[PC16] Technology Classes Group
Admiral (SFB)
Level
| KXP
| Captain [LO] 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 6
| 2-- -- [-]
| 3
| 12
| 21- -- [-]
|
4
| 24
| 22- -- [-]
| 5
| 48
| 32- -- [-]
| 6
| 96
| 321 -- [-]
|
7
| 192
| 322 -- [-]
| 8
| 384
| 332 -- [-]
| 9
| 768
| 332 1- [-]
|
10
| 1536
| 332 2- [-]
| 11
| 3000
| 333 2- [-]
| 12
| 3360
| 333 21 [-]
|
13
| 3720
| 333 22 [-]
| 14
| 4080
| 333 32 [-]
| 15
| 4440
| 333 33 [-]
|
16
| 4800
| 433 33 [-]
| 17
| 5160
| 443 33 [-]
| 18
| 5520
| 444 33 [-]
|
19
| 5880
| 444 43 [-]
| 20
| 6240
| 444 44 [-]
| 21
| 6600
| 544 44 [-]
|
22
| 6960
| 554 44 [-]
| 23
| 7320
| 555 44 [-]
| 24
| 7680
| 555 54 [-]
|
25
| 8040
| 555 55 [-]
| 26
| 8400
| 555 55 [1]
| 27
| 8760
| 555 55 [2]
|
28
| 9120
| 555 55 [3]
| 29
| 9480
| 555 55 [4]
| 30
| 9840
| 555 55 [5]
|
31
| 10200
| 655 55 [5]
| 32
| 10560
| 665 55 [5]
| 33
| 10920
| 666 55 [5]
|
34
| 11280
| 666 65 [5]
| 35
| 11640
| 666 66 [5]
| 36
| 12000
| 666 66 [6]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
| +3
| 6 4 5 4 3 2 2 1
|
+5
| 8 5 7 6 4 3 3 2
| +6
| 8 6 7 7 5 4 3 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +11
| 12 10 11 12 9 6 5 4
| +12
| 13 11 12 13 10 7 6 4
|
+14
| 14 12 13 14 11 8 6 5
| +15
| 14 12 14 14 11 8 7 5
| +17
| 15 13 14 14 12 9 8 6
|
+18
| 15 14 14 14 13 10 8 6
| +20
| 15 14 15 15 14 11 9 7
| +21
| 15 14 15 15 14 11 9 7
|
+23
| 15 14 15 15 15 12 10 8
| +24
| 15 15 15 15 15 13 10 8
| +26
| 16 15 15 15 15 14 11 9
|
|
Requisites:
| Str 8, Dex 8, Con 13, Int 17, Wis 15, Chr 18
| Alignment:
| any
| HD/level:
| d12
| Weapon Prof.:
| 7+level
| To Hit Table:
| 1½xWar
| Save Table:
| 1½xWar
| Reference:
| SFB {Planeshifted Captain}
| Groups:
| Warrior, Concordant (x1), Technology
|
|
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
| Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
| This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).
|
|
[PC16] Technology Classes Group
Arcane5
Level
| KXP
| Rog/Tech/Psi8 123 456 789
|
1
| 0
| ½½- --- ---
| 2
| 2.25
| 1½½ --- ---
| 3
| 4.5
| 11½ --- ---
|
4
| 9
| 21½ --- ---
| 5
| 18
| 21½ ½-- ---
| 6
| 36
| 211 ½-- ---
|
7
| 72
| 211 ½½- ---
| 8
| 144
| 221 ½½- ---
| 9
| 288
| 221 1½½ ---
|
10
| 450
| 222 1½½ ---
| 11
| 675
| 222 11½ ---
| 12
| 900
| 222 11½ ½--
|
13
| 1125
| 222 111 ½--
| 14
| 1350
| 322 211 ½--
| 15
| 1575
| 322 211 1--
|
16
| 1800
| 332 221 1½-
| 17
| 2025
| 332 221 11-
| 18
| 2250
| 332 221 11½
|
19
| 2475
| 333 222 111
| 20
| 2700
| 433 322 211
| 21
| 2925
| 443 332 221
|
22
| 3150
| 444 333 222
| 23
| 3375
| 544 433 322
| 24
| 3600
| 554 443 332
|
25
| 3825
| 555 444 333
| 26
| 4050
| 655 544 433
| 27
| 4275
| 665 554 443
|
28
| 4500
| 666 555 444
| 29
| 4725
| 766 655 544
| 30
| 4950
| 776 665 554
|
31
| 5175
| 777 666 555
| 32
| 5400
| 877 766 655
| 33
| 5625
| 887 776 665
|
34
| 5850
| 888 777 666
| 35
| 6075
| 988 877 766
| 36
| 6300
| 998 887 776
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 2 0
| +1
| 5 4 5 3 4 1 3 0
| +2
| 5 5 5 3 4 1 4 1
|
+3
| 7 6 7 5 5 2 5 1
| +3
| 7 6 7 5 6 3 5 2
| +5
| 9 8 9 6 7 3 6 2
|
+5
| 9 8 9 7 7 4 7 3
| +6
| 9 9 9 7 8 5 8 3
| +7
| 11 10 11 8 9 5 8 4
|
+7
| 11 10 11 9 10 6 9 4
| +8
| 11 11 11 9 10 6 10 5
| +9
| 13 12 13 11 11 7 11 5
|
+9
| 13 12 13 11 12 7 11 6
| +11
| 14 13 14 12 13 8 12 6
| +11
| 14 13 14 13 13 9 13 7
|
+12
| 14 14 14 13 14 9 14 7
| +13
| 15 14 15 14 14 10 14 8
| +13
| 15 15 15 15 14 11 15 8
|
|
Requisites:
| Dex 13, Int 9, Chr 13
| Alignment:
| L any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/4
| To Hit Table:
| 1½xCTD0
| Save Table:
| 1½xThf0
| Reference:
| DM
| Groups:
| Rogue, Technology
|
|
|
|
Gets Exceptional Dex and Chr.
| Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
| Can specialize in weapons using "Non-War" line.
| There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
| Note that creating a temporary machine which creates a real machine is perfectly legal.
| Level 1: +1 technological proficiency per level, see Psi8.
| Level 1: May use Psi8 minors as if they were 2nd level spells.
| Level 7: May use Psi8 majors as if they were 5th level spells.
| Level 16: May use Psi8 grands as if they were 8th level spells.
| Level 54: May use Psi8 supers as if they were 11th level spells.
| Each level, get one "5th edition" pick from the choices below.
| This class does not get Rogue points unless Rogue abilities are taken off this chart.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| +(LVL+1)/2 Chr; Sustain Chr
| B
| Detect/Identify Technology; Can operate Spelljamming Helms
| C
| Detect Lie or Undetectable Lie (1 at a time, cont.)
| D
| Sell items for 64+LVL% of value instead of 50%
| E
| Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
|
Level 4:
| Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
|
Level 5-7:
| F
| Can "Frugal" potions (+50% to number of uses)
| G
| 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
| H
| nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
| I
| Nonmagical items (all types) are one-third cost for you
| J
| Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
|
Level 8:
| Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
|
Level 9-12:
| K
| Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
| L
| Ignore MR with your Rogue spells
| M
| Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
| N
| 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
| O
| Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
|
Level 13:
| Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
|
Level 14-18:
| P
| 1bM, 1/r: Counterspell
| Q
| 1bM, 1/r: Fork
| R
| Immune to LVL elements/eelements (doesn't "spread")
| S
| Get +1 IM (Instantaneous Mental) action per turn.
| T
| Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
|
Level 18:
| Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
|
Level 20-26:
| U
| 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
| V
| 400F, 1/d: Create a magic item of <= LVL*400 XP value
| W
| 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
| X
| Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
| Y
| Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
| Z
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand
|
|
[PC16] Technology Classes Group
Artificer24
Level
| KXP
| Wizard/Psi24 123 456 789 AB
|
1
| 0
| 1-- --- --- --
| 2
| 10
| 2-- --- --- --
| 3
| 15
| 21- --- --- --
|
4
| 22
| 12- --- --- --
| 5
| 33
| 021 --- --- --
| 6
| 49
| 012 --- --- --
|
7
| 73
| 102 1-- --- --
| 8
| 109
| 201 2-- --- --
| 9
| 163
| 310 21- --- --
|
10
| 244
| 410 12- --- --
| 11
| 366
| 521 021 --- --
| 12
| 549
| 621 012 --- --
|
13
| 823
| 731 102 1-- --
| 14
| 1234
| 832 101 2-- --
| 15
| 1851
| 942 110 21- --
|
16
| 2776
| A42 110 12- --
| 17
| 4164
| B53 211 021 --
| 18
| 6400
| C53 211 012 --
|
19
| 6800
| D63 211 102 1-
| 20
| 7200
| E64 221 101 2-
| 21
| 7600
| F74 321 110 21
|
22
| 8000
| G74 321 110 32
| 23
| 8400
| H85 322 111 32
| 24
| 8800
| I85 322 111 33
|
25
| 9200
| J95 432 111 43
| 26
| 9600
| K96 432 211 43
| 27
| 10000
| LA6 432 211 44
|
28
| 10400
| NA6 432 211 44
| 29
| 10800
| OB7 533 221 54
| 30
| 11200
| PB7 543 221 54
|
31
| 11600
| QC7 543 221 55
| 32
| 12000
| RC8 543 222 55
| 33
| 12400
| SD8 643 322 55
|
34
| 12800
| TD8 643 322 65
| 35
| 13200
| UE9 653 322 65
| 36
| 13600
| VE9 653 322 66
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 1 1
| +0
| 5 4 8 2 3 1 1 2
| +1
| 6 4 8 3 4 2 2 2
|
+1
| 6 5 8 4 4 2 2 3
| +2
| 7 5 9 5 4 3 2 3
| +2
| 8 6 9 6 5 3 3 4
|
+3
| 8 6 9 7 5 4 3 4
| +3
| 9 7 9 8 6 4 4 5
| +4
| 10 8 10 9 7 5 4 5
|
+4
| 11 8 10 10 7 5 4 6
| +5
| 11 9 10 11 8 6 5 6
| +5
| 12 10 11 12 9 6 5 7
|
+6
| 13 11 12 13 10 7 6 7
| +6
| 14 11 13 14 10 7 6 8
| +7
| 14 12 13 14 11 8 6 8
|
+7
| 14 12 14 14 11 8 7 9
| +8
| 14 13 14 14 12 9 7 9
| +8
| 15 13 14 14 12 9 8 10
|
|
Requisites:
| Str 8, Con 10, Int 25, Chr 8
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Rog
| Save Table:
| Wiz/Psi
| Reference:
| DM
| Groups:
| Wizard, Psionicist, Technology
|
|
|
|
Specialized in Enchantment; pick an opposite.
| See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
| For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
| Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
| Psi24 powers cost 1E action to use.
| Level 1: All your items are considered x2 items.
| Level 1: Identify Artifacts by sight.
| Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
| Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
| Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
| Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
| Level 1 ¶: xLVL Personality score.
| Level 9: Know How to Destroy Artifacts by sight.
|
| Caster Level
| d12
| 1-6
| 7-13
| 14-20
| 21-27
| 28+
|
1
| Wiz SL 1-3
| Wiz SL 4-6
| Wiz 7-9
| Wiz 10-12
| Wiz 13-15
| 2
| Pri SL 1-2
| Pri SL 3-5
| Pri SL 6-7
| Pri SL 8-10
| Pri SL 11-12
| 3
| Conc SL 1
| Conc SL 2
| Conc SL 3
| Conc SL 4
| Conc SL 5
|
4
| Psi Minor *
| Psi Major *
| Psi Grand *
| Psi Super *
| Psi Ultra *
| 5
| Psi Minor *
| Psi Major *
| Psi Grand *
| Psi Super *
| Psi Ultra *
| 6
| Familiar Normal
| Familiar Super
| Familiar Super
| Familiar Ultra
| Familiar Ultra
|
7
| Ioun Normal
| Ioun Don
| Ioun Don
| Ioun Super
| Ioun Super
| 8
| DMG1 Art Minor
| DMG1 Art Major
| DMG1 Art Prime
| DMG1 Art Prime
| DMG1 Art Prime
| 9
| DL 1-2 item
| DL 3-4 item
| DL 5-6 item
| DL 7-8 item
| DL 9-10 item
|
10
| DL 1-2 item
| DL 3-4 item
| DL 5-6 item
| DL 7-8 item
| DL 9-10 item
| 11
| Rog Abil 1-8
| Rog Abil 9-17
| Rog Abil 18-26
| Rog Abil 27-35
| Rog Abil 36
| 12
| MD&D 0-25 PP
| MD&D 30-50 PP
| MD&D 55-75 PP
| MD&D 80-95 PP
| MD&D 100 PP
|
* For Psionics, roll 1d50 for frequency number:
| [1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
| [11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
| [21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
| [31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
| [41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30
|
|
[PC16] Technology Classes Group
[Q24.4] Intelligent Item Psionics - Minor
Effect
| gp cost (3E)
| Source
| d77
|
10 ranks in Bluff
| 5000
| DMG3.5?
