Unbreakable


Level KXP Unbreakable
123 45
1 0 1-- --
2 1600 2-- --
3 3200 21- --
4 6400 22- --
5 12800 221 --
6 19200 321 --
7 25600 322 --
8 32000 322 1-
9 38400 332 2-
10 44800 333 2-
11 51200 333 3-
12 57600 333 31
13 64000 433 31
14 70400 443 31
15 76800 444 31
16 83200 444 41
17 89600 444 42
18 96000 544 42
19 102400 554 42
20 108800 555 42
21 115200 555 52
22 121600 555 53
23 128000 655 53
24 134400 665 53
25 140800 666 53
26 147200 666 63
27 153600 666 64
28 160000 766 64
29 166400 776 64
30 172800 777 64
31 179200 777 74
32 185600 777 75
33 192000 777 76
34 198400 777 77
35 204800 877 77
36 211200 887 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 ++7 (all)
+2 ++9 (all)
+3 ++11 (all)
+4 ++13 (all)
+5 ++15 (all)
+6 ++17 (all)
+7 ++19 (all)
+8 ++21 (all)
+9 ++23 (all)
+10 ++25 (all)
+11 ++27 (all)
+12 ++29 (all)
+13 ++31 (all)
+14 ++33 (all)
+15 ++35 (all)
+16 ++37 (all)
+17 ++39 (all)
+18 ++41 (all)
Requisites: HNCL 22, Con 800 (may owe even if adding this class)
Alignment: any
HD/level: (1/100)d0+1 lifeD
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: ++level*2++5
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +20
iTH +0
P Save ++3
M Save ++1
War +1
Rog -2
PPsi +2
Wiz -1
Pri +1
MPsi +0
   
Gets Utmost Barb Con; bonus = (Stat-34)*7
You stop aging mentally, physically, and spiritually.
 
Gets (Unbreakable level) U actions.
1U -> 1X
2U -> 1H or 1Y
3U -> 1G
1U -> Add "Q", "unc", "dead" to an action
2U -> Add "I" or "R" to an action

Unbreakable


Invigorator Spells (SL=11, CSL=1)

SL Class # Spell
11 (CSL 1) Unbreakable 1 +CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Unbreakable 2 +(CCL+1)/3 ihp
11 (CSL 1) Unbreakable 3 +(CCL+1)/3 iAC
11 (CSL 1) Unbreakable 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
11 (CSL 1) Unbreakable 5 All of your items are Indestructible.
11 (CSL 1) Unbreakable 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
11 (CSL 1) Breaker 7 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Breaker 8 1V: Target takes (CCL+1)/3 idmg
11 (CSL 1) Breaker 9 1V: Target loses (CCL+1)/3 iAC
11 (CSL 1) Breaker 10 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
11 (CSL 1) Breaker 11 You may destroy Indestructible items as if they weren't Indestructible.
11 (CSL 1) Breaker 12 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
11 (CSL 1) Afterliver 1 +CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Afterliver 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
11 (CSL 1) Afterliver 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Afterliver 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
11 (CSL 1) Afterliver 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Afterliver 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
11 (CSL 1) Ender 7 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Ender 8 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
11 (CSL 1) Ender 9 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Ender 10 1X: Capital B Break (1 target, XR to resist)
11 (CSL 1) Ender 11 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Ender 12 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

Unbreakable


Invigorator Spells (SL=3)

SL Class # Spell
3 Dejuvenator 1 1V: Harm (1 target, PPD save)
3 Dejuvenator 2 1V: Charm or Domination (1 target, Will save)
3 Dejuvenator 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 Dejuvenator 4 1M: Stop, Slow, or Web (1 target, no save)
3 Dejuvenator 5 1M: Target's next Clone will not trigger upon his death (no save)
3 Dejuvenator 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
3 Martyr 7 1V: Death's Door Other (they go to 0 current hp)
3 Martyr 8 1V: Remove Charm/Domination on Other.
3 Martyr 9 1P: Remove Paralysis, Stun, or Held on Other.
3 Martyr 10 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Martyr 11 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 Martyr 12 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
3 Rejuvenator 13 1uncV: Death's Door Self (you go to 0 current hp)
3 Rejuvenator 14 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 Rejuvenator 15 1uncP: Remove Paralysis, Stun, or Held on Self.
3 Rejuvenator 16 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Rejuvenator 17 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 Rejuvenator 18 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
3 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
3 Invigorator 20 +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects

Unbreakable


Invigorator Spells (SL=5)

SL Class # Spell
5 Dejuvenator 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 Dejuvenator 2 1M: Harm (1 target, no save)
5 Dejuvenator 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Dejuvenator 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 Dejuvenator 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 Dejuvenator 6 1M: Super Slow: Target loses next LVL A Actions (no save)
5 Martyr 7 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 Martyr 8 1M: Heal Other.
5 Martyr 9 +1D Actions in the room continuous (does not affect "dead" Actions).
5 Martyr 10 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 Martyr 11 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 Martyr 12 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
5 Rejuvenator 13 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 Rejuvenator 14 1uncM: Heal Self.
5 Rejuvenator 15 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Rejuvenator 16 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 Rejuvenator 17 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 Rejuvenator 18 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
5 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
5 Invigorator 20 "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)

Unbreakable


Invigorator Spells (SL=7)

SL Class # Spell
7 Dejuvenator 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 Dejuvenator 2 1F: Turn Undead with CL=LVL*2.
7 Dejuvenator 3 1P: Causeall (1 target, no save)
7 Dejuvenator 4 1M: Destruction (1 target, no save)
7 Dejuvenator 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 Dejuvenator 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
7 Martyr 7 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 Martyr 8 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 Martyr 9 1P: Cureall Other.
7 Martyr 10 1M: Resurrect Other.
7 Martyr 11 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 Martyr 12 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
7 Rejuvenator 13 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 Rejuvenator 14 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 Rejuvenator 15 1deadP: Cureall Self.
7 Rejuvenator 16 1deadM: Resurrect Self.
7 Rejuvenator 17 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 Rejuvenator 18 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
7 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
7 Invigorator 20 You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.

Unbreakable


Invigorator Spells (SL=9)

SL Class # Spell
9 Dejuvenator 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 Dejuvenator 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 Dejuvenator 3 1M: True Destruction (1 target, no save)
9 Dejuvenator 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Dejuvenator 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Dejuvenator 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
9 Martyr 7 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 Martyr 8 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 Martyr 9 1M: True Resurrect Other.
9 Martyr 10 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Martyr 11 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 Martyr 12 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
9 Rejuvenator 13 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 Rejuvenator 14 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 Rejuvenator 15 1deadM: True Resurrect Self.
9 Rejuvenator 16 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 Rejuvenator 17 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Rejuvenator 18 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
9 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
9 Invigorator 20 You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).