Treva Renewer (MTG U/G/W)


Level KXP Priest
123 456 789 AB
Psi
mMG SUV
TH
1 0 0-- --- -- 6-- - +0
2 5.375 10- --- -- 8-- - +1
3 10.75 210 --- -- A0- - +2
4 21.5 321 --- -- A2- - +3
5 43 321 0-- -- A4- - +4
6 86 432 1-- -- A6- - +5
7 172 432 10- -- B7a - +6
8 344 543 21- -- B90 - +7
9 688 543 210 -- B92 - +8
10 1376 654 321 -- B94 - +9
11 2064 654 321 0- B96 - +10
12 2752 665 432 1- B98 - +11
13 3440 666 543 2- BB8 - +12
14 4128 666 543 20 BBA - +13
15 4816 666 543 21 CBB b +14
16 5504 666 654 32 DCB a +15
17 6192 666 665 43 DDC 0 +16
18 6880 666 666 54 DDC 2 +17
19 7568 666 666 65 DDD 3 +18
20 8256 666 666 66 DDD 5 +19
21 8944 666 666 66 EDD 6 +20
22 9632 766 666 66 EDD 8 +21
23 10320 766 666 66 EED 9 +22
24 11008 776 666 66 FED A +23
25 11696 776 666 66 FFE A +24
26 12384 777 666 66 FFF B +25
27 13072 777 666 66 GFF C +26
28 13760 777 766 66 HFF D +27
29 14448 777 766 66 HHF D +28
30 15136 777 776 66 HHG E +29
31 15824 777 776 66 HHH F +30
32 16512 777 777 66 IHH G +31
33 17200 777 777 66 JIH G +32
34 17888 777 777 76 JII H +33
35 18576 777 777 76 JJI I +34
36 19264 777 777 771 KJJ I1 +35
37 38528 777 777 772 KJJ I2 +36
38 57792 777 777 773 KJJ I3 +37
39 77056 777 777 774 KJJ I4 +38
45 192640 888 888 777 KJJ IA +44
54 366016 999 998 888 1 KJJ JI +53
63 539392 999 999 988 8 LLL LK +62
72 712768 AAA AA9 999 91 NNM MM1 +71
Requisites: Con 21, Int 21, Wis 16, Chr 35,
  Class Slots 2
Alignment: LG
HD/level: d20
Weapon Prof.: 4+level*3/2
To Hit Table: War
Reference: DM
Groups: Priest, Psionicist, Monster
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level*3/2
RSW: 7+level*3/2
PP: 7+level*3/2
BW: 7+level*3/2
Spell: 7+level*3/2
Fort: 6+level*3/2
Reflex: 0+level*3/2
Will: 4+level*3/2
   
Barbarian Chr bonus. Exceptional Wis bonus.
Grand in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
 
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Has access to Psi11U/W, plus one psionic frequency per level (including level 1).
PSPs = (Con+Int+Chr*2)*LVL
Note that Psi11U/W uses no PSPs; these powers work like "Channeling" for spellcasters.
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
 
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Has a "Familiar" slot.
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 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: 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 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: 1M: Counter an effect from an item.
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, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
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: (n)M: Counter an effect from a x(n) item. This is a x(n) effect.
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 14: +1 Animal Companion slot.

Treva Renewer (MTG U/G/W)


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 (major) 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.