| 1
| 10 ranks in Decipher Script
| 5000
| DMG3.5?
| 2
| 10 ranks in Diplomacy
| 5000
| DMG3.5?
| 3
|
10 ranks in Intimidate
| 5000
| DMG3.5?
| 4
| 10 ranks in Knowledge (choose category)
| 5000
| DMG3.5?
| 5
| 10 ranks in Listen
| 5000
| DMG3.5?
| 6
|
10 ranks in Search
| 5000
| DMG3.5?
| 7
| 10 ranks in Sense Motive
| 5000
| DMG3.5?
| 8
| 10 ranks in Spellcraft
| 5000
| DMG3.5?
| 9
|
10 ranks in Spot
| 5000
| DMG3.5?
| 10
| 1E: activate zone of truth 3/day
| 6500
| DMG3.5?
| 11
| 1E: bless its allies 3/day
| 1000
| DMG3.5?
| 12
|
1E: cure moderate wounds (2d8+3) on wielder 3/day
| 6500
| DMG3.5?
| 13
| 1E: darkness 3/day
| 6500
| DMG3.5?
| 14
| 1E: daze monster 3/day
| 6500
| DMG3.5?
| 15
|
1E: detect magic at will
| 3600
| DMG3.5?
| 16
| 1E: faerie fire 3/day
| 1100
| DMG3.5?
| 17
| 1E: hold person on an enemy 3/day
| 6500
| DMG3.5?
| 18
|
1E: locate object 3/day
| 6500
| DMG3.5?
| 19
| 1E: major image 1/day
| 5400
| DMG3.5?
| 20
| 1E: minor image 1/day
| 2200
| DMG3.5?
| 21
|
Anti-Magic 10% (DR 6T)
|
| 0D&D-Master
| 22
| Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 23
| Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 24
|
Bouyancy, to 10,000 cn (DR 6T)
|
| 0D&D-Master
| 25
| Cause Fear* (R 120', DR 2T; X5)
|
| 0D&D-Master
| 26
| Cause Wounds, Light* (EF 7 hp; X5)
|
| 0D&D-Master
| 27
|
Change Odors (EF 30' cube)
|
| 0D&D-Master
| 28
| Change Tastes (EF 40 meals or 20 cu.ft.)
|
| 0D&D-Master
| 29
| Climb Walls, 70% (DR 12T)
|
| 0D&D-Master
| 30
|
ConfuseAlignment*(R Touch, DR 40T;
|
| 0D&D-Master
| 31
| Container, to 5,000 cn (DR 6 hours)
|
| 0D&D-Master
| 32
| Cure Wounds (EF 7 hp; B26)
|
| 0D&D-Master
| 33
|
Darkness*(R 120', DR46T, EF30' dia; X11)
|
| 0D&D-Master
| 34
| deathwatch continually active
| 2700
| DMG3.5?
| 35
| detect elevator/shifting rooms/walls in a 10' radius
|
| DMG1
| 36
|
Detect Evil (DR 6T, EF R 60'; B41)
|
| 0D&D-Master
| 37
| detect evil/good in a 10' radius
|
| DMG1
| 38
| detect gems, kind, and number in a 10' radius
|
| DMG1
| 39
|
detect invisible objects in a 10' radius
|
| DMG1
| 40
| Detect Magic (DR 6T, EF R 60'; B39)
|
| 0D&D-Master
| 41
| detect magic in a 10' radius
|
| DMG1
| 42
|
Detect New Construction (R 60', DR 36T)
|
| 0D&D-Master
| 43
| detect precious metals, kind, and amount in a 20' radius
|
| DMG1
| 44
| detect secret doors in a 5' radius
|
| DMG1
| 45
|
Detect Slopes (R 30', DR 36T)
|
| 0D&D-Master
| 46
| detect sloping passages in a 10' radius
|
| DMG1
| 47
| detect traps of large size in a 10' radius
|
| DMG1
| 48
|
Find Traps, 50% (DR 6T)
|
| 0D&D-Master
| 49
| FloatingDisc(DR 6T, EF 5,000 cn; B39)
|
| 0D&D-Master
| 50
| HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15)
|
| 0D&D-Master
| 51
|
Levitate (DR 46T; B41)
|
| 0D&D-Master
| 52
| locate object in a 120' radius
|
| DMG1
| 53
| Magic Missile (EF 5 missiles, ld6 + 1D each; B40)
|
| 0D&D-Master
| 54
|
Memorize + 1 bonus spell level
|
| 0D&D-Master
| 55
| Mindmask (R Touch, DR 12T; X11)
|
| 0D&D-Master
| 56
| Open Locks, 60% (DR 6T)
|
| 0D&D-Master
| 57
|
Predict Weather(DR 12 hours, EF 40 miles; C 15)
|
| 0D&D-Master
| 58
| Produce Fire (DR 2T; C15)
|
| 0D&D-Master
| 59
| Protection from Evil (DR 6T; B40)
|
| 0D&D-Master
| 60
|
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27)
|
| 0D&D-Master
| 61
| Read Languages (DR 6T; B40)
|
| 0D&D-Master
| 62
| Read Magic (DR 3T; B40)
|
| 0D&D-Master
| 63
|
Remove Fear (DR 3T, EF +6 SAve; B27)
|
| 0D&D-Master
| 64
| Repair normal objects (EF up to 1,000
|
| 0D&D-Master
| 65
| Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27)
|
| 0D&D-Master
| 66
|
Resist Fire (DR 6T, EF + 2ST, -1ldie D;
|
| 0D&D-Master
| 67
| Shield (DR 6T; B40)
|
| 0D&D-Master
| 68
| Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40)
|
| 0D&D-Master
| 69
|
Speak with Animals (R 30', DR 6T; X6)
|
| 0D&D-Master
| 70
| Timekeeping (DR to 24 hours from 1 mark)
|
| 0D&D-Master
| 71
| Tree movement (DR 12T)
|
| 0D&D-Master
| 72
|
Ventriloquism (R go', DR 3T; B40)
|
| 0D&D-Master
| 73
| Warp Wood(R240', EF40 arrows; C15)
|
| 0D&D-Master
| 74
| Water Breathing (R30', DR 1 day; X12)
|
| 0D&D-Master
| 75
|
Weapon damage bonus + 2 (DR 1T)
|
| 0D&D-Master
| 76
| Web (R lo'cu, DR 48T; B42)
|
| 0D&D-Master
| 77
|
|
[PC16] Technology Classes Group
[Q24.5] Intelligent Item Psionics - Major
Effect
| gp cost (3E)
| Source
| d259
|
10 ranks in Sense Motive
|
| ELH3?
| 1
| 10 ranks in Survival
|
| ELH3?
| 2
| 1E: arcane eye 1/day
| 10000
| DMG3.5?
| 3
|
1E: cause fear in an enemy at will
| 7200
| DMG3.5?
| 4
| 1E: clairvoyance 3/day
| 16000
| DMG3.5?
| 5
| 1E: create daylight 3/day
| 16000
| DMG3.5?
| 6
|
1E: create deeper darkness 3/day
| 16000
| DMG3.5?
| 7
| 1E: create magic circle against (opposing alignment) at will
| 16000
| DMG3.5?
| 8
| 1E: detect (opposing alignment) at will
| 7200
| DMG3.5?
| 9
|
1E: detect thoughts at will
| 44000
| DMG3.5?
| 10
| 1E: detect undead at will
| 7200
| DMG3.5?
| 11
| 1E: dimensional anchor on a foe 1/day
| 10000
| DMG3.5?
| 12
|
1E: dismissal on a foe 1/day
| 10000
| DMG3.5?
| 13
| 1E: fear against foes 3/day
| 30000
| DMG3.5?
| 14
| 1E: gust of wind 3/day
| 11000
| DMG3.5?
| 15
|
1E: haste on its owner 3/day
| 16000
| DMG3.5?
| 16
| 1E: invisibility purge (30 ft. range) 3/day
| 16000
| DMG3.5?
| 17
| 1E: lesser globe of invulnerability 1/day
| 10000
| DMG3.5?
| 18
|
1E: locate creature 3/day
| 30000
| DMG3.5?
| 19
| 1E: quench on fires 3/day
| 16000
| DMG3.5?
| 20
| 1E: slow on its enemies 3/day
| 16000
| DMG3.5?
| 21
|
Ability Score bonus (DR 6T, EF 1 random score)
|
| 0D&D-Master
| 22
| Ability Score bonus (DR 6T, EF 2 random scores)
|
| 0D&D-Master
| 23
| AC bonus -2 (DR 6T)
|
| 0D&D-Master
| 24
|
AC bonus -4 (DR 6T)
|
| 0D&D-Master
| 25
| Adds 1 point to possessor’s maior attribute
|
| DMG1
| 26
| Animate dead (1 figure) (by touch) - 7 times/week
|
| DMG1
| 27
|
Anti-Animal Shell (DR 40T C16)
|
| 0D&D-Master
| 28
| Anti-Magic 20% (DR 6T)
|
| 0D&D-Master
| 29
| Anti-Plant Shell (DR 6T; Cl6)
|
| 0D&D-Master
| 30
|
Audible glamer upon command - 3 times/day
|
| DMG1
| 31
| Bearhug (DR 1T)
|
| 0D&D-Master
| 32
| Bless (by touch)
|
| DMG1
| 33
|
Bug Repellant (DR 40T, + 4 ST)
|
| 0D&D-Master
| 34
| Buoyancy, to 20,000 cn (DR 12T)
|
| 0D&D-Master
| 35
| Buoyancy, to 40,000 cn (DR 18T)
|
| 0D&D-Master
| 36
|
Calm Others (R 120', EF up to 40 HD)
|
| 0D&D-Master
| 37
| Cause Disease*(R 30'; X6)
|
| 0D&D-Master
| 38
| Cause Wounds, Critical* (EF 21 hp;
|
| 0D&D-Master
| 39
|
Cause Wounds, Serious* (EF 14 hp;
|
| 0D&D-Master
| 40
| Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13)
|
| 0D&D-Master
| 41
| Charm Person (R 120'; B39)
|
| 0D&D-Master
| 42
|
charm person on contact - 3 times/day
|
| DMG1
| 43
| Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21)
|
| 0D&D-Master
| 44
| Choose Best Option (R lT, EF 1 choice)
|
| 0D&D-Master
| 45
|
Clairaudience (when touched to the ear)
|
| DMG1
| 46
| clairoudience, 30' range-3 times/day 1 round per use
|
| DMG1
| 47
| Clairvoyance (when touched to the eyes)
|
| DMG1
| 48
|
Clairvoyance(R 60', DR 12T; X11)
|
| 0D&D-Master
| 49
| clairvoyance, 30' range - 3 times/day, 1 round per use
|
| DMG1
| 50
| Climb Walls, 100% (DR 12T)
|
| 0D&D-Master
| 51
|
Climb Walls, 80% (DR 12T)
|
| 0D&D-Master
| 52
| Climb Walls, 90% (DR 12T)
|
| 0D&D-Master
| 53
| Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14)
|
| 0D&D-Master
| 54
|
Color spray - 3 times/day
|
| DMG1
| 55
| Communication (DR 6T)
|
| 0D&D-Master
| 56
| Comprehend languages when held
|
| DMG1
| 57
|
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13)
|
| 0D&D-Master
| 58
| Container, to 10,000 cn (DR 6 hours)
|
| 0D&D-Master
| 59
| Container, to 20,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Container. to 15,000 cn (DR 6 hours)
|
| 0D&D-Master
| 61
| Continual Darkness* (R 120', EF 30' rad; X6)
|
| 0D&D-Master
| 62
| continuous detect scrying effect
| 10000
| DMG3.5?
