Doomlegion3



Level

KXP
ConcX1
1

TH
1 0 1 & +1
2 10 2 & +1
3 30 3 & +1
4 60 4 & +2
5 100 5 & +2
6 150 6 & +2
7 210 7 & +3
8 280 8 & +3
9 360 9 & +3
10 450 A & +4
11 550 B & +4
12 660 C & +4
13 780 D & +5
14 910 E & +5
15 1050 F & +5
16 1200 G & +6
17 1360 H & +6
18 1530 I & +6
19 1710 J & +7
20 1900 K & +7
21 2100 L & +7
22 2310 M & +8
23 2530 N & +8
24 2760 O & +8
25 3000 P & +9
26 3250 Q & +9
27 3510 R & +9
28 3780 S & +10
29 4060 T & +10
30 4350 U & +10
31 4650 V & +11
32 4960 W & +11
33 5280 X & +11
34 5610 Y & +12
35 5950 Z & +12
36 6300 Z1 & +12
37 12600 Z2 & +13
38 18900 Z3 & +13
39 25200 Z4 & +13
45 63000 ZA & +15
54 119700 ZI1 & +18
63 176400 ZIA & +21
72 233100 ZII 1 & +24
Requisites: Chr 0, (Concordant 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & level
Reference: DM
Groups: Concordant (x1), Planar
Complexity: CF=3
 
Saving Throws:
PPD: & +level Fort: & +level
RSW: & +level Reflex: & +level
PP: & +level Will: & +level
BW: & +level
Spell: & +level
 
Gets one 1st level x1 Concordant spell per level.
+LVL HNCL; this works when trying to qualify for x2 classes.
 
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
(Feats marked with * are new to this printing.)
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Astral Tracking: You can track someone through the Astral plane. 1F: Teleport Trace.
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
* Home Defense: If you are HNCL 9, you defend as a x2 being on your home plane.
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Naturalized Denizen: If you are extra-planar, you cannot be turned because of this status.
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
* Warden Initiate: 1F, inscribe a circle, hex, or pentacle on the ground, 1/d: Protection from Demons [or] Cacodemon.
Water Heritage: Immune Water; Water Breathing; Swim 18"

