Astral Priest


Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. ½V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.