| 63
|
Control Plants (R all in 30' x 30', DR 20T; X61)
|
| 0D&D-Master
| 64
| Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15)
|
| 0D&D-Master
| 65
| Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16)
|
| 0D&D-Master
| 66
|
Create food and water - 1 time/day
|
| DMG1
| 67
| Create magic aura (R 120', DR 3T, EF 40' cube)
|
| 0D&D-Master
| 68
| Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12)
|
| 0D&D-Master
| 69
|
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22)
|
| 0D&D-Master
| 70
| Create Poison * (R Touch; X8)
|
| 0D&D-Master
| 71
| Create Water (RDR 6T, EF 50 gallons; X7)
|
| 0D&D-Master
| 72
|
Cure Blindness (R Touch; X6)
|
| 0D&D-Master
| 73
| Cure Disease (R 30 ' ; X6)
|
| 0D&D-Master
| 74
| Cure light wounds (1d8+5) on wielder 1/day
|
| ELH3?
| 75
|
Cure light wounds- 7 times/week
|
| DMG1
| 76
| Cure Wounds, Critical(EF 21 hp; C12)
|
| 0D&D-Master
| 77
| Cure Wounds, Serious (EF 14 hp; X7)
|
| 0D&D-Master
| 78
|
Curse* (R Touch; EF limited, see X14)
|
| 0D&D-Master
| 79
| Darkness (5', 10', or 15‘ radius) - 3 times/day
|
| DMG1
| 80
| Detect [opposing alignment] at will
|
| ELH3?
| 81
|
Detect charm - 3 times/day
|
| DMG1
| 82
| Detect Danger (R 200 ' , DR 6T; M4)
|
| 0D&D-Master
| 83
| Detect evil/good when held or ordered
|
| DMG1
| 84
|
Detect invisibility when held and ordered
|
| DMG1
| 85
| Detect Invisible (R 400', DR 6T; B41)
|
| 0D&D-Master
| 86
| Detect magic - 3 times/day
|
| DMG1
| 87
|
Detect magic at will
|
| ELH3?
| 88
| Detect secret doors at will
|
| ELH3?
| 89
| determine directions and depth - 2 times/day
|
| DMG1
| 90
|
Dimension Door (R lo', DR lr, EF 360'; X13)
|
| 0D&D-Master
| 91
| Disarm Attack (DR 6T)
|
| 0D&D-Master
| 92
| Dispel Evil (R 30', DR 1T; X8)
|
| 0D&D-Master
| 93
|
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20)
|
| 0D&D-Master
| 94
| Dodge normal missiles (DR lT, EF Save vs. wands)
|
| 0D&D-Master
| 95
| Elasticity (DR 12T, EF 1/2 Dmg blunt weapons)
|
| 0D&D-Master
| 96
|
ESP (30’-60' range) - 3 times/day
|
| DMG1
| 97
| ESP(R 60', DR 12T; B41)
|
| 0D&D-Master
| 98
| ESP, 30' range - 3 times/day 1 round per use
|
| DMG1
| 99
|
Feather fall on wielder 1/day
|
| ELH3?
| 100
| Feather fall when grasped and ordered
|
| DMG1
| 101
| Feeblemind (R 240', EF -4S?, INT 2;
|
| 0D&D-Master
| 102
|
Find Secret Doors (R lo', DR 6T)
|
| 0D&D-Master
| 103
| Find traps - 3 times/day
|
| DMG1
| 104
| Find Traps (DR 2T, EF 30' ; X5)
|
| 0D&D-Master
| 105
|
Find traps at will
|
| ELH3?
| 106
| Find Traps, 60% (DR 6T)
|
| 0D&D-Master
| 107
| Find Traps, 70% (DR 6T)
|
| 0D&D-Master
| 108
|
Find Traps, 80% (DR 6T)
|
| 0D&D-Master
| 109
| Fly (DR 40 + ld6T, MV 360'; X12)
|
| 0D&D-Master
| 110
| Fly when held and ordered - 1 time/day
|
| DMG1
| 111
|
flying, 12" - 1 hour/day
|
| DMG1
| 112
| fnfravision when held or worn
|
| DMG1
| 113
| Free Monster* (R 120', EF up to 4 cr; X15)
|
| 0D&D-Master
| 114
|
Free Person* (R 120', EF up to 4 cr;
|
| 0D&D-Master
| 115
| Gaseous Form (DR 3T)
|
| 0D&D-Master
| 116
| Growth of Animal (R 120', DR 12T, EF
|
| 0D&D-Master
| 117
|
Growth of Plants (R 120', EF 3,000
|
| 0D&D-Master
| 118
| Hallucinatory Terrain (R 240'; X13)
|
| 0D&D-Master
| 119
| Harden* (R 120', EF 3,000 sq.ft. X
|
| 0D&D-Master
| 120
|
Haste (R 240', DR 3T, EF 24 cr in 60';
|
| 0D&D-Master
| 121
| heal - 1 time/day
|
| DMG1
| 122
| Hear Noise, 50% (DR 12T)
|
| 0D&D-Master
| 123
|
Heat Metal (R 30', DR 7r; M4)
|
| 0D&D-Master
| 124
| Hide in Shadows, 30% (DR 6T)
|
| 0D&D-Master
| 125
| Hide in Shadows, 50% (DR 6T)
|
| 0D&D-Master
| 126
|
Hit points bonus + 1 per Hit Die (DR
|
| 0D&D-Master
| 127
| Hit rolls bonus + 2 (DR 1T)
|
| 0D&D-Master
| 128
| Hit rolls bonus + 3 (DR 1T)
|
| 0D&D-Master
| 129
|
Hit rolls bonus + 4 (DR 1T)
|
| 0D&D-Master
| 130
| Hold Monster (R 120', DR 46T, EF up to 4 cr; X15)
|
| 0D&D-Master
| 131
| Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12)
|
| 0D&D-Master
| 132
|
Hold Portal (DR 12T; B39)
|
| 0D&D-Master
| 133
| Hypnotic pattern (when moved) - 3 times/day
|
| DMG1
| 134
| Ice, Storm (R 120', EF 20d6 D, 20' cube; X13)
|
| 0D&D-Master
| 135
|
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13)
|
| 0D&D-Master
| 136
| illusion, 120' range - 2 times/day, as the wand
|
| DMG1
| 137
| Immune to Disease (R Touch, DR 18T)
|
| 0D&D-Master
| 138
|
Immune to Paralysis (R Touch, DR 6T)
|
| 0D&D-Master
| 139
| Immune to Poison (DR 18T, EF self
|
| 0D&D-Master
| 140
| Infravision (R Touch, DR 1 day, EF see 60'; X12)
|
| 0D&D-Master
| 141
|
Invisibility (B41)
|
| 0D&D-Master
| 142
| Invisibility (improved) - 3 times/day
|
| DMG1
| 143
| Invisibility lO'radius(R 120'; X12)
|
| 0D&D-Master
| 144
|
Item creates wall of fire in a ring with the wielder at the center 1/day
| 10000
| DMG3.5?
| 145
| Jump for 20 minutes on wielder 1/day
|
| ELH3?
| 146
| Knock (R 60'; B41)
|
| 0D&D-Master
| 147
|
Know Alignment (DR lr, EF R 30; X5)
|
| 0D&D-Master
| 148
| Know alignment when held and ordered - 1 time/day
|
| DMG1
| 149
| Leap to 30', + 2 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 150
|
Levitate when held and ordered - 3 times/day
|
| DMG1
| 151
| levitation, 1 turn duration - 3 times/day ot 6th level of magic
|
| DMG1
| 152
| Light (R 120', DR 46T, EF 30' dia; B40)
|
| 0D&D-Master
| 153
|
Light-7 time/week
|
| DMG1
| 154
| Locate object in a 120-ft. radius
|
| ELH3?
| 155
| Locate Object(DR 6T, EF 120'; X6)
|
| 0D&D-Master
| 156
|
Lower Water (R 240', DR lOT, EF 1/2 height; X16)
|
| 0D&D-Master
| 157
| Magic Door (R lo', DR 7 uses; C22)
|
| 0D&D-Master
| 158
| Massmorph (R 240', EF 100 mansize; X13)
|
| 0D&D-Master
| 159
|
Memorize + 2 bonus spell levels
|
| 0D&D-Master
| 160
| Memorize + 3 bonus spell levels
|
| 0D&D-Master
| 161
| Memorize + 4 bonus spell levels
|
| 0D&D-Master
| 162
|
Merging (DR 18T, EF 7 cr)
|
| 0D&D-Master
| 163
| Mind blank - 3 times/day
|
| DMG1
| 164
| MirrorImage(DR 6T, EF 5 false images; B42)
|
| 0D&D-Master
| 165
|
Move Silently, 50% (DR 6T)
|
| 0D&D-Master
| 166
| Neutralize Poison (R Touch; X8)
|
| 0D&D-Master
| 167
| Obscure (DR 40T, EF 400fsq/40'high; C15)
|
| 0D&D-Master
| 168
|
Obscurement- 1 time/day
|
| DMG1
| 169
| Open Locks, 70% (DR 6T)
|
| 0D&D-Master
| 170
| Open Locks, 80% (DR 6T)
|
| 0D&D-Master
| 171
|
Parry (DR 6T)
|
| 0D&D-Master
| 172
| Pass Plant (EF 300-600 yards; C16)
|
| 0D&D-Master
| 173
| Pass without trace - 1 time/day
|
| DMG1
| 174
|
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22)
|
| 0D&D-Master
| 175
| Pick Pockets, 50% (DR 6T)
|
| 0D&D-Master
| 176
| Plant Door(DR 40T; C15)
|
| 0D&D-Master
| 177
|
Polymorph Other(R 60', up to 2x HD; X13)
|
| 0D&D-Master
| 178
| Possessor immune to disease
|
| DMG1
| 179
| Possessor immune to fear
|
| DMG1
| 180
|
Possessor immune to gas of any type
|
| DMG1
| 181
| Possessor need neither eat nor drink for up to 1 week
|
| DMG1
| 182
| Protection +2 when held or worn
|
| DMG1
| 183
|
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8)
|
| 0D&D-Master
| 184
| Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15)
|
| 0D&D-Master
| 185
| Protection from many creatures (DR 6T, EF up to 15HD)
|
| 0D&D-Master
| 186
|
Protection from Normal Missiles (R 30', DR 12T X12)
|
| 0D&D-Master
| 187
| Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5)
|
| 0D&D-Master
| 188
| Protection from some creatures (DR 6T, EF up to 5 HD)
|
| 0D&D-Master
| 189
|
Remove fear by touch
|
| DMG1
| 190
| Remove Geas* (R 30'; X16)
|
| 0D&D-Master
| 191
| Remove Traps, 50% (DR 6T)
|
| 0D&D-Master
| 192
|
Repair temporary magical object (1 obj)
|
| 0D&D-Master
| 193
| Sanctuary when held or worn - 1 time/day
|
| DMG1
| 194
| Saving Throws bonus + 2 (DR 6T)
|
| 0D&D-Master
| 195
|
Security (EF Trap 5 items, alarm only)
|
| 0D&D-Master
| 196
| Set normal Trap, 50% (DR 6T)
|
| 0D&D-Master
| 197
| Set normal Trap, 70% (DR 6T)
|
| 0D&D-Master
| 198
|
Shelter
|
| 0D&D-Master
| 199
| Shield, when held or worn, upon command - 3 times/day
|
| DMG1
| 200
| Shrink Plants* (R 120', EF 3,000 sq.ft.;
|
| 0D&D-Master
| 201
|
Silence15'radius(R 180', DR 12T; X6)
|
| 0D&D-Master
| 202
| Size Control (DR 6T, 3' to 18')
|
| 0D&D-Master
| 203
| Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12)
|
| 0D&D-Master
| 204
|
Speak with animals- 3 timedday
|
| DMG1
| 205
| Speak with dead- 1 timelday
|
| DMG1
| 206
| Speak with plants - 7 times/week
|
| DMG1
| 207
|
Speak with Plants(R 30', DR 3T; X8)
|
| 0D&D-Master
| 208
| Speak with the Dead (R 30', EF 3 questions; X7)
|
| 0D&D-Master
| 209
| Spell damage bonus, + l/die (DR 1 spell)
|
| 0D&D-Master
| 210
|
Spider climb for 20 minutes on wielder 1/day
|
| ELH3?
