Ozla


Level KXP Wizard/Psi19
123 456 789 ABC
TH
1 0 0-- --- --- +1
2 2.5 1-- --- --- +3
3 5 2a- --- --- +5
4 10 21- --- --- +7
5 20 22b --- --- +9
6 40 221 --- --- +11
7 80 322 c-- --- +13
8 160 322 1-- --- +15
9 320 332 2d- --- +17
10 500 332 21- --- +19
11 875 433 22e --- +21
12 1250 433 221 --- +23
13 1625 443 322 f-- +25
14 2000 443 322 1-- +27
15 2375 544 332 2g- +29
16 2750 544 332 21- +31
17 3125 554 433 22h +33
18 3500 554 433 221 +35
19 3875 655 443 322 +37
20 4250 655 443 322 +39
21 4625 665 544 332 +41
22 5000 665 544 332 +43
23 5375 766 554 433 +45
24 5750 766 554 433 +47
25 6125 776 655 443 +49
26 6500 776 655 443 +51
27 6875 877 665 544 +53
28 7250 877 665 544 +55
29 7625 887 766 554 +57
30 8000 887 766 554 +59
31 8375 988 776 655 +61
32 8750 988 776 655 +63
33 9125 998 877 665 +65
34 9500 998 877 665 +67
35 9875 999 887 766 +69
36 10250 999 887 766 1 +71
37 2041 999 887 766 2 +73
38 2408 999 887 766 3 +75
39 2775 999 887 766 4 +77
45 4977 999 888 777 7 +89
54 8280 999 999 988 81 +107
63 11583 999 999 999 88 +125
72 14886 AAA AAA 999 991 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +3 +4 +5 +6 +7 +4 +0 +0 +0 ÷1
 
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
  Race Slots 1, Class Slots 2
Alignment: any G (or) any E
HD/level: d20
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: DM
Groups: Warrior, Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Chronomancy (no opposite).
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 11: +LVL-10 segments per round.
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

Ozla


Ozla (Chronomancy Spells)

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds