Master Monster


Level KXP
Spells
TH
1 0 (none) +1
2 4 (none) +2
3 8 (none) +3
4 16 (none) +4
5 32 (none) +5
6 64 (none) +6
7 128 (none) +7
8 256 (none) +8
9 512 (none) +9
10 800 (none) +10
11 1200 (none) +11
12 1600 (none) +12
13 2000 (none) +13
14 2400 (none) +14
15 2800 (none) +15
16 3200 (none) +16
17 3600 (none) +17
18 4000 (none) +18
19 4400 (none) +19
20 4800 (none) +20
21 5200 (none) +21
22 5600 (none) +22
23 6000 (none) +23
24 6400 (none) +24
25 6800 (none) +25
26 7200 (none) +26
27 7600 (none) +27
28 8000 (none) +28
29 8400 (none) +29
30 8800 (none) +30
31 9200 (none) +31
32 9600 (none) +32
33 10000 (none) +33
34 10400 (none) +34
35 10800 (none) +35
36 11200 (none) +36
37 22400 (none) +37
38 33600 (none) +38
39 44800 (none) +39
45 112000 (none) +45
54 212800 (none) +54
63 313600 (none) +63
72 414400 (none) +72
Requisites: Str 9, Dex 9, Con 12, Wis 9,
  Class Slots 2
Alignment: C any [or] any E
HD/level: d20
Weapon Prof.: 11+level/4
To Hit Table: Mon
Reference: DM
Groups: Monster
Complexity: CF=5
   
Saving Throws:  
PPD: 0+level*3/2
RSW: 0+level*3/2
PP: 0+level*3/2
BW: 0+level*3/2
Spell: 0+level*3/2
Fort: 0+level*3/2
Reflex: 0+level*3/2
Will: 0+level*3/2
   
Every Level: This class gets a "Level:" pick from other Monster classes. Abilities listed as "Level N" may be picked more than once.

Master Monster


Master Monster Picks

Level N: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Level N: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level N: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level N: +1scrA action
Level N: +2 Cml. You can't 2 for 1 trade this away.
Level N: +2 Con. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Luck. You can't 2 for 1 trade this away.
Level N: +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.
Level N: Get your LVL in Sliver picks (see next page). Most Slivers cost more than one pick. You have the abilities of the Sliver types you pick. You may save picks to get a bigger Sliver type later.
Level N: Gets one Psi9 minor at random per level. During reset you may reroll the ones you wish to reroll.
Level N: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level N: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
Level 0: Metallic Sliver: Immune to Charm, Domination, Life Drain; You get only half effect from healing spells
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 1: (Green Hag) MPIRR LVL*10%.
Level 1: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: +1 additional Specialty Priest (GGL) pick.
Level 1: +1 borrowed M action per round.
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 1: +1 size.
Level 1: +1 tail.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1M action only for psionics.
Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
Level 1: +4 Con, -2 Int.
Level 1: +LVL AC.
Level 1: +LVL dmg with natural attacks.
Level 1: +LVL dmg.
Level 1: +LVL Martial Arts maneuvers and Exceptional Dex
Level 1: +LVL Str and Exceptional Str
Level 1: +LVL TH with natural attacks.
Level 1: +LVL*2 AC.
Level 1: +LVL*3 AC.
Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
Level 1: 1M, 1/d: Plane Shift
Level 1: 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
Level 1: 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 1: 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 1M: Shatter a magic item (save)
Level 1: 1M: Summon a DL=(LVL+1)/2 monster (type Insect). If you get a Sliver, you gain the abilities that Sliver type grants as long as you have that summon.
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 1: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 1: 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
Level 1: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 1: 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
Level 1: AC +9+LVL*3/2
Level 1: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 1: Astral Perception and Astral Projection.
Level 1: AT +14 source
Level 1: Auto roll max on the first die of open-ended dice ("e" dice).
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Base AT is +4+LVL.
Level 1: Base movement rate is 96".
Level 1: Base punch damage is d(4+LVL)
Level 1: Bite is vampiric regen (full) and Exceptional Con
Level 1: Can claw with both paws; base number of attacks is (LVL/3+2)/1 (before Natural Fighting proficiency).
Level 1: Can operate and be offensive at up to -10-LVL^2 hp.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: Can turn undead.