| 211
| status effect, usable at will
| 11000
| DMG3.5?
| 212
| strength - 1 time/day (upon wielder only)
|
| DMG1
| 213
|
Striking (R 30', DR lT, EF + ld6 D;
|
| 0D&D-Master
| 214
| Summon Animals (R 360', DR 3T; M5)
|
| 0D&D-Master
| 215
| Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20)
|
| 0D&D-Master
| 216
|
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each
|
| DMG1
| 217
| telepathy, 60' range - 2 times/day
|
| DMG1
| 218
| teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments
|
| DMG1
| 219
|
Tongues when held or worn and commanded
|
| DMG1
| 220
| Tracking (DR 6 hours, EF 90% outdoor, 50% indoor)
|
| 0D&D-Master
| 221
| Transport Through Plants (EF +2 cr;C16)
|
| 0D&D-Master
| 222
|
Turn Undead as Cleric L12 (DR 2T)
|
| 0D&D-Master
| 223
| Turn Undead as Cleric L6 (DR 1T)
|
| 0D&D-Master
| 224
| Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T)
|
| 0D&D-Master
| 225
|
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T)
|
| 0D&D-Master
| 226
| Turn Wood(R 30', DR 40T, EF 120' X 60'; M5)
|
| 0D&D-Master
| 227
| Ultravision when held or worn
|
| DMG1
| 228
|
Ventriloquism upon command - 3 times/day
|
| DMG1
| 229
| Wall of Stone (R 60', EF 1,000 cu.ft.; X15)
|
| 0D&D-Master
| 230
| Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14)
|
| 0D&D-Master
| 231
|
Water breathing upon command
|
| DMG1
| 232
| Water walking ability
|
| DMG1
| 233
| Weapon damage bonus + 3 (DR 1T)
|
| 0D&D-Master
| 234
|
Weapon damage bonus + 4 (DR 1T)
|
| 0D&D-Master
| 235
| Weapon damage bonus + 5 (DR 1T)
|
| 0D&D-Master
| 236
| Weapon strength bonus + 1 (DR 1T)
|
| 0D&D-Master
| 237
|
Weapon strength bonus + 2 (DR 1T)
|
| 0D&D-Master
| 238
| Wearer immune ta charm or hold spells
|
| DMG1
| 239
| Wearer immune to magic missiles
|
| DMG1
| 240
|
Web- 1 time/day
|
| DMG1
| 241
| Web movement (DR 12T)
|
| 0D&D-Master
| 242
| Wielder can use see invisibility at will
|
| ELH3?
| 243
|
Wielder does not need to breathe
|
| ELH3?
| 244
| Wielder does not need to sleep
|
| ELH3?
| 245
| Wielder has free use of Blind-Fight
|
| ELH3?
| 246
|
Wielder has free use of Combat Expertise
|
| ELH3?
| 247
| Wielder has free use of Combat Reflexes
|
| ELH3?
| 248
| Wielder has free use of evasion
|
| ELH3?
| 249
|
Wielder has free use of Improved Initiative
|
| ELH3?
| 250
| Wielder has free use of Improved Sunder
|
| ELH3?
| 251
| Wielder has free use of Mobility
|
| ELH3?
| 252
|
Wielder has free use of uncanny dodge (as a 5th-level barbarian)
|
| ELH3?
| 253
| Wizard lock - 7 time/week
|
| DMG1
| 254
| Wizard Lock (R 10'; B42)
|
| 0D&D-Master
| 255
|
WizardEye (R 240', DR 6I', MV 120'; X14)
|
| 0D&D-Master
| 256
| Write - 1 time/day
|
| DMG1
| 257
| X-ray vision, 40' range - 2 times/day 1 turn per use
|
| DMG1
| 258
|
Zombie animation - 1 time/week
|
| DMG1
| 259
|
|
[PC16] Technology Classes Group
[Q24.6] Intelligent Item Psionics - Grand
Effect
| gp cost (3E)
| Source
| d209
|
+2 to armor class of possessor or AC 20, whichever is better
|
| DMG1
| 1
| 1E: 10d6 fireball
| 60000
| DMG3.5?
| 2
| 1E: 10d6 lightning bolt
| 60000
| DMG3.5?
| 3
|
1E: 15d6 greater shout 3/day
| 130000
| DMG3.5?
| 4
| 1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use)
|
| ELH3?
| 5
| 1E: confusion
| 50000
| DMG3.5?
| 6
|
1E: contagion (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 7
| 1E: crushing despair
| 50000
| DMG3.5?
| 8
| 1E: dimension door on itself and wielder
| 50000
| DMG3.5?
| 9
|
1E: Finger of death (100 ft. range, DC 171)
|
| ELH3?
| 10
| 1E: Globe of invulnerability
|
| ELH3?
| 11
| 1E: Heal
|
| ELH3?
| 12
|
1E: ice storm
| 50000
| DMG3.5?
| 13
| 1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131)
|
| ELH3?
| 14
| 1E: Magic missile (200-ft. range, 3 missiles)
|
| ELH3?
| 15
|
1E: mass inflict light wounds
| 81000
| DMG3.5?
| 16
| 1E: phantasmal killer
| 50000
| DMG3.5?
| 17
| 1E: poison (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 18
|
1E: prying eyes
| 81000
| DMG3.5?
| 19
| 1E: rusting grasp as touch attack
| 56000
| DMG3.5?
| 20
| 1E: song of discord
| 81000
| DMG3.5?
| 21
|
1E: Stoneskin (wielder only, 10 minutes per use)
|
| ELH3?
| 22
| 1E: Summon monster III
|
| ELH3?
| 23
| 1E: Summon monster VI
|
| ELH3?
| 24
|
1E: Telekinesis (250 lb. maximum, 1 minute each use)
|
| ELH3?
| 25
| 1E: Teleport, 600 lb. maximum
|
| ELH3?
| 26
| 1E: true resurrection on wielder, once per month
| 200000
| DMG3.5?
| 27
|
1E: Wall of force
|
| ELH3?
| 28
| 1E: waves of exhaustion
| 164000
| DMG3.5?
| 29
| Ability Score bonus (DR 6T, EF 3 random scores)
|
| 0D&D-Master
| 30
|
AC bonus -6 (DR 6T)
|
| 0D&D-Master
| 31
| Acid Breath (EF 30' X 5')
|
| 0D&D-Master
| 32
| Animal summoning (II or III)-2 times/day
|
| DMG1
| 33
|
Animate object upon command- 1 time/day
|
| DMG1
| 34
| Animate Objects (R 60', DR 6T, EF 4,000 cn; X9)
|
| 0D&D-Master
| 35
| AnimateDead(R60', EF40 HD; X14)
|
| 0D&D-Master
| 36
|
Anti-Magic 30% (DR 6T)
|
| 0D&D-Master
| 37
| Anti-Magic 40% (DR 6T)
|
| 0D&D-Master
| 38
| Anti-Magic Shell (DR 12T; X15)
|
| 0D&D-Master
| 39
|
Appear+ (R 240', DR lT, EF 20'cube;
|
| 0D&D-Master
| 40
| Babble* (R 60', DR 40T; X9)
|
| 0D&D-Master
| 41
| Barrier (R 60', DR 12T, EF 7-70 D;
|
| 0D&D-Master
| 42
|
blindness brand (2-12 rounds)
|
| DMG1
| 43
| Bull’s strength (wielder only)
|
| ELH3?
| 44
| Buoyancy, any weight (DR 36T)
|
| 0D&D-Master
| 45
|
Buoyancy, to 80,000 cn (DR 24T)
|
| 0D&D-Master
| 46
| Burrowing (DR 6T, MV lo', 30', or60 ' )
|
| 0D&D-Master
| 47
| Cat’s grace (wielder only)
|
| ELH3?
| 48
|
Cause serious wounds by touch
|
| DMG1
| 49
| Charm monster-2 time/day
|
| DMG1
| 50
| Charm person (DC 111) on contact
|
| ELH3?
| 51
|
Charm person -7 times/week
|
| DMG1
| 52
| Climb Walls, 110% (DR 12T)
|
| 0D&D-Master
| 53
| Climb Walls, 120% (DR 12T)
|
| 0D&D-Master
| 54
|
Cone of cold (9-12 dice) -2 times/day
|
| DMG1
| 55
| Confusion - 1 time/day
|
| DMG1
| 56
| confusion brand (2-12 rounds)
|
| DMG1
| 57
|
Container, to 25,000 cn (DR 6 hours)
|
| 0D&D-Master
| 58
| Container, to 30,000 cn (DR 6 hours) + mounts; X8)
|
| 0D&D-Master
| 59
| Container, to 35,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Control Animals (DR 20T, EF up to 40HD, 20 cr)
|
| 0D&D-Master
| 61
| Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr)
|
| 0D&D-Master
| 62
| Create normal objects (EF up to 1,000
|
| 0D&D-Master
| 63
|
Cure blindness by touch
|
| DMG1
| 64
| Cure disease by touch
|
| DMG1
| 65
| Dance (R Touch, DR 8r, EF -4STIAC; C24)
|
| 0D&D-Master
| 66
|
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16)
|
| 0D&D-Master
| 67
| Defeat/slay a particular creature type (see the bane special ability for choices)
|
| DMG3.5?
| 68
| Defeat/slay a particular race or kind of creature
|
| DMG3.5?
| 69
|
Defeat/slay all (other than the item and the wielder)
|
| DMG3.5?
| 70
| Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
|
| DMG3.5?
| 71
| Defeat/slay diametrically opposed alignment
|
| DMG3.5?
| 72
|
Defeat/slay divine spellcasters (including divine entities and servitors)
|
| DMG3.5?
| 73
| Defeat/slay nonspellcasters
|
| DMG3.5?
| 74
| Defeat/slay the servants of a specific deity
|
| DMG3.5?
| 75
|
Defend a particular race or kind of creature
|
| DMG3.5?
| 76
| Defend the servants and interests of a specific deity
|
| DMG3.5?
| 77
| Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22)
|
| 0D&D-Master
| 78
|
Detect thoughts (100-ft. range, 1 minute per use)
|
| ELH3?
| 79
| Dimension door- 2 times/day
|
| DMG1
| 80
| Disintegrate - 1 time/day
|
| DMG1
| 81
|
disintegrate brand
|
| DMG1
| 82
| Dispel illusion upon command - 2 times/day
|
| DMG1
| 83
| Dispel magic upon command- 2 timeslday
|
| DMG1
| 84
|
DispelMagic(R 120', EF 20'cube; X8)
|
| 0D&D-Master
| 85
| Dodge any missiles (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 86
| Dodge directional attacks (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 87
|
Double movement speed (on foot)
|
| DMG1
| 88
| Double weapon damage (DR 1T)
|
| 0D&D-Master
| 89
| Emotion - 2 times/day
|
| DMG1
| 90
|
Exorcise - 1 timelmonth
|
| DMG1
| 91
| Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24)
|
| 0D&D-Master
| 92
| fear brand (1-4 rounds)
|
| DMG1
| 93
|
Fear by touch or gaze
|
| DMG1
| 94
| Feeblemind by touch
|
| ELH3?
