 45 45 45
+48 52 52 52 52 52 52 52 52
+54 58 58 58 58 58 58 58 58
+60 65 65 65 65 65 65 65 65
+66 71 71 71 71 71 71 71 71
+72 78 78 78 78 78 78 78 78
+78 84 84 84 84 84 84 84 84
+84 91 91 91 91 91 91 91 91
+90 97 97 97 97 97 97 97 97
+96 104 each
+102 110 each
+108 117 each
Requisites: Concordant Mini 26 or Lost 28 or Planar 29 or HNCL 35,
Str 41, Con 144, Mini Class slots 32
Alignment: CS
HD/level: & 20d8
Weapon Prof.: & level*level
To Hit Table: 6xMon
Save Table: 13xMon
Reference: COC
Groups: Concordant (x2), Lost, Planar
 
[X] Section stats
ihp +1
iTH -1
P Save +0
M Save -1
War +1
Rog +1
PPsi +1
Wiz +0
Pri -1
MPsi -1
   
Gets 1 script-X action per round. Shoggoth powers use F or script-X actions to use.
In the spell progression, 6=CSL 6; D=CSL 13; J=CSL 19; Q=CSL 26; W=CSL 32; and ^=CSL 38. Some of the SL's say something like "6d6, choose low". Roll it, with 1=CSL 6; 2=CSL 13; 3=CSL 19; 4=CSL 26; 5=CSL 32; and 6=CSL 38. These SL's are in addition to the "normal" memorization which is interspersed within the levels.
Gets LVL levels of Exceptionalness in Str, and up to 36 levels of Exceptionalness in Con. If you care, the 36th level of Exceptionalness in Con, which has no name, is bonus = (Con-82)*19. If your Con is exactly equal to 144, you're better off with the 33rd level of Exceptionalness in Con, which gives you a +1190 bonus.
Shoggoth spells are resisted using (script-X)R or (script-G)R.
Sustain all stats and actions. Immune to paralysis, hold, stun, summoning sickness, and similar effects. Immune to charm, domination, ego domination, and similar effects.
Your brain cannot be put on a plate.

Shoggoth Spells

CSL # Spell Effect
6 1 Body Rape Distribute CCL idmg among any number of targets.
6 2 Breathe Space Mead You breathe Space Mead, which does CCL*(current hp) dmg, a Plane Shift (no save), and an Abyssal Water effect (no save)
6 3 Cthulhoid Summon Summon a DL=6+CCL Ooze, Demon, or Weird that you comprehend
6 4 Cthulhoid Wish Wishoid for a SL 0-11 Cthulhu school spell (see the Cthulhu Investigator5 class)
6 5 Eye Rape / Tentacle Rape +CCL*20 distributed among Tentacles or Eyes. Each Tentacle is High Frequency Sample branded. Each Eye has (CCL+3)/4 Psi29 eye points.
6 6 Infiniletter Horror e Choose CCL results from the Thirteen Letter Horror class.
13 1 Contact Every Plane Like Contact Other Plane, but you may speak with up to CCL^2 divine beings at once.
13 2 Mind Rape CCL targets each gain CCL insanities and lose their next CCL actions (no resistance)
13 3 Ultrablack Gate Ultrablack Gate (can visit another Multiverse in the Omniverse), you can omit the Wandering Monsters on the way if you want to.
19 1 Dancing Potion Bottles All magic items in the room gain CCLm2 Ego (treat as a x1d13 Special)
19 2 Soul Rape CCL targets get their Truename Erased and they "Behold the Chaos" (are Capital B Blasted) (no resistance)
19 3 [X] Section Omen Do a random [X] section effect with SL=1d20+CCL/4
26 1 In Case of Emergency You and all your allies Capital E Escape, no response, no tracing/tracking, and can rest without interruption for 1 round.
26 2 Is It Time To Go Home Yet? Natural Set or Natural Reset up to CCL targets (no resistance)
26 3 It's a Raw Logrus Day The local weather in the area is Raw Logrus (x1d13 Terrain Feature, cannot be Objected to)
32 1 I'd Really Rather Not Really Really Object or Really Insist to something at x22 multiplier, then you are erased from the chalkboard.
32 2 I'll Do It Anyway You can do one thing (or use one thing for 1 segment) that is Banhammered due to an effect within the game (this does not override Banhammers due to DM ruling).
32 3 I'm Immune Anyway Be immune anyway to things that give "no resistance". If you do this more than CCL times in a segment, you go (50%) Down the Hole or (50%) On the Mound.
38 1 Infiniletter Horror π (cast 1/d) Get a random result from the Infiniletter Horror class (force the DM to write one if Infiniletter Horror currently isn't written)
38 2 Existence Rape Erase one creature or magic item from the chalkboard (no resistance, no response, x22 multiplier effect)
38 3 [iX] Section Omen Do a random [X] section effect with SL=1d30+CCL/3, and hang an extra "i" on the effect (idmg becomes iidmg, etc.)