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
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1: Clefairy: 1M: Sleep (as spell); 1bM: Fork
Level 1: Clockwork Smurf: +5 TH with physical attacks; Communicate with Golems; Immune Wood
Level 1: Clumsy Smurf: 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks
Level 1: Considered one size larger for purposes of what weapons can be wielded.
Level 1: Construct I. ½M: Twist an effect on a target (use ER to resist)
Level 1: Construct II. 1M: Combine two groups of enemies into one group (no save).
Level 1: Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Level 1: Counts as an (LVL/4+1) weapon to hit.
Level 1: Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Level 1: Destruct II. 1P: Destroy a x0 or x1 magic item.
Level 1: Destruct III. 1P: Unsummon a summon.
Level 1: Detect Lie cont.
Level 1: Diglett: Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud
Level 1: Double movement rate.
Level 1: Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 1: DR (7*LVL)/+LVL
Level 1: DR 2*LVL / +LVL.
Level 1: Drowzee: Immune Confusion; 1M: Confusion (1 target, Will save)
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Enemies need a +LVL weapon to hit you
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Enemies need a +LVL-1 weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL (with a minimum of 4), not the usual 4.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: Eye's P: Shoot laser beams at one target for LVLd10 light dmg (no save, RR to resist).
Level 1: Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Level 1: Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Flying 18" (C)
Level 1: Flying at CL*3" (D)
Level 1: Flying LVL*2+5" (B)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.
Level 1: Free Martial Arts style, plus one maneuver per level.
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: Grouchy Smurf: +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Level 1: Half of your weapon dmg is vile dmg (perm hp)
Level 1: Hold script actions.
Level 1: Identify potions by sight.
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 1: Immune Aging (natural and artificial)
Level 1: Immune Cold.
Level 1: Immune Hold, Charm, Fear
Level 1: Immune Poison
Level 1: Immune Poison and Charm.
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Immune to 0th-2nd level spells
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1: Immune to fear, emotion, lack of morale
Level 1: Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Immune to Turn Undead.
Level 1: Improved Invis. cont.
Level 1: Infravision and Infrared Sight (Heat Vision).
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: Magikarp: Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3)
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 1: May weapon specialize with unarmed attacks as if they were weapons.
Level 1: Mindlash Sliver: 1M: Target loses LVL A actions from remaining actions (convert these to the type you want him to lose)
Level 1: MR 45+LVL*5%.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Level 1: Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
Level 1: Pikachu: 1M: 30 lightning dmg to one target (Reflex save for 10 dmg)
Level 1: Plated Sliver: +LVL AC; +LVL max hp
Level 1: Ponyta: +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg
Level 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
Level 1: Rage: 1V, 1/t: Get +LVL*2 TH, +LVL*2 dmg, -LVL*2 AC, -LVL*2 mental saves, +LVL*2 Fort/PPD saves until end of turn. Use this ability on segment 3 or later of a round that you've been fighting.
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: Regenerate Con score in hp per segment.
Level 1: Regenerate LVL hp /s.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: Repair I. ½M: Cure 10*LVL hp to one target.
Level 1: Repair II. 1M: Repair a x0 or x1 magic item.
Level 1: Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 1: Scaredy Smurf: 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Level 1: Screeching Sliver: 1M: Target loses LVL spells or psi powers in memorization
Level 1: Sidewinder Sliver: 0: Get behind someone in your group (in backstab position)
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: Speak Druid language
Level 1: Sustain Int.
Level 1: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: Tracking as per a Ranger1.
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: Vanity Smurf: +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
Level 1: Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
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 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
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: You will win initiative next segment.