| 95
| Find Traps, 100 % (DR 6T)
|
| 0D&D-Master
| 96
|
Find Traps, 110% (DR 6T)
|
| 0D&D-Master
| 97
| Find Traps, 90% (DR 6T)
|
| 0D&D-Master
| 98
| Finger ofDeath*(R 60'; X9, C12)
|
| 0D&D-Master
| 99
|
Fire Ball (R 240', EF 20d6 D; X11)
|
| 0D&D-Master
| 100
| Fire Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 101
| Fire shield- 2 times/day
|
| DMG1
| 102
|
Fireball (9-12 dice) - 2 times/day
|
| DMG1
| 103
| Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16)
|
| 0D&D-Master
| 104
| Fly (30 minutes per use)
|
| ELH3?
| 105
|
Geas Another (R 30'; X16)
|
| 0D&D-Master
| 106
| Giant strength (determine type) for 2 turns
|
| DMG1
| 107
| Haste - 1 time/day
|
| DMG1
| 108
|
Haste (wielder only, 10 rounds)
|
| ELH3?
| 109
| Heal - 1 time/day
|
| DMG1
| 110
| Hear Noise, 140% (DR 36T)
|
| 0D&D-Master
| 111
|
Hear Noise, 90% (DR 24T)
|
| 0D&D-Master
| 112
| Hide in Shadows, 70% (DR 6T)
|
| 0D&D-Master
| 113
| Hit points bonus + 2 per Hit Die (DR
|
| 0D&D-Master
| 114
|
Hit rolls bonus + 5 (DR 1T)
|
| 0D&D-Master
| 115
| Hit rolls bonus + 6 (DR 1T)
|
| 0D&D-Master
| 116
| Hold animal - 1 time/day
|
| DMG1
| 117
|
Hold monster- 1 time/day
|
| DMG1
| 118
| Hold person - 1 time/day
|
| DMG1
| 119
| Ice Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 120
|
Immune to Aging attacks (R Touch, DR
|
| 0D&D-Master
| 121
| insanity brand (1-4 rounds)
|
| DMG1
| 122
| Invisibility (wielder only, up to 30 minutes per use)
|
| ELH3?
| 123
|
Leap to 60', + 4 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 124
| Leap to go', + 6 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 125
| Levitation (wielder only, 10 minute duration)
|
| ELH3?
| 126
|
Lie Detection (R 120', DR 3T)
|
| 0D&D-Master
| 127
| Life Drain' (R Touch; EF Drains 1 level; C13)
|
| 0D&D-Master
| 128
| Lightning bolt (9-12 dice) -2 times/day
|
| DMG1
| 129
|
Lightning Bolt (R 180', EF 20d6 D,
|
| 0D&D-Master
| 130
| Lore (DR 1T or 1 day; C22)
|
| 0D&D-Master
| 131
| Magic Lock*(R lo', DR 7 uses, EF 10'
|
| 0D&D-Master
| 132
|
Mapmaking (DR lT, EF Sense 60' range)
|
| 0D&D-Master
| 133
| Mass Charm (R 120', EF 30HD, -2 Save; C24)
|
| 0D&D-Master
| 134
| MassInvisibility(R 240', EF 60'sq, 300 man-size; C22)
|
| 0D&D-Master
| 135
|
Memorize + 5 bonus spell levels
|
| 0D&D-Master
| 136
| Memorize + 6 spell bonus levels
|
| 0D&D-Master
| 137
| Memorize + 7 bonus spell levels
|
| 0D&D-Master
| 138
|
Minor globe of invulnerability - 1 time/day
|
| DMG1
| 139
| Move Earth (R 240', DR 6T C21)
|
| 0D&D-Master
| 140
| Move Silently, 70% (DR 6T)
|
| 0D&D-Master
| 141
|
Move Silently, 90% (DR 6T)
|
| 0D&D-Master
| 142
| Open Locks, 100% (DR 6T)
|
| 0D&D-Master
| 143
| Open Locks, 90% (DR 6T)
|
| 0D&D-Master
| 144
|
paralysis brand (1-4 rounds)
|
| DMG1
| 145
| Paralyzation by touch
|
| DMG1
| 146
| Passwall
|
| ELH3?
| 147
|
Passwall-2 times/day
|
| DMG1
| 148
| Phantasmal killer- 1 time/day
|
| DMG1
| 149
| PhantasmalForce(R 240', EF 40'cube; B42)
|
| 0D&D-Master
| 150
|
Pick Pockets, 75% (DR 6T)
|
| 0D&D-Master
| 151
| Plane Travel (self only, 1 shift)
|
| 0D&D-Master
| 152
| Poison gas breath (DR 3r, EF 20')
|
| 0D&D-Master
| 153
|
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25)
|
| 0D&D-Master
| 154
| Polymorph Self (DR 46T; X14)
|
| 0D&D-Master
| 155
| Polymorph self-7 timeslweek
|
| DMG1
| 156
|
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22)
|
| 0D&D-Master
| 157
| Projected Image (R 240', DR 6T; X16)
|
| 0D&D-Master
| 158
| Protection from most creatures (DR 6T, EF up to 15 HD)
|
| 0D&D-Master
| 159
|
Raise Dead (R 120', EF 132 days dead;
|
| 0D&D-Master
| 160
| Regenerate 2 h.p./turn (but not if killed)
|
| DMG1
| 161
| Remove Barrier*(R 60'; C12)
|
| 0D&D-Master
| 162
|
Remove Charm* (R 120', EF up to X12)
|
| 0D&D-Master
| 163
| Remove curse by touch - 7 times/week
|
| DMG1
| 164
| Remove Traps, 75% (DR 6T)
|
| 0D&D-Master
| 165
|
Repair permanent magical object (1 obj)
|
| 0D&D-Master
| 166
| Reverse Gravity (R go', EF 30'cube;
|
| 0D&D-Master
| 167
| Rulership (EF + 10 to + 50 Confidence)
|
| 0D&D-Master
| 168
|
Saving Throws bonus + 4 (DR 6T)
|
| 0D&D-Master
| 169
| Saving Throws bonus + 6 (DR 6T)
|
| 0D&D-Master
| 170
| Set normal Trap, 90% (DR 6T)
|
| 0D&D-Master
| 171
|
Shield on wielder
|
| ELH3?
| 172
| Slow- 1 time/day
|
| DMG1
| 173
| Speak with monster- 2 times/day
|
| DMG1
| 174
|
Speak with Monsters (DR 6T; X9)
|
| 0D&D-Master
| 175
| Spell damage bonus, + 2/die (DR 1 spell)
|
| 0D&D-Master
| 176
| Statue (DR 80T, EF + 2 Init; C23)
|
| 0D&D-Master
| 177
|
Stone to flesh - 1 time/day
|
| DMG1
| 178
| Stone to Flesh (R 120', EF l0'cube; X16)
|
| 0D&D-Master
| 179
| Suggestion - 2 times/day
|
| DMG1
| 180
|
Summon Weather (DR 240T, EF 30 miles; C 16)
|
| 0D&D-Master
| 181
| Survival (DR 48 hours; M3)
|
| 0D&D-Master
| 182
| Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24)
|
| 0D&D-Master
| 183
|
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day
|
| DMG1
| 184
| Telepathy (100 ft. range)
|
| ELH3?
| 185
| Teleport (no error) - 2 times/day
|
| DMG1
| 186
|
Teleport (R 10'; X15)
|
| 0D&D-Master
| 187
| Tracking (DR 6 hours, EF 90% anywhere)
|
| 0D&D-Master
| 188
| Transmute rock to mud - 2 times/day
|
| DMG1
| 189
|
Treasure Finding (DR 6T, EF 400')
|
| 0D&D-Master
| 190
| True seeing
|
| ELH3?
| 191
| True seeing - 1 time/day
|
| DMG1
| 192
|
Truesight (DR 5T, EF 120'; '212)
|
| 0D&D-Master
| 193
| Turn Undead as Cleric L24 (DR 3T)
|
| 0D&D-Master
| 194
| Turn Undead bonus +6 to roll, +3d6 HD (DR 1T)
|
| 0D&D-Master
| 195
|
Turn wood- 1 time/day
|
| DMG1
| 196
| Victory (EF +25 CR Roll, on CRT worst 91-100)
|
| 0D&D-Master
| 197
| Wall of fire - 2 time/day
|
| DMG1
| 198
|
Wall of ice - 2 times/day
|
| DMG1
| 199
| Wall of Iron (R120', EF500sq. ft.;C21)
|
| 0D&D-Master
| 200
| Wall of thorns - 2 times/day
|
| DMG1
| 201
|
Weapon damage is +2 hit points
|
| DMG1
| 202
| Weapon strength bonus + 3 (DR 1T)
|
| 0D&D-Master
| 203
| Weapon strength bonus + 4 (DR 1T)
|
| 0D&D-Master
| 204
|
Wielder gets +2 luck bonus on attacks, saves, and checks
| 80000
| DMG3.5?
| 205
| Wind walk - 1 time/day
|
| DMG1
| 206
| Wizard eye - 2 times/day
|
| DMG1
| 207
|
Word of recall - 1 time/day
|
| DMG1
| 208
| X-ray vision - 2 times/day
|
| DMG1
| 209
|
|
[PC16] Technology Classes Group
[Q24.7] Intelligent Item Psionics - Super
Effect
| gp cost (3E)
| Source
| d170
|
1E: Chain lightning (enhanced; 20d6 damage; DC 161)
|
| ELH3?
| 1
| 1E: Finger of death (heightened to 9th level; DC 191)
|
| ELH3?
| 2
| 1E: Gate
|
| ELH3?
| 3
|
1E: Greater teleport
|
| ELH3?
| 4
| 1E: Mass heal
|
| ELH3?
| 5
| 1E: Meteor Swarm (DC 191)
|
| ELH3?
| 6
|
1E: Phase Door
|
| ELH3?
| 7
| 1E: Prismatic Sphere (DC 191)
|
| ELH3?
| 8
| 1E: Summon monster IX
|
| ELH3?
| 9
|
1E: Sunburst (heightened to 9th level; DC 191)
|
| ELH3?
| 10
| Ability Scores bonus (DR 6T, EF 4 random scores)
|
| 0D&D-Master
| 11
| Ability Scores bonus (DR 6T, EF all scores)
|
| 0D&D-Master
| 12
|
AC bonus -10 (DR 6T)
|
| 0D&D-Master
| 13
| AC bonus -8 (DR 6T)
|
| 0D&D-Master
| 14
| All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum)
|
| DMG1
| 15
|
All of possessor's ability totals raised to 18 each upon pronouncement of a command word
|
| DMG1
| 16
| Anti-Magic 50% (DR 6T)
|
| 0D&D-Master
| 17
| Anti-Magic Ray (DR lT, EF 100%)
|
| 0D&D-Master
| 18
|
Astral projection
|
| ELH3?
| 19
| Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution)
|
| ELH3?
| 20
| Blasting (EF 60' x 20', 2d6 + deafen)
|
| 0D&D-Master
| 21
|
Blend with surroundings (DR 6T)
|
| 0D&D-Master
| 22
| Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day
|
| DMG1
| 23
| Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength)
|
| ELH3?
| 24
|
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month
|
| DMG1
| 25
| Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity)
|
| ELH3?
| 26
| Clone (R 10'; M6)
|
| 0D&D-Master
| 27
|
Close Gate*(R 30'; C26)
|
| 0D&D-Master
| 28
| Container, to 40,000 cn (DR 6 hours)
|
| 0D&D-Master
| 29
| Container, to 50,000 cn (DR 6 hours)
|
| 0D&D-Master
| 30
|
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large)
|
| 0D&D-Master
| 31
| Control Giants (DR 20T, EF one type, 4
|
| 0D&D-Master
| 32
| Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr)
|
| 0D&D-Master
| 33
|
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr)
|
| 0D&D-Master
| 34
| Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7)
|
| 0D&D-Master
| 35
| CreateAnyMonster(R go', DR 4T, EF 40 HD; M8)
|
| 0D&D-Master
| 36
|
Creeping doom callable- 1 time/day
|
| DMG1
| 37
| Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day
|
| DMG1
| 38
| Deoth ray equal to a finger of death with no saving throw - 1 time/day
|
| DMG1
| 39
|
Disintegrate (R 60', EF 1 cr; X16)
|
| 0D&D-Master
| 40
| Dominate monster (DC 191) on contact
|
| ELH3?