Doomlegion3


Doomlegion3 Spells

Class # Spell
Accomplice 1 10*CL% iaIR
Accomplice 2 +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 3 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 4 1M: Target is paralyzed (PPD save)
Accomplice 5 1M: Steal an action or memory (Will save)
Accomplice 6 +CL/2 QV actions
Accomplice 7 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 8 +2 CL with psionics
Accomplice 9 +1 Str, Dex, Con, Int, Wis, and Chr
Baron 10 Ashes: Half of your weapon dmg is vile dmg (perm hp)
Baron 11 Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Baron 12 Detect Demons: Detect Evil Outer (reverse is Good)
Baron 13 Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
Baron 14 Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Baron 15 Immunity I: Immune to poison, non-silver weapons
Baron 16 Intimidate: Fear a group (Will save)
Baron 17 Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
Baron 18 Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
Baron 19 Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
Baron 20 Protection from Demons: Immune to Evil Outer innates (reverse is Good)
Baron 21 Summon Minion: Summons a DL II Evil Outer
Baron 22 Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
Captain (SFB) 23 Command: Can identify and operate any TechL=LVL or lower technological device.
Captain (SFB) 24 Defense: Can interpose self in front of any and everyone in your group, you take double damage though
Captain (SFB) 25 Engineering: Your items that use charges use only half the number of charges (retain fractions)
Captain (SFB) 26 Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
Captain (SFB) 27 Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
Captain (SFB) 28 Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
Captain (SFB) 29 Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
Captain (SFB) 30 Science: Eidetic Memory, can "download" your thoughts/memories to computers
Captain (SFB) 31 Weapons: No range penalties; Can shoot bows in your group without penalty
Fallen Angel5 32 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Fallen Angel5 33 Disguise Self: Changes your appearance.
Fallen Angel5 34 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Fallen Angel5 35 Obscuring Mist: Fog surrounds you.
Fallen Angel5 36 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Fallen Angel5 37 Shield of Faith: Aura grants +2 or higher deflection bonus.
Giant Robot8 38 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
Giant Robot8 39 MPIRR 5*LVL%
Giant Robot8 40 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Giant Robot8 41 Resist all Elements
Giant Robot8 42 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
Giant Robot8 43 Resist Action/Memory/Ability Stealing
Henchman 44 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 45 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 46 1M: Monster Summoning (CL+1)/2
Henchman 47 You adjust all BlahR by -5*level%
Henchman 48 +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 49 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 50 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 51 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 52 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 53 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 54 1bF: Counter a counterspell effect.
Henchman 55 You can have two summons (same group).
Myth 56 All your effects with saves require two saves (pick worst result)
Myth 57 Can use 3V /s instead of standard actions per segment
Myth 58 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Myth 59 Your Personality score = Con+Int+Wis+Chr+Level.
Myth 60 Immune to Coup de grace and Mind Reading / ESP
Myth 61 1P: Lower all x0 and x1 effects on you and 1 target in your group
Myth 62 +1 V action
Myth 63 Immune to Rainbow Silver effect
Myth 64 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
ProtoDracoLich 65 1M, 1/r: Any 0th level Warrior or Monster spell
ProtoDracoLich 66 5*LVL% iWaWR
ProtoDracoLich 67 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
ProtoDracoLich 68 Your claw damage is CLd4
ProtoDracoLich 69 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
ProtoDracoLich 70 Immunity to disease
ProtoDracoLich 71 Fear aura (anyone who enters your group) (Will save)
ProtoDracoLich 72 Natural AT source = +CL*2
ProtoDracoLich 73 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
SemiDivine3 74 Combat Defense: -2 TH; +CL AC
SemiDivine3 75 Finesse: Use your dexterity bonus for damage instead of strength
SemiDivine3 76 Improve Crit Multiplier: +2 critical multiplier
SemiDivine3 77 Improve Crit Range: +2 critical threat range
SemiDivine3 78 Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
SemiDivine3 79 Resist Fall: Resist falling and TK damage
SemiDivine3 80 Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
SemiDivine3 81 Toughness: +CL max hp
SemiDivine3 82 Weapon Resistance: You resist the first successful blow dealt from a weapon
Sidekick 83 10*CL% IR (Innate resistance)
Sidekick 84 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Sidekick 85 Resist all Elements
Sidekick 86 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Sidekick 87 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Sidekick 88 +CL V actions
Sidekick 89 +1 CL in one class
Sidekick 90 x1.5 max PSPs in one psionic frequency
Sidekick 91 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
Sidekick 92 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Sidekick 93 Can combine Martial Arts & Specialization
Sidekick 94 +LVL to one ability score
Sidekick 95 xLVL Personality score (for Ego checks)
Sidekick 96 Duplicate a "Level 1:" ability of a Warrior class
Sidekick 97 Free wild talent in Psi72
Warden 98 Chaos SL=1: You cast chaos spells at +1 caster level.
Warden 99 Charity SL=1: You cast magical boons upon others at +2 caster level.
Warden 100 Community SL=1: Use calm emotions as a spell-like ability 1/day.
Warden 101 Darkness SL=1: You gain blind-fight as a bonus feat.
Warden 102 Death SL=1: You cast necromancy spells at +1 caster level.
Warden 103 Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Warden 104 Disease SL=1: You cast necromancy spells at +1 caster level.
Warden 105 Elf SL=1: You gain point blank shot as a bonus feat.
Warden 106 Entropy SL=1: You cast necromancy spells at +1 caster level.
Warden 107 Evil SL=1: You cast evil spells at +1 caster level.
Warden 108 Fear SL=1: You cast necromancy spells at +1 caster level.
Warden 109 Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Warden 110 Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Warden 111 Good SL=1: You cast good spells at +1 caster level.
Warden 112 Healing SL=1: You cast healing spells at +1 caster level.
Warden 113 Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Warden 114 Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Warden 115 Law SL=1: You cast law spells at +1 caster level.
Warden 116 Love SL=1: You cast enchantment spells at +1 caster level.
Warden 117 Luck SL=1: You gain a +1 luck bonus on all saving throws.
Warden 118 Madness SL=1: You cast enchantment spells at +1 caster level.
Warden 119 Magic SL=1: Use scrolls as a wizard at one half your cleric level.
Warden 120 Metalworking SL=1: Divide the cost of unusual materials by CL.
Warden 121 Moon SL=1: You can turn or destroy lycanthropes.
Warden 122 Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Warden 123 Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Warden 124 Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
Warden 125 Peace SL=1: You gain a +2 Charisma bonus.
Warden 126 Revenge SL=1: 1D: Cast a priest spell against an enemy.
Warden 127 Science SL=1: You gain a +2 bonus to Intelligence.
Warden 128 Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Warden 129 Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 130 Skill SL=1: You gain a +2 bonus to Dexterity.
Warden 131 Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 132 Stoicism SL=1: You gain a +2 bonus to Constitution.
Warden 133 Strength SL=1: You gain a +2 bonus to Strength.
Warden 134 Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Warden 135 Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Warden 136 Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 137 Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 138 Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
Warden 139 Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
Warden 140 War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
Warden 141 Wealth SL=1: You cast conjuration spells at +1 caster level.
Warden 142 Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Warden 143 Wisdom SL=1: You gain a +2 Wisdom bonus.