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 2: 1V, 3/d: Enlarge/Reduce
Level 2: Clot Sliver: Regenerate LVL hp/s
Level 2: Crypt Sliver: 1bV: Cure 20+LVL*2 hp (self only)
Level 2: Dopey Smurf: -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Level 2: Enamored Smurf: Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Level 2: Fisher Smurf: Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Level 2: Gemhide Sliver: 1F: Restore 10 PSPs or 1 SL in a progression (not beyond max)
Level 2: Harmony Smurf: 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Level 2: Haunter: 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save)
Level 2: Heart Sliver: Free Action; Immune to Summoning Sickness
Level 2: Hunter Sliver: 0, 1/r: Taunt
Level 2: Jynx: +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0)
Level 2: Kakuna: DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0)
Level 2: Koga's Ditto: +1 size; extra instances of this Pokemon add +1/3 size each
Level 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)
Level 2: Mistform Sliver: Add 0.1*LVL in Racial Adjectives for free
Level 2: Muscle Sliver: +LVL AC; +LVL dmg; +LVL max hp
Level 2: Quick Sliver: +1M /r only for Sliver activated abilities
Level 2: Sinew Sliver: +LVL saves; +LVL TH; +LVL max hp
Level 2: Sloppy Smurf: -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
Level 2: Spinneret Sliver: Levitation at LVL*3"
Level 2: Talon Sliver: You deal damage in melee before damaging shields affect you back (if enemy drops you take nothing)
Level 2: Two-Headed Sliver: Immune to every other parting shot from a group (you are immune to the first one)
Level 2: Winged Sliver: Flying LVL*6"
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 3: +LVL/3 AC.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Counter an effect from an item.
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1V, 2/d: Spider Climb
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 3: Barbarian Con bonus.
Level 3: Basal Sliver: 0, sacrifice a summon: Restore 20 PSPs or 2 SL in a progression (not beyond max)
Level 3: Doctor Smurf: +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Level 3: Flying/Aviator Smurf: +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Level 3: Greedy Smurf: +10% money; 1/reset: +1 compensated magic item
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 3: Nidorino: Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1
Level 3: Poet Smurf: Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Level 3: Poliwhirl: 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget
Level 3: Poultice Sliver: Regenerate LVL hp/s; 1bV: Cure 20+LVL*2 hp (self only)
Level 3: Quilled Sliver: 1M: Target gets +10+LVL dmg this segment; 1bM: Target gains a 10+LVL Light dmg shield this segment
Level 3: Shadow Sliver: Hide in Shadows LVL*10%; Meld into Shadows; 1M: Passwall
Level 3: Starmie: 1M: Heal self; 1M: Paralysis (1 target, PP save)
Level 3: Tracker Smurf: Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 4: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1V, 3/d: Alter Self; 1V, can borrow, 1/w: Cure Disease
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: Acidic Sliver: 1M: 20+LVL*2 dmg (unholy fire) to one target (no save)
Level 4: Alakazam: 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save)
Level 4: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 4: Architect Smurf: 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Level 4: Armor Sliver: +LVL AC; +LVL saves; +LVL max hp
Level 4: Barbed Sliver: +LVL TH; +LVL dmg; ignore WR, aWR
Level 4: Blade Sliver: +LVL TH; +LVL dmg; considered +LVL weapon
Level 4: Bonesplitter Sliver: +LVL*2 dmg
Level 4: Can create potions in 1/(level-3) the normal time.
Level 4: Cautery Sliver: 1M: 10+LVL dmg (holy fire) to one target (no save); 1M: Cure 10+LVL hp to one target
Level 4: Crystalline Sliver: You can't be targetted
Level 4: Dabbler Smurf: +5 Wis; +5 saves; 1M: Charm Person (Will save)
Level 4: Darkheart Sliver: 1M: Cure 30+LVL*3 hp to one target
Level 4: Electrode: 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save)
Level 4: Farmer Smurf: Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Level 4: Ghostflame Sliver: Your elemental forms of damage become untyped (ignores Immune to Elements or Crapulence)
Level 4: Gyarados: +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save)
Level 4: Has access to another psionic frequency (pick one).
Level 4: Hibernation Sliver: 0: Avoid Fate (for something affecting you), but you are returned home and inactive for rest of day
Level 4: Horned Sliver: Great Cleave
Level 4: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
Level 4: Kadabra: 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power
Level 4: Machoke: +CL Martial Arts maneuvers; +1 Martial Arts style
Level 4: Mindwhip Sliver: 1M: Target loses LVL*2 C actions from remaining actions (convert these to the type you want him to lose)
Level 4: Mnemonic Sliver: 0, sacrifice a summon: +1S action this round
Level 4: Painter Smurf: Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Level 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)
Level 4: Raticate: Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target)
Level 4: Reflex Sliver: Free Action; Immune to Summoning Sickness (you and your summons)
Level 4: Spectral Sliver: 1M: +LVL TH/dmg/AC/saves for 1 round
Level 4: Spined Sliver: Get +LVL TH and dmg for each enemy in the group you're attacking
Level 4: Timid/Actor Smurf: Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
Level 4: Triple movement rate (replaces the Double at level 1)
Level 4: Venser's Sliver: Immune to Charm, Domination, Life Drain, Stat Drain
Level 4: Victual Sliver: 1M: Cure 40+LVL*4 hp to one target
Level 4: Watcher Sliver: +LVL*2 AC
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
Level 5 (and every level divisible by 5): Gain an "Any Rogue" pick of this level minus 4 (e.g. at Level 10 you get an "Any Rogue 6" pick). You have LVL+15 points in that Rogue ability (beyond stat and base).