| 41
| Earthquake (R 120 yards, DR lT, EF 175'sq; C13)
|
| 0D&D-Master
| 42
|
Energy drain (DC 191) on contact
|
| ELH3?
| 43
| Find the Path (DR 46T; XU)
|
| 0D&D-Master
| 44
| Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8)
|
| 0D&D-Master
| 45
|
Foresight (wielder only)
|
| ELH3?
| 46
| Gate (R 30', DR 1T or d%T; C26)
|
| 0D&D-Master
| 47
| Gate spell power, 100% effective - 1 time/day
|
| DMG1
| 48
|
Greater invisibility (wielder only; extended; 40-minute duration)
|
| ELH3?
| 49
| Haste (wielder only; extended; 40-round duration)
|
| ELH3?
| 50
| Heal (R Touch; M9)
|
| 0D&D-Master
| 51
|
Hit points bonus +3 per Hit Die (DR
|
| 0D&D-Master
| 52
| Immune to Breath Weapons (R Touch, DR 1T)
|
| 0D&D-Master
| 53
| Immune to Energy Drain (R Touch, DR
|
| 0D&D-Master
| 54
|
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9)
|
| 0D&D-Master
| 55
| Imprisonment spell power - 1 time/week
|
| DMG1
| 56
| Inertia control (DR 4 hours, 1 obj)
|
| 0D&D-Master
| 57
|
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week
|
| DMG1
| 58
| Life Trapping
|
| 0D&D-Master
| 59
| Luck (DR lT, EF Choose result of 1 roll)
|
| 0D&D-Master
| 60
|
Magical resistance of 50%-75% for possessor upon command word- 1 time/day
|
| DMG1
| 61
| Major attribute permanently raised to 19 upon command word
|
| DMG1
| 62
| Maze (R 60', DR 6T to 4r; C26)
|
| 0D&D-Master
| 63
|
Memorize + 10 bonus spell levels
|
| 0D&D-Master
| 64
| Memorize + 8 bonus spell levels
|
| 0D&D-Master
| 65
| Memorize + 9 bonus spell levels
|
| 0D&D-Master
| 66
|
Metal to Wood (R 120', EF 2,000 cn; C16)
|
| 0D&D-Master
| 67
| Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26)
|
| 0D&D-Master
| 68
| Meteorswarm - 1 time/day
|
| DMG1
| 69
|
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24)
|
| 0D&D-Master
| 70
| Monster summoning VIII- 2 times/day
|
| DMG1
| 71
| Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13)
|
| 0D&D-Master
| 72
|
Open Locks, 110% (DR 6T)
|
| 0D&D-Master
| 73
| Open Locks, 120% (DR 6T)
|
| 0D&D-Master
| 74
| Open Mind' (R Touch, EF -8ST; C24)
|
| 0D&D-Master
| 75
|
Permanence (R 10'; C25)
|
| 0D&D-Master
| 76
| Pick Pockets, 100% (DR 6T)
|
| 0D&D-Master
| 77
| Plane shift- 1 time/day
|
| DMG1
| 78
|
Polymorph any object- 1 time/day
|
| DMG1
| 79
| Power word blind/kill/stun - 1 time/day
|
| DMG1
| 80
| Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26)
|
| 0D&D-Master
| 81
|
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25)
|
| 0D&D-Master
| 82
| Premonition of death or serious harm to possessor
|
| DMG1
| 83
| Prismatic spray- 1 time/day
|
| DMG1
| 84
|
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9)
|
| 0D&D-Master
| 85
| Protection from all creatures (DR 6T)
|
| 0D&D-Master
| 86
| Protection from Magical Detection (DR 6T, EF self + items)
|
| 0D&D-Master
| 87
|
Raise Dead Fully (R 60', EF up to 8 years dead; C 13)
|
| 0D&D-Master
| 88
| Random Avangion2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 89
| Random Avangion2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 90
|
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 91
| Random Bug spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 92
| Random Bug spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 93
|
Random Bug spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 94
| Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 95
| Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 96
|
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 97
| Random Hero spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 98
| Random Hero spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 99
|
Random Hero spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 100
| Random Hero spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 101
| Random Hero spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 102
|
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 103
| Random Legend spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 104
| Random Legend spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 105
|
Random Legend spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 106
| Random Legend spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 107
| Random Legend spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 108
|
Random Legend spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 109
| Random Legend spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 110
| Random Legend spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 111
|
Random Lich spell, CSL=0, CCL=10 (see [PC7])
|
| DM
| 112
| Random Lich spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 113
| Random Lich spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 114
|
Random Lich spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 115
| Random Lich spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 116
| Random Lich spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 117
|
Random Lich spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 118
| Random Lich spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 119
| Random Lich spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 120
|
Random Psi14 super, CCL=9 (see [PC7])
|
| DM
| 121
| Random Psi14 ultra, CCL=6 (see [PC7])
|
| DM
| 122
| Random Psi14 ultra+1, CCL=3 (see [PC7])
|
| DM
| 123
|
Random Psi7 super, CCL=9 (see [PC7])
|
| DM
| 124
| Random Psi7 ultra, CCL=6 (see [PC7])
|
| DM
| 125
| Random Psi7 ultra+1, CCL=3 (see [PC7])
|
| DM
| 126
|
Random Villain spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 127
| Random Villain spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 128
| Random Villain spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 129
|
Random Villain spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 130
| Random Villain spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 131
| Random Villain spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 132
|
Random Warlord spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 133
| Random Warlord spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 134
| Regeneration (EF 3hP'r for IT)
|
| 0D&D-Master
| 135
|
Remove Traps, 100% (DR 6T)
|
| 0D&D-Master
| 136
| Restoration - 1 time/day
|
| DMG1
| 137
| Resurrection - 7 times/week
|
| DMG1
| 138
|
Shades - 2 times/day
|
| DMG1
| 139
| Shape change - 2 times/day
|
| DMG1
| 140
| Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9)
|
| 0D&D-Master
| 141
|
Smash attack (DR 1T)
|
| 0D&D-Master
| 142
| Spell absorption, 19-24 levels- 1 time/week
|
| DMG1
| 143
| Spell damage bonus, + 3/die (DR 1 spell)
|
| 0D&D-Master
| 144
|
Spell damage bonus,-+ 4/die (DR 1 spell)
|
| 0D&D-Master
| 145
| Stoneskin (wielder only; extended; 400-minute duration)
|
| ELH3?
| 146
| Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week
|
| DMG1
| 147
|
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week
|
| DMG1
| 148
| Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature
|
| DMG1
| 149
| Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24)
|
| 0D&D-Master
| 150
|
Temporal stasis, no saving throw, upon touch - 1 time/month
|
| DMG1
| 151
| Time stop of twice normal duration - 1 time/week
|
| DMG1
| 152
| Timestop (DR 1 + ld4r; M10)
|
| 0D&D-Master
| 153
|
Total fire/heat resistance for all creatures within 20' of the item
|
| DMG1
| 154
| Total immunity from all forms of cold
|
| DMG1
| 155
| Total immunity from all forms of mental and psionic attacks
|
| DMG1
| 156
|
Trap the soul with 90% effectiveness- 1 time/month
|
| DMG1
| 157
| Travel(DR 40T, MV 360'/720'gaseous;
|
| 0D&D-Master
| 158
| Triple weapon damage (DR 1T)
|
| 0D&D-Master
| 159
|
Turn Undead as Cleric L36 (DR 3T)
|
| 0D&D-Master
| 160
| User can cast combination spells (if a spell caster) as follows (d4):
|
| DMG1
| 161
| Vanish -2 timeslday
|
| DMG1
| 162
|
Vision - 1 time/day
|
| DMG1
| 163
| Weapon strength bonus + 5 (DR 1T)
|
| 0D&D-Master
| 164
| Weather Control (DR Conc., EF 240 yards; C16)
|
| 0D&D-Master
| 165
|
Wish - 1 time/day
|
| DMG1
| 166
| Wish (M10)
|
| 0D&D-Master
| 167
| Word of Recall (X9)
|
| 0D&D-Master
| 168
|
X-Ray Vision (R 30', DR 1T)
|
| 0D&D-Master
| 169
| Youth restored to creature touched - 1 time/month
|
| DMG1
| 170
|
|
[PC16] Technology Classes Group
Big Bug
Level
| KXP
| Bug 123 456 789 ABC
|
1
| 0
| --1 --1 --- ---
| 2
| 8000
| --2 --1 --- ---
| 3
| 16000
| --3 --2 --- ---
|
4
| 24000
| --4 --2 --- ---
| 5
| 32000
| --5 --3 --- ---
| 6
| 40000
| --6 --3 --- ---
|
7
| 48000
| --7 --4 --- ---
| 8
| 56000
| --7 --4 --- ---
| 9
| 64000
| --7 --5 --- ---
|
10
| 72000
| --7 --5 --- ---
| 11
| 80000
| --7 --6 --- ---
| 12
| 88000
| --7 --6 --- ---
|
13
| 96000
| --7 --7 --- ---
| 14
| 104000
| --7 --7 --- ---
| 15
| 112000
| --8 --8 --- ---
|
16
| 120000
| --8 --8 --- ---
| 17
| 128000
| --9 --9 --- ---
| 18
| 136000
| --9 --9 --1 ---
|
19
| 144000
| --A --A --1 ---
| 20
| 152000
| --A --A --2 ---
| 21
| 160000
| --B --B --2 ---
|
22
| 168000
| --B --B --3 ---
| 23
| 176000
| --C --C --3 ---
| 24
| 184000
| --C --C --4 ---
|
25
| 192000
| --D --D --4 ---
| 26
| 200000
| --D --D --5 ---
| 27
| 208000
| --D --D --5 --1
|
28
| 216000
| --D --D --6 --1
| 29
| 224000
| --D --D --6 --2
| 30
| 232000
| --D --D --7 --2
|
31
| 240000
| --D --D --7 --3
| 32
| 248000
| --D --D --8 --3
| 33
| 256000
| --D --D --8 --4
|
34
| 264000
| --D --D --9 --4
| 35
| 272000
| --D --D --9 --5
| 36
| 280000
| --D --D --A --5
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 2 2 2 2 2 2 2 2
| +4
| 4 4 4 4 4 4 4 4
| +6
| 6 6 6 6 6 6 6 6
|
+8
| 8 8 8 8 8 8 8 8
| +10
| 10 10 10 10 10 10 10 10
| +12
| 12 12 12 12 12 12 12 12
|
+14
| 14 14 14 14 14 14 14 14
| +16
| 16 16 16 16 16 16 16 16
| +18
| 18 18 18 18 18 18 18 18
|
+20
| 20 20 20 20 20 20 20 20
| +22
| 22 22 22 22 22 22 22 22
| +24
| 24 24 24 24 24 24 24 24
|
+26
| 26 26 26 26 26 26 26 26
| +28
| 28 28 28 28 28 28 28 28
| +30
| 30 30 30 30 30 30 30 30
|
+32
| 32 32 32 32 32 32 32 32
| +34
| 34 34 34 34 34 34 34 34
| +36
| 36 36 36 36 36 36 36 36
|
|
Requisites:
| HNCL 36, Str 36, Dex 18, Con 27
| Alignment:
| any
| HD/level:
| &++d20
| Weapon Prof.:
| level
| To Hit Table:
| 2xMon
| Save Table:
| 4xMon
| Reference:
| DM
| Groups:
| Concordant (x2), Technology
|
|
| [X] Section stats
| ihp
| +0
| iTH
| +15
| P Save
| +3
| M Save
| -1
| War
| +2
| Rog
| +0
| PPsi
| +2
| Wiz
| -2
| Pri
| -2
| MPsi
| -1
|
|
|
|
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
| Big Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 30*level%.
| Bugs get 3rd level, 6th level, 9th, and 12th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
| BL = Bug Level (your true level in Bug)
| BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
| Gets 2X actions per round.