Cthulhu School Spells

Name SL Effect
Candle Communication 0 Can communicate to someone you know (across planes) if they are running this spell too
Detect Life 0 Detect Life
Elder Sign 0 Outer planar creatures cannot cross the line
Message 0 Message
Augury 1 Augury
Bind Enemy 1 Choose a target. You can't attack or target him, and vice versa.
Chant of Thoth 1 +CL Int checks
Cloud Memory 1 Forget (Will save)
Contact Human 1 Contact a specific person
Control Weather 1 Control Weather
Create Bad-Corpse Dust 1 Create a line that Undead cannot cross
Deflect Harm 1 Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
Detect Magic 1 Detect Magic
Dominate Animal 1 Dominate Animal (save)
Eibon’s Wheel of Mist 1 Your group is Invisible
Invisibility Purge 1 Dispel Invisibility
Mirror of Tarkhun Atep 1 Creates a mirror
Nightmare 1 Target sleeping person has a nightmare
Pose Mundane 1 Illusion: Room appears to be normal/ordinary (x1 Trick)
Power of Nyambe 1 +2d6 SL's added to your current progression for today; -1 Con (permanent)
Seal of Isis 1 Object will make it's next item saving throw
Snare Dreamer 1 Dispel a Somniomancy effect
True Strike 1 Next attack at +20 TH
Unmask Demon 1 Dispel a Change Self or Alter Appearance effect
View Gate 1 Can see through a Gate to other side clearly
Voice of Ra 1 +1d6+1 Chr
Warding the Eye 1 Immune to the "Evil Eye" spell (on this list)
Bring Pestilence 2 Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
Cast Out Shan 2 Dismiss a DL I-II Insect or Undead
Cause Fear 2 Fear (Will save)
Circle of Nausea 2 Nausea to one group (Fort save)
Contact Creature 2 Contact a specific creature type
Darkness 2 Darkness
Dismissal 2 Dismiss an outer planar creature (save)
Dominate Person 2 Dominate Person (save)
Dread Curse of Azathoth 2 1d3 Chr dmg
Enchant Item 2 Add a half plus to an item (for 1 hour)
Evil Eye 2 Curse: -4 TH, checks, saves (save)
Find Gate 2 Detect Gates
Fist of Yog-Sothoth 2 CLd6 force dmg to one target (no save)
Flesh Ward 2 DR 10/+1
Frozen Tracks 2 Stop (save)
Grasp of Cthulhu 2 Target takes 2d6 dmg /r (save)
Healing Touch 2 Touch to cure 1d8+CL hp and 1 stat point dmg
Hide from the Eye 2 Invisibility
Hypnotism 2 Hypnosis (save)
Identify Spirit 2 Detect Possession
Insect Plague 2 Area effect 1 dmg /s insects
Levitate 2 Levitate
Locate Object 2 Locate Object
Magic Weapon 2 Weapon gets +1/+1 for 1 turn
Obscuring Mist 2 Wall of Fog
Sekhmenkenhep's Words 2 Convince people that what you're saying is true (save)
Skin of Sedefkar 2 +CL/5 AC
Song of Hastur 2 Target takes 2d6 dmg /r (save)
Soul Trap 2 Speak with Dead but you had to be the one who killed him
Spectral Razor 2 Magical blade that's 2d6 dmg and counts as a +5 weapon
Suggestion 2 Suggestion (save)
Voorish Sign 2 The next spell you cast will be at +3 CL
Wandering Soul 2 Dream Travel
Ward against Pyschics 2 Psionic Feats cannot be used in the room (x1 Special)
Black Binding 3 Animate a dead corpse as a DL III Undead
Breath of the Deep 3 Target is drowning (Fort save per segment or 2d6 dmg)