Level 5: +1 borrowed M action per round.
Level 5: +1 head
Level 5: +1M action
Level 5: +LVL TH and dmg unarmed
Level 5: 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 5: 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
Level 5: 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 5: 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 5: 1M: Raise Dead.
Level 5: 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1N, 1/reset: Escape the party back to home (except for you)
Level 5: 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
Level 5: 1V: Summon a good DL 1d7 Outer planar creature
Level 5: Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
Level 5: Blastoise: Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save)
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Level 5: Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Level 5: Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Level 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.
Level 5: Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Level 5: Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Level 5: Destruct VI. 1P: Target gains +1QP action this segment
Level 5: Dreamy Smurf: CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Level 5: Essence Sliver: Vampiric Regeneration (100%)
Level 5: Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
Level 5: Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 5: Firewake Sliver: Free Action; Immune to Summoning Sickness; 0, sacrifice a summon: +LVL AC/saves/TH/dmg for 1 r
Level 5: Fly cont.; 1V, can borrow, 2/d: Cure Serious
Level 5: Frenetic Sliver: 0, 1/r: Avoid Fate (50% chance, if you fail you are slain)
Level 5: Harmonic Sliver: 0, 1/r: Dispel Magic/Psionic/Innate
Level 5: iIR LVL*10%
Level 5: Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
Level 5: Immune to 3rd-4th level spells
Level 5: Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
Level 5: Jokey Smurf: 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Level 5: Mewtwo: 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment
Level 5: Miner Smurf: +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Level 5: Necrotic Sliver: 0, sacrifice a summon: Disintegrate (save)
Level 5: Nidoking: +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20)
Level 5: Nosy Smurf: +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Level 5: Opaline Sliver: Whenever you are targetted by an enemy, gain 1B action this round
Level 5: Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
Level 5: Poliwrath: 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save)
Level 5: Repair IV. ½M: Cure 10*LVL hp to one group.
Level 5: Repair V. 1M: Add a charge to an item.
Level 5: Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 5: Root Sliver: Your summoning effects can't be countered (but they can be Objected to)
Level 5: Sassette Smurfling: +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
Level 5: Sedge Sliver: If you have a Rogue group class: +LVL TH/dmg/AC/saves and 1M: Cure 10+LVL hp (self only)
Level 5: Shifting Sliver: Phased (you can pass through any object as if it was air)
Level 5: Spitting Sliver: Talon Sliver ability; You may make one attack on segment 0
Level 5: Synchronous Sliver: Whenever an enemy joins your group, you get one attack of opportunity
Level 5: Troll-like regen LVL hp/s
Level 5: Vampiric Sliver: Whenever you kill a creature, gain 10+DL current hp (lose 1% of this, round up, per segment)
Level 5: Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
Level 6: +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Level 6: 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
Level 6: 1M, 1/r: +1QP next segment.