|
|
[PC16] Technology Classes Group
Brass Gnat
Level
| KXP
| BrassGnat [Bug] 123 456 789 [3]
|
1
| 0
| --2 --- --- [-]
| 2
| 6
| --3 --- --- [-]
| 3
| 12
| --4 --- --- [-]
|
4
| 24
| --5 --- --- [-]
| 5
| 48
| --6 --- --- [-]
| 6
| 96
| --7 --- --- [-]
|
7
| 192
| --8 --- --- [-]
| 8
| 384
| --9 --1 --- [-]
| 9
| 768
| --A --2 --- [-]
|
10
| 1200
| --B --3 --- [-]
| 11
| 1800
| --C --4 --- [-]
| 12
| 2400
| --D --5 --- [-]
|
13
| 3000
| --E --6 --- [-]
| 14
| 3600
| --F --7 --- [-]
| 15
| 4200
| --G --8 --- [-]
|
16
| 4800
| --H --8 --1 [-]
| 17
| 5400
| --I --9 --2 [-]
| 18
| 6000
| --J --9 --3 [-]
|
19
| 6600
| --K --A --4 [-]
| 20
| 7200
| --L --A --4 [-]
| 21
| 7800
| --M --B --4 [-]
|
22
| 8400
| --N --B --5 [-]
| 23
| 9000
| --O --C --5 [-]
| 24
| 9600
| --P --C --5 [-]
|
25
| 10200
| --Q --D --6 [-]
| 26
| 10800
| --R --D --6 [-]
| 27
| 11400
| --S --E --6 [1]
|
28
| 12000
| --T --E --7 [1]
| 29
| 12600
| --U --F --7 [2]
| 30
| 13200
| --V --F --7 [2]
|
31
| 13800
| --W --G --8 [3]
| 32
| 14400
| --X --G --8 [3]
| 33
| 15000
| --Y --H --8 [4]
|
34
| 15600
| --Z --H --9 [4]
| 35
| 16200
| --[ --I --9 [5]
| 36
| 16800
| --\ --I --9 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 4 4 4 4 4 4 4 4
| +5
| 5 5 5 5 5 5 5 5
| +6
| 6 6 6 6 6 6 6 6
|
+7
| 7 7 7 7 7 7 7 7
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
+10
| 10 10 10 10 10 10 10 10
| +11
| 11 11 11 11 11 11 11 11
| +12
| 12 12 12 12 12 12 12 12
|
+13
| 13 13 13 13 13 13 13 13
| +14
| 14 14 14 14 14 14 14 14
| +15
| 15 15 15 15 15 15 15 15
|
+16
| 16 16 16 16 16 16 16 16
| +17
| 17 17 17 17 17 17 17 17
| +18
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 17, Dex 17, Con 6
| Alignment:
| any
| HD/level:
| & d12
| Weapon Prof.:
| level/2
| To Hit Table:
| Mon
| Save Table:
| 2xMon
| Reference:
| MTG {Reduced Bug}
| Groups:
| Monster, Concordant (x1), Technology
|
|
|
|
In my universe, Brass Gnats are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
|
| Gets Brass Gnat spells, see Brass Gnat spell table (next page). Gets Bug spells starting at level 27, see [PC7].
| Brass Gnats get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Brass Gnat spells be of the proper SL when other classes use a "Wish" type effect to emulate a Brass Gnat spell.).
| Brass Gnat spells are resisted using TechR (Technological resistance).
|
| Some effects refer to "T" actions. These are "Technological actions". If you somehow have an "E" action, you can convert an E action to a T action.
|
| Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
| 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 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
|
|
[PC16] Technology Classes Group
Brass Gnat Spells
Level
| #
| Spell
|
3
| 1
| 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
|
3
| 2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
|
3
| 3
| 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
|
3
| 4
| Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
|
3
| 5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
|
3
| 6
| Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
|
3
| 7
| Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
|
3
| 8
| 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
|
3
| 9
| 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
|
3
| 10
| 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
|
3
| 11
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
|
3
| 12
| "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
|
3
| 13
| 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
|
3
| 14
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
|
3
| 15
| 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
|
6
| 1
| 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
|
6
| 2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
|
6
| 3
| Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
|
6
| 4
| Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
|
6
| 5
| Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
|
6
| 6
| 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
|
6
| 7
| 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
|
6
| 8
| 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
|
6
| 9
| 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
|
6
| 10
| You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
|
9
| 1
| 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
|
9
| 2
| 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
|
9
| 3
| Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
|
9
| 4
| 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
|
9
| 5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
|
9
| 6
| You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
|
9
| 7
| 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
|
Bug 3 (13)
| 1
| 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
|
Bug 3 (13)
| 2
| +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
|
Bug 3 (13)
| 3
| 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
|
Bug 3 (13)
| 4
| Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
|
Bug 3 (13)
| 5
| 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
|
Bug 3 (13)
| 6
| Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
|
Bug 3 (13)
| 7
| DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
|
Bug 3 (13)
| 8
| 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
|
Bug 3 (13)
| 9
| 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
|
Bug 3 (13)
| 10
| 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
|
Bug 3 (13)
| 11
| 1M, can borrow from future: Counter a Concordant or XR-based effect
|
Bug 3 (13)
| 12
| The "Lady's Smile" effect doesn't work for anyone within sight
|
Bug 3 (13)
| 13
| May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
|
Bug 3 (13)
| 14
| 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
|
Bug 3 (13)
| 15
| Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
|
|
[PC16] Technology Classes Group
Bug
Level
| KXP
| Bug 123 456 789
|
1
| 0
| --1 --- ---
| 2
| 6000
| --2 --- ---
| 3
| 12000
| --3 --- ---
|
4
| 18000
| --4 --- ---
| 5
| 24000
| --5 --- ---
| 6
| 30000
| --6 --- ---
|
7
| 36000
| --7 --- ---
| 8
| 42000
| --7 --1 ---
| 9
| 48000
| --7 --2 ---
|
10
| 54000
| --7 --3 ---
| 11
| 60000
| --7 --4 ---
| 12
| 66000
| --7 --5 ---
|
13
| 72000
| --7 --6 ---
| 14
| 78000
| --7 --7 ---
| 15
| 84000
| --8 --7 ---
|
16
| 90000
| --8 --8 ---
| 17
| 96000
| --9 --8 ---
| 18
| 102000
| --9 --9 ---
|
19
| 108000
| --A --9 ---
| 20
| 114000
| --A --A ---
| 21
| 120000
| --B --A ---
|
22
| 126000
| --B --B ---
| 23
| 132000
| --C --B ---
| 24
| 138000
| --C --C ---
|
25
| 144000
| --D --C ---
| 26
| 150000
| --D --D ---
| 27
| 156000
| --D --D --1
|
28
| 162000
| --D --D --2
| 29
| 168000
| --D --D --3
| 30
| 174000
| --D --D --4
|
31
| 180000
| --D --D --5
| 32
| 186000
| --D --D --6
| 33
| 192000
| --D --D --7
|
34
| 198000
| --D --D --8
| 35
| 204000
| --D --D --9
| 36
| 210000
| --D --D --A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 3 3 3 3 3 3 3 3
| +3
| 4 4 4 4 4 4 4 4
|
+4
| 6 6 6 6 6 6 6 6
| +5
| 7 7 7 7 7 7 7 7
| +6
| 9 9 9 9 9 9 9 9
|
+7
| 10 10 10 10 10 10 10 10
| +8
| 12 12 12 12 12 12 12 12
| +9
| 13 13 13 13 13 13 13 13
|
+10
| 15 15 15 15 15 15 15 15
| +11
| 16 16 16 16 16 16 16 16
| +12
| 18 18 18 18 18 18 18 18
|
+13
| 19 19 19 19 19 19 19 19
| +14
| 21 21 21 21 21 21 21 21
| +15
| 22 22 22 22 22 22 22 22
|
+16
| 24 24 24 24 24 24 24 24
| +17
| 25 25 25 25 25 25 25 25
| +18
| 27 27 27 27 27 27 27 27
|
|
Requisites:
| HNCL 27, Str 18, Dex 18, Con 9
| Alignment:
| any
| HD/level:
| &+d12
| Weapon Prof.:
| level/2
| To Hit Table:
| Mon
| Save Table:
| 3xMon
| Reference:
| DM
| Groups:
| Concordant (x2), Technology
|
|
| [X] Section stats
| ihp
| -1
| iTH
| +10
| P Save
| +2
| M Save
| -1
| War
| +1
| Rog
| +1
| PPsi
| +1
| Wiz
| -1
| Pri
| -1
| MPsi
| +0
|
|
|
|
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
| Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 20*level%.
| Bugs get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
| BL = Bug Level (your true level in Bug)
| BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
| Gets 1X action per round.
|
|
[PC16] Technology Classes Group
Bug Spells
Level
| #
| Spell
|
3
| 1
| 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
| 3
| 2
| +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
| 3
| 3
| 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
|
3
| 4
| Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
| 3
| 5
| 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
| 3
| 6
| Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
|
3
| 7
| DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
| 3
| 8
| 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
| 3
| 9
| 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
|
3
| 10
| 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
| 3
| 11
| 1M, can borrow from future: Counter a Concordant or XR-based effect
| 3
| 12
| The "Lady's Smile" effect doesn't work for anyone within sight
|
3
| 13
| May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
| 3
| 14
| 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
| 3
| 15
| Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
|
6
| 1
| 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
| 6
| 2
| Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
| 6
| 3
| Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
|
6
| 4
| Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
| 6
| 5
| Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
| 6
| 6
| 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
|
6
| 7
| 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
| 6
| 8
| 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
| 6
| 9
| Your concordant effects do not allow XR (including irreducible XR), GR can still be used
|
9
| 1
| 1M: Pixelate 30' radius (no resistance); from 30' to 60' are removed from multiverse (not quite as bad as pixelated!)
| 9
| 2
| Get a random TechF=BL*2 item off the Capital S Shelf (treat as a x[1d8+2] Artifact)
| 9
| 3
| Immune Pixelation, Inverse Pixelation; Completely undetectable to Originators & PreAscended Ones (unless attack)
|
9
| 4
| 1Z, eat a Barney'd god within sight: Get a true (natural) Reset
| 9
| 5
| 1M: Capital R Really Object to an Insisted effect (an Insisted effect is countered, there is no further response to this)
| 9
| 6
| Action Fury: 1/d: All your action types are fully Quick and Opposing (infinite number of "Q" and "Opp" modifiers) for 1r
|
12
| 1
| (73-BL) X actions: Banhammer or Un-Banhammer an effect in the area
| 12
| 2
| Erase yourself from the chalkboard, pixelate your PC/NPC/MPC cod piece, remove your character slot from the campaign: Really Capital I Insist a non-Concordant effect of SL 0-2 (no School/Sphere Robe effects)
| 12
| 3
| 1X: Ultrablack Gate
|
|
[PC16] Technology Classes Group
Captain (SFB)
Level
| KXP
| Captain [LO] 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 5
| 2-- -- [-]
| 3
| 10
| 3-- -- [-]
|
4
| 20
| 31- -- [-]
| 5
| 40
| 32- -- [-]
| 6
| 80
| 42- -- [-]
|
7
| 160
| 421 -- [-]
| 8
| 320
| 431 -- [-]
| 9
| 640
| 432 -- [-]
|
10
| 1280
| 432 1- [-]
| 11
| 2500
| 542 1- [-]
| 12
| 2800
| 543 2- [-]
|
13
| 3100
| 543 21 [-]
| 14
| 3400
| 543 22 [-]
| 15
| 3700
| 543 32 [-]
|
16
| 4000
| 543 33 [-]
| 17
| 4300
| 544 33 [-]
| 18
| 4600
| 544 43 [-]
|
19
| 4900
| 544 44 [-]
| 20
| 5200
| 554 44 [-]
| 21
| 5500
| 555 44 [-]
|
22
| 5800
| 555 54 [-]
| 23
| 6100
| 555 55 [-]
| 24
| 6400
| 655 55 [-]
|
25
| 6700
| 665 55 [-]
| 26
| 7000
| 666 55 [-]
| 27
| 7300
| 666 65 [1]
|
28
| 7600
| 666 66 [1]
| 29
| 7900
| 766 66 [2]
| 30
| 8200
| 776 66 [2]
|
31
| 8500
| 777 66 [3]
| 32
| 8800
| 777 76 [3]
| 33
| 9100
| 777 77 [4]
|
34
| 9400
| 877 77 [4]
| 35
| 9700
| 887 77 [5]
| 36
| 10000
| 888 77 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
|
+3
| 6 4 5 4 3 2 2 1
| +4
| 7 5 6 5 4 3 2 1
| +5
| 8 5 7 6 4 3 3 2
|
+6
| 8 6 7 7 5 4 3 2
| +7
| 9 7 8 8 6 4 4 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +10
| 11 9 10 11 8 6 5 3
| +11
| 12 10 11 12 9 6 5 4
|
+12
| 13 11 12 13 10 7 6 4
| +13
| 14 11 13 14 10 7 6 4
| +14
| 14 12 13 14 11 8 6 5
|
+15
| 14 12 14 14 11 8 7 5
| +16
| 14 13 14 14 12 9 7 5
| +17
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 9, Dex 9, Con 13, Int 16,
| Wis 13, Chr 16
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| SFB {Reduced Legendary Officer}
| Groups:
| Warrior, Concordant (x1), Technology
|
|
|
|
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
| Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
| This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).