Contact Deity 3 Contact a specific deity 50+CL%; caster becomes insane (Will save)
Curse of the Stone 3 Target cannot act (save) as long as you heavy concentrate (can't use M actions)
Divination 3 Divination
Imprison Mind 3 Target spirit / life essence cannot leave the body it's in (save)
Mindblast 3 Insanity (save)
Raise Night Fog 3 Fog
Red Sign of Shudde M'ell 3 Group takes 1d6+LVL dmg (no save)
Shriveling 3 CLd4 dark energy dmg to one target (no save)
Siren's Song 3 Charm 2*CL HD of creatures (save)
Summon/Bind Creature 3 Summons a DL 1d4 Outer creature
Wave of Oblivion 3 If near a body of water, creates a large wave (CLd4 water dmg, no save)
Wither Limb 3 Sharpness a random limb (save)
Wrack 3 Pain (-2 all rolls) (save)
Animal Form 4 Polymorph Self into a specific animal
Bind Loup-Garou 4 Force Shapechange and Dispel a Psi14 effect
Bind Soul 4 Put someone's soul in a receptacle (Will save)
Cloak of Fire 4 +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
Create Scrying Window 4 Postcognition
Curse of the Putrid Husk 4 Curse: Insanity (save)
Curse of the Rat-thing 4 Animate a dead corpse as a DL IV Undead
Dark Resurrection 4 Raise Dead
Hands of Colubra 4 Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
Locate Creature 4 Locate a specific creature
Look to the Future 4 Can see into the future
Mind Transfer 4 Switch bodies with someone (save)
Pipes of Madness 4 Insanity to a group (save)
Return to Rest 4 Destroy an undead (save)
Soul Singing 4 Illusion: Target sees and hears what you wish, no one else affected (save)
Speak with Dead 4 Speak with Dead
Unspeakable Oath 4 Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
Banishment of Yde Etad 5 Banish an outer planar creature to home plane (Will save)
Blind/Deafen 5 Blind and Deafen target (Fort save on each)
Cast Out Devil 5 Exorcise
Create Barrier of Naach-Tith 5 Wall: Spells cannot pass, Str check (DC 40) to pass
Magic Jar 5 Magic Jar
Become Spectral Hunter 6 You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
Body Warping of Gorgoroth 6 Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
Clutch of Nyogtha 6 Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
Create Gate 6 Gate
Curse of the Chaugnar Faugn 6 *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
Eyes of the Zombie 6 See through the eyes of a zombie (that you control)
Power Drain 6 Target loses 1d6 stat points (save), you temporarily gain the amount he lost
Create Self-Ward 7 DR 10/+1; Resist Aging
Create Time Gate 7 Create a Time Gate 10^(N-4) years
Steal Life 7 Drain 1 stat point per segment from target and add to you temporarily (save per segment)
Word of Recall 7 Word of Recall
Consume Likeness 8 Alter Appearance to someone specific who recently died (it's very convincing)
Death by Flames 8 Target takes 1d10 fire dmg /s (no save)
Eye of Light & Darkness 8 All outer planar creatures take 1 Wis dmg per segment (x1 Special)
Call Deity 11 Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
Dismiss Deity 11 Dismisses the material form of a god (remember this is only a x1 effect by itself)