Level 6: 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
Level 6: 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
Level 6: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 6: 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
Level 6: 1V, 4/d: Polymorph Self; 1V, can borrow (even while being poisoned), 2/w: Remove Poison
Level 6: 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Level 6: Baby Smurf: -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Level 6: Baker Smurf: 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Level 6: Battering Sliver: Great Cleave; You may do "half attacks" (you roll only 1d10 to hit, and do half damage with each)
Level 6: Can cast one 0th level Lich spell (or any ProtoLich spell)
Level 6: Chansey: 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save)
Level 6: Dormant Sliver: +LVL A actions per round, but you can't be offensive
Level 6: Fungus Sliver: Each time you're hit by an enemy, you get +LVL AC for 1 round
Level 6: Grandpa Smurf: -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Level 6: Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Level 6: Magma Sliver: 1M: +LVL*N TH/dmg for 1 round; N=1+(number of Sliver summons you control)
Level 6: Might Sliver: +LVL*2 to TH or dmg; +LVL*2 to AC or saves
Level 6: Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
Level 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)
Level 6: Tailor Smurf: Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
Level 6: Telekinetic Sliver: 1M: Target cannot use M or P actions next segment (no save, IR to avoid)
Level 6: Toxin Sliver: Slay Living brand (save, if they make the save they are immune to Slay Livings from you this segment)
Level 6: Ward Sliver: Immune to a school, sphere, or element
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 7: 1V, 1/d: Stoneskin
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 7: Brainy Smurf: +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Level 7: Brood Sliver: Whenever you kill a creature, summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities)
Level 7: Dementia Sliver: 1M: Target cannot use a named effect for 1 turn
Level 7: Erika's Clefable: Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4
Level 7: Fury Sliver: Ninja Speed on one arm
Level 7: Handy Smurf: +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Level 7: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
Level 7: Machamp: Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save)
Level 7: Plague Sliver: All Sliver enemies and enemies that have Sliver summons degenerate at 10+LVL hp/s
Level 7: Psionic Sliver: 1M: Target takes 20*LVL mental dmg (no save), you take 30+LVL*3 mental dmg (no save)
Level 7: Smurfette: +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
Level 7: Synapse Sliver: Whenever you kill a creature, gain 1/10th of an A action this round
Level 8: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 8: 1V, can borrow, 3/w: Heal
Level 8: Charizard: Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save)
Level 8: Hefty Smurf: +5 Str; +5*LVL max hp; +5 weapon proficiencies
Level 8: Lazy Smurf: -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 8: Pulmonic Sliver: Flying LVL*6"; Whenever one of your summons die, you may resummon that exact monster type within 1 r
Level 8: Slowking: Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: +1 Q borrowed M action per round.
Level 9: +1 size.
Level 9: +1QM action only for psionics.
Level 9: 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: 1Λ, 1 Mouth's P: Target creature makes a Will save. If he fails, he is Insane (40%, roll 1d4 insanities), Feebleminded (30%), Confused (20%), or Crapped (10%). His Brain is Put on your Plate. Keep track of these; you'll eventually be able to put them to good use. You can Put someone's Brain on a Plate more than once to hammer them more (the negative effects are cumulative), but you still have only one Brain from him on your Plate.
Level 9: 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
Level 9: 1bM: "Phased out" this r, pass through obj, no affecting real things
Level 9: 1D, 8/lifetime: Resurrect self
Level 9: 1F: Holy Bolt
Level 9: 1M: Plane Shift or Plane Shift Other (Spell save)
Level 9: 1M: Shatter a magic item (no save)
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 9: 1M: Summon Evil Outer Planar DL=LVL/2
Level 9: 1M: Target gains Free Action 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: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 9: 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
Level 9: 1V, can borrow, 1/d: Cure Critical
Level 9: 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
Level 9: 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
Level 9: 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
Level 9: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 9: Barbarian Con.
Level 9: Barbarian Str.
Level 9: Can cast one 1st level Lich spell or four 0th level Lich spells.
Level 9: Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 9: Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Level 9: Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Level 9: Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 9: Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 9: Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Level 9: Destruct VIII. 1P, may borrow: Fork
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).
Level 9: Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: Dragonite: 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together).
Level 9: Dust of Disappearance cont.
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: Free Action cont.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 9: Gain 1 "Put Brain on a Plate" ( Λ ) action. Λ actions can be used once per day. Λ actions can be downgraded to OppV actions.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
Level 9: If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
Level 9: Immune to 5th-6th level spells
Level 9: Immune to minor psionic powers
Level 9: iXR LVL*5%
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Papa Smurf: +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
Level 9: Pick a Sphere. Can cast Priest spells of that Sphere.
Level 9: Quadruple movement rate (replaces the Triple at level 4)
Level 9: Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 9: Repair VII. ½M: Restore an effect that was dispelled within the last round.
Level 9: Repair VIII. 1M or 1bM: Heal a summon or animal companion
Level 9: Replace this class's spell progression with another Wizard class you know, using <= amount of XP
Level 9: Specialized in Priest Healing sphere spells.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.
