Scarlet FMCTP



Level

KXP
WarPri/WizRog
123 456 789

TH
1 0 1-- --- --- +4
2 3.63 20- --- --- +5
3 7.26 21- --- --- +6
4 14.52 320 --- --- +7
5 29.04 421 --- --- +8
6 58.08 422 0-- --- +9
7 116.16 432 1-- --- +10
8 232.32 433 20- --- +11
9 464.64 433 21- --- +12
10 770 443 22- --- +13
11 1133 444 330 --- +14
12 1496 444 441 --- +15
13 1859 555 442 0-- +16
14 2222 555 442 1-- +17
15 2585 555 552 10- +18
16 2948 555 553 21- +19
17 3311 555 553 320 +20
18 3674 555 553 321 +21
19 4037 555 553 331 +22
20 4400 555 554 332 +23
21 4763 555 554 442 +24
22 5126 555 555 443 +25
23 5489 555 555 553 +26
24 5852 555 555 554 +27
25 6215 555 555 555 +28
26 6578 666 655 555 +29
27 6941 666 666 655 +30
28 7304 666 666 666 +31
29 7667 777 766 666 +32
30 8030 777 777 766 +33
31 8393 777 777 777 +34
32 8756 888 877 777 +35
33 9119 888 888 877 +36
34 9482 888 888 888 +37
35 9845 999 988 888 +38
36 10208 999 999 999 1 +39
37 20416 999 999 999 2 +40
38 30624 999 999 999 3 +41
39 40832 999 999 999 4 +42
45 102080 A99 999 999 9 +48
54 193952 AAA AAA AAA 91 +57
63 285824 AAA AAA AAA A9 +66
72 377696 BBB BBB BAA AA1 +75
Requisites: Str 16, Dex 16, Con 14, Int 15, Wis 16
  Class Slots 2
Alignment: LE
HD/level: +‡d10
Weapon Prof.: 4+level/2
Reference: DM
Groups: Custom
Complexity: CF=3
 
Saving Throws:
PPD: level+6 Fort: level+6
RSW: level+6 Reflex: level+6
PP: level+6 Will: level+6
BW: level+6
Spell: level+6
 
This is a combined Scarlet Huntsman/Necromancer/Torturer/Assassin/Psi-6E.
Barbarian Str, Barbarian Dex, Barbarian Int, Exceptional Wis bonus.
Specialized in Necromancy; pick an opposite.
Gets three full copies of the spell progression: One has Wis bonus and is for Priest and Warrior spells. The second has Int bonus and is for Wizard and Rogue spells. The third is for Psi-6E powers, and has no bonus.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
 
May have 1.5*LVL (round up) "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.
 
Gets 70*LVL Rogue points.
Level N (every level): One "Any Rogue N" pick, plus an extra "Any Rogue 1" pick at level 1.
 
Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
 
In the Psi-6E powers, the symbol SWC at the end means: Can use this power as ½M, in this case, you lose SL^2 current hp. You may use the same power more than once in the same segment this way.

Scarlet FMCTP


Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 1: iNaNR 10*LVL%.
Level 1: 1 attack that hits: Coup de grace.
Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
Level 2: 1M: Locate Object/Person
Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
Level 3: +LVL/3 QZ actions per round.
Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 8: Detect Unlive continuous.
Level 9: 1 attack that hits: Really Put Out of Misery
Level 9: 1M: Find the Path
Level 11: Cosmic Awareness cont.
 
Revive spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Torture Device gp lbs. Size Size -M Size L+ Critical Source
Black Vise 1000 50 L {H} 1d12 1d10 20+ / x2 MTG
Branding Iron / Poker 12 4 M 1d6 1d3 19+ / x2 BoVD3
Foot Screw / Spanish Boot 14 5 M 1d8 1d2 20+ / x3 Wikipedia
Iron Maiden 200 250 H 1d50 1d50 20+ / x4 BoVD3
Jaw Breaker 10 1 S 2d4 2d4 (none) BoVD3
Rack 150 200 H 1/s for 1r 1/s for 1r (none) BoVD3
Stocks 10 25 L 1d1 1d1 (none) BoVD3
Thumbscrew 1 1 S 1d2 1d2 20+ / x2 BoVD3
Waterboarding 2 10 M 1d4 1d4 20+ / x3 DM

Scarlet FMCTP


Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
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 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
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
5 any 5th level Rogue ability - - - -
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 any 6th level Rogue ability - - - -
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
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
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[Q-6E] First Evil Psionics (Psi. Freq. -6E)

This is psionic frequency -6E (negative 6 E). To see frequency 6E, go to section [Q6].
 
PSPs (classed) = (Int or Str/2 or Wis/3) * (LVL+6)
PSPs (wild talent) = Str + Int*2 + Wis + LVL*6
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
N: Can use this power as ½M, in this case, you lose SL^2 current hp. You may use the same power more than once in the same segment this way.

Scarlet FMCTP


Psi-6E First Hell Powers

Name PSPs Effect
Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
Dark Ritual N 10 +1 QQQM this segment (you net gain +½QQQM this segment)
Darkbolt N 6 Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
Drain Life N 11+N Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Speak with Dead 3 Speak with Dead (as spell)

Psi-6E Second Hell Powers

Name PSPs Effect
Change Self Fully 20/m Look like one who has died (including touch, smell, etc.); 1/r: know something he knew
Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
Darkbeam N 13 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
Evil Presence 10 60' r: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Jovial Evil N 12 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons

Psi-6E Third Hell Powers

Name PSPs Effect
Darkcone N 20 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
Lurking Evil N 30 Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
Stench of Evil N 22 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X

Scarlet FMCTP


Psi-6E Fourth Hell Powers

Name PSPs Effect
Evil Eye 2 28/cr As Evil Eye, but no save
Lurking Evil 2 N 45 Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
Multi-Twist N 40 Twist (dispel) CL effects

Psi-6E Fifth Hell Powers

Name PSPs Effect
Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
Evil Haste 50/r +level B actions
Gaze of Balance 40 Duplicate a Psi(-6)N 1st or 2nd
Infernal Spawn of Evil 36 Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

Scarlet FMCTP


Psi-6E Sixth Hell Powers

Name PSPs Effect
Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
Infernal Spawn of Infernal Spawn of Evil 49 Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target