Level 10: 1M: Raise Dead Fully.
Level 10: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
Level 10: Troll-like regen 1 hp/r
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 11: Sliver Overlord: Whenever you summon an Insect, the DM rolls twice and you pick the result; 1M: Charm target Sliver (no save)
Level 11: Sliver Queen: 1M: Summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities); You can control LVL^2 Slivers
Level 11: Typhlosion: +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save)
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 12: Wailord: Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s)
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
Level 13: +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
Level 13: +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
Level 13: ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 13: 1 Mouth's V (can borrow), Eat a Brain on your Plate, 1/t: Heal self.
Level 13: 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
Level 13: 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
Level 13: 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
Level 13: 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
Level 13: 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
Level 13: 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
Level 13: 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
Level 13: 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)
Level 13: Construct X. ½M or 1bM: Lock down one action type in the room.
Level 13: Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Level 13: Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Level 13: Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Level 13: Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 13: Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Level 13: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
Level 13: Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
Level 13: Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
Level 13: Purple/"Gnap!" Smurf: AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus
Level 13: Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
Level 14: +(LVL-12)/2 second tier Martial Arts maneuvers
Level 14: +1 Animal Companion slot.
Level 14: +1QM action
Level 14: +2 limbs of any kind (incl. more heads)
Level 14: 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.
Level 14: Immune to 7th-8th level spells
Level 14: Immune to major psionic powers
Level 15: 1V, 3/d: Shapechange
Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 16: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Level 18: (replaces Level 9 ability) Can cast 2 SLs of Lich spells (e.g. two 1st or one 2nd).
Level 18: +1 size.
Level 18: +1QQM action only for psionics.
Level 18: 1M: Mordenkainen's Disjunction
Level 18: 1scrP: Do 1 idmg to one target.
Level 18: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)
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.
Level 18: Gain 1d2 "Get Brain from another Plate" ( Π ) actions (roll the 1d2 each day). Π actions can be used once per day. Π actions can be downgraded to Λ or OppP actions.
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
Level 27: (replaces Level 18 ability) Can cast 3 SLs of Lich spells (e.g. three 1st or one 1st + one 2nd or one 3rd).
Level 27: +1 size.
Level 27: 1μ, 1Λ, 1 Mouth's P, 1/t: Target creature makes a Will save or is Capital E Eaten and you Reset. This does not count against the 1 artificial reset per natural reset limit.
Level 27: Gain 1d3 "Consume Brain on a Plate" ( μ ) actions (roll the 1d3 each day). μ actions can be used once per day. μ actions can be downgraded to OppM actions. Note that "Consuming" a Brain isn't the same as "Eating" a Brain; Consuming is better.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 29: 1μ, 1Π, 1 Mouth's V, 1/t: Target Cthulhoid Horror makes a Reflex save or you steal a Brain from his Plate (which you consume) and you Reset. This does not count against the 1 artificial reset per natural reset limit, but you cannot use this and the similar Level 27 ability in the same turn.
Level 33: (no action at all to do this), Eat a Brain on your Plate, Eat a Psi6E Larva, and Eat a Pawn you control: Remove all negative [C] section effects that are currently bothering you. This includes things like Pixelation, folks! If you throw in a μ action as you do this, this effect cannot be Objected to. Note you will likely need an Oppμaction in reality, as you will probably do this during someone else's segment. If you throw in an X action, you can add N positive [C] effects to yourself, where N is your multiplier (use defensive multiplier if you have split ratings).
Level 36: (replaces Level 27 ability) Can cast 4 SLs of Lich spells.
Level 36: +1 size.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.
Level 36: Gain 1d4 "All Brains on Plates Must Be Eaten" ( £ ) actions (roll the 1d4 each day). £ actions can be used once per day. £ actions can be downgraded to OppF actions.
Level 36: N£, 3μ, 2QΠ, 1QQΛ, 1 Mouth's QQQF, Eat Capital E Enough Brains (on Plates) within sight: Get a Continuous Reset (i.e. you are Resetting all the time), with duration 1 round (N=1), 1 turn (N=2), 1 hour (N=3), or the rest of the day (N=4). If you can somehow manage to get N=6, the effect is permanent. If you get N=13, you are Stepping Out of Resets Continuously permanently (this effect doesn't cause you to go down a hole, not that you really care at this point).