|
|
[PC16] Technology Classes Group
Captain (SFB) Spells
Level
| Field
| Spell
|
1
| Command
| Can identify and operate any TechL=LVL or lower technological device.
| 1
| Defense
| Can interpose self in front of any and everyone in your group, you take double damage though
| 1
| Engineering
| Your items that use charges use only half the number of charges (retain fractions)
|
1
| Helm/Nav.
| 0, while moving: Leave a group without generating any parting shots.
| 1
| Medic
| 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
| 1
| Pers.Combat
| Your summons gain XP (possibly levels) in the dungeon.
|
1
| Psionic
| 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
| 1
| Science
| Eidetic Memory, can "download" your thoughts/memories to computers
| 1
| Weapons
| No range penalties; Can shoot bows in your group without penalty
|
2
| Command
| Your summons and familiars can never betray you, regardless of what happens.
| 2
| Defense
| If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
| 2
| Engineering
| You can trade spells between your spell progressions and PSPs between psionic pools.
|
2
| Helm/Nav.
| Can move in reverse as fast as you can move forward.
| 2
| Medic
| 0, 1/r: Cure or Cause 1d6 hp to one target
| 2
| Pers.Combat
| Need not breathe; Fly LVL" (C)
|
2
| Psionic
| 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
| 2
| Science
| Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
| 2
| Weapons
| 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
|
3
| Command
| 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
| 3
| Defense
| 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
| 3
| Engineering
| 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
|
3
| Helm/Nav.
| Roll 1d6+6 for initiative instead of 1d12.
| 3
| Medic
| 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
| 3
| Pers.Combat
| Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
|
3
| Psionic
| You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
| 3
| Science
| You get the opportunity to use an extra action in response to a nasty effect; Resist Time
| 3
| Weapons
| 0: Ignore the phrase "Cannot be targetted" for someone.
|
4
| Command
| Charm spells cannot be used by enemies in the room (x1 Special)
| 4
| Defense
| Immune Telekinesis
| 4
| Engineering
| You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
|
4
| Helm/Nav.
| You have a 50% chance of taking only half damage from gross effects (like fireballs)
| 4
| Medic
| Grant a person one Captain spell slot you have (any SL).
| 4
| Pers.Combat
| 1V, 1/d: Counter an effect that would cause someone to kill themself.
|
4
| Psionic
| You have two hit point totals, your second hp total is 10, need both to drop before dropping
| 4
| Science
| 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
| 4
| Weapons
| Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
|
5
| Command
| Wishoid for two SL 1-4 Concordant (x1) spells.
| 5
| Defense
| Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
| 5
| Engineering
| 1N, 1/reset: Retroactively buy a magic item from the magic shop.
|
5
| Helm/Nav.
| Immune Boulders, Gas, Space-Time Discontinuities
| 5
| Medic
| 0, 1/d: Mass Heal
| 5
| Pers.Combat
| 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
|
5
| Psionic
| Immune to the weird psionic effects of the T'kan Energy Barrier
| 5
| Science
| Considered 1 multiplier higher with one specific effect (by name)
| 5
| Weapons
| You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
|
L.O. 1 (11)
| Command
| Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
| L.O. 1 (11)
| Defense
| 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
| L.O. 1 (11)
| Engineering
| Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
|
L.O. 1 (11)
| Helm/Nav.
| ¼V: Move from one group to another group within LVL feet
| L.O. 1 (11)
| Medic
| 0, 1/r: Cureall
| L.O. 1 (11)
| Pers.Combat
| 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
|
L.O. 1 (11)
| Psionic
| 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
| L.O. 1 (11)
| Science
| You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
| L.O. 1 (11)
| Weapons
| Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
|
|
[PC16] Technology Classes Group
Chemist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 3
| 2½- --- ---
|
4
| 6
| 21- --- ---
| 5
| 10
| 22- --- ---
| 6
| 20
| 33- --- ---
|
7
| 30
| 33½ --- ---
| 8
| 50
| 331 --- ---
| 9
| 100
| 332 --- ---
|
10
| 150
| 332 ½-- ---
| 11
| 200
| 332 1-- ---
| 12
| 400
| 332 2-- ---
|
13
| 600
| 333 3-- ---
| 14
| 800
| 333 3½- ---
| 15
| 1000
| 333 31- ---
|
16
| 1200
| 333 32- ---
| 17
| 1400
| 333 32½ ---
| 18
| 1600
| 333 321 ---
|
19
| 1800
| 333 322 ---
| 20
| 2000
| 333 333 ---
| 21
| 2200
| 333 333 ½--
|
22
| 2400
| 333 333 1--
| 23
| 2600
| 333 333 2--
| 24
| 2800
| 333 333 2½-
|
25
| 3000
| 333 333 21-
| 26
| 3200
| 333 333 22-
| 27
| 3400
| 333 333 33-
|
28
| 3600
| 333 333 33½
| 29
| 3800
| 333 333 331
| 30
| 4000
| 333 333 332
|
31
| 4200
| 333 333 333
| 32
| 4400
| 444 443 333
| 33
| 4600
| 444 444 444
|
34
| 4800
| 555 554 444
| 35
| 5000
| 555 555 555
| 36
| 5200
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 14, Wis 13
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Technology
|
|
|
|
Level 1: Identify Psionic Items (level*10)%
| Level 1: +1 Knowledge proficiency per level.
| Level 1: Decipher Code (47+level*3)%
| Level 2: Identify Object's chemical makeup by sight.
| Level 3: Specialization in Alteration gained.
| Level 3: Periodic Table elements are considered Semi for you.
| Level 4: Create Chemical Mixture of (level) Complexity Level (see next page; also Tinker Gnome).
| Level 5: Periodic Table elements are considered Quasi for you.
| Level 6: Can write scrolls.
| Level 7: Specialization in Conjuration gained.
| Level 8: Identify Technological item, function, and (at a -50% penalty) function (level-7)*10%
| Level 9: Identify non-unique monsters by sight.
| Level 9: Periodic Table elements are considered Para for you.
| Level 17: Periodic Table elements are considered normal for you.
|
| Sample Complexity Levels of Chemicals:
|
Complexity
| Substance
|
1
| Smoke Bombs, Low Glues (good old Elmer's), Simple Poisons (Class A/B)
| 2
| Stink Bombs, Medium Glues (superglue), Alcohol, Matches
| 3
| Poison Gas Bombs, High Glues, Acetone, Poison Antidote, Food Preservatives
|
4
| Simple Medicinal Products (aspirin), Water Purification Products
| 5
| Slippery Physical Liquids (oil), Simple SubAttribute Boosters, Flash Powder
| 6
| Low Acids, Basic Fire Retardants, Greek Fire
|
7
| Medium Acids, Ultimate Fire Retardants, Smoke Powder
| 8
| Gunpowder, Chemical Welding Agents
| 9
| Bombs (simple explosive), Stone Dissolving Agents
|
10
| Highly Sophisticated Poisons (Class F), Metal Burning Agents
| 11
| Potions, Cold Bombs, High Acids, Viruses of the order of the Common Cold
| 12
| Combination Bombs, Lightning Bombs, Stone Gas Bombs
|
13
| Potions of x2 strength, Liquid Electronics (!)
| 14
| Dynamite, Combination Time Bombs, Viruses of the order of AIDS/Ebola
| 15
| Rocket Propulsion (up to ½ the speed of light)
|
16
| Plastic Explosives, Airborne versions of previous liquids
| 17
| Real-burning Gasoline, Tornadium D-19
| 18
| Nuclear Fission, Metal Dissolving Agents
|
|
[PC16] Technology Classes Group
Death Grant
Level
| KXP
| Priest/Psi60 123 456 789 ABC
| TH
|
1
| 0
| 1-g --- ---
| +1
| 2
| 2.875
| 11- f-- ---
| +2
| 3
| 5.75
| 21- e-- ---
| +3
|
4
| 11.5
| 211 -e- ---
| +4
| 5
| 23
| 321 -d- ---
| +5
| 6
| 46
| 321 1-d ---
| +6
|
7
| 92
| 432 1-c ---
| +7
| 8
| 184
| 432 11- c--
| +8
| 9
| 368
| 543 21- b--
| +9
|
10
| 736
| 543 211 a--
| +10
| 11
| 1104
| 654 321 0--
| +11
| 12
| 1472
| 654 321 1--
| +12
|
13
| 1840
| 654 322 1--
| +13
| 14
| 2208
| 654 322 2--
| +14
| 15
| 2576
| 654 332 2c-
| +15
|
16
| 2944
| 654 333 2b-
| +16
| 17
| 3312
| 654 333 3a-
| +17
| 18
| 3680
| 654 433 30-
| +18
|
19
| 4048
| 654 433 31-
| +19
| 20
| 4416
| 654 443 31-
| +20
| 21
| 4784
| 654 444 31c
| +21
|
22
| 5152
| 654 444 32b
| +22
| 23
| 5520
| 654 444 42a
| +23
| 24
| 5888
| 655 444 420
| +24
|
25
| 6256
| 655 544 421
| +25
| 26
| 6624
| 655 554 421
| +26
| 27
| 6992
| 655 555 421
| +27
|
28
| 7360
| 655 555 431
| +28
| 29
| 7728
| 655 555 532
| +29
| 30
| 8096
| 665 555 532
| +30
|
31
| 8464
| 666 555 532
| +31
| 32
| 8832
| 666 655 532
| +32
| 33
| 9200
| 666 665 532
| +33
|
34
| 9568
| 666 666 532
| +34
| 35
| 9936
| 666 666 542
| +35
| 36
| 10304
| 666 666 642 1
| +36
|
37
| 20608
| 666 666 642 2
| +37
| 38
| 30912
| 666 666 643 2
| +38
| 39
| 41216
| 666 666 643 3
| +39
|
45
| 103040
| 666 666 665 5
| +45
| 54
| 195776
| 777 777 666 61
| +54
| 63
| 288512
| 777 777 777 76
| +63
|
72
| 381248
| 888 888 877 771
| +72
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+LVL
| +LVL
| +LVL
| +LVL
| +LVL
| +LVL
| +LVL
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Wis 20, Chr 14,
|
| Race Slots 1, Class Slots 2
| Alignment:
| LE, NE, NG, or CN
| HD/level:
| 2d1 {Wis} (see note)
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Mon
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Technology, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level-1
| Reflex:
| level-1
| Will:
| level+1
|
|
|
Considered a "Vampire" race.
| Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
| Exceptional Wis bonus.
| May specialize in weapons using the "Non-Warrior" line. Can purchase Musketeer/Cannoneer items at ÷LVL cost.
| Grand in Priest Necromancy and Healing spells.
| Knows Proto-Lich spells as if they were a normal Priest sphere.
| May use Psi60 powers as if they were spells with the following SL's: 1=Minor, 3=Major, 5=Grand, 7=Super, 9=Ultra.
| May have 3+LVL "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.
|
| New spells:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
[PC16] Technology Classes Group
Death Grant (Musketeer/Cannoneer Weapons)
Weapon
| Cost [gp]
| Size
| #Att
| Base dmg
| Critical
| Notes
|
Grenade, concussion
| 280 (each)
| S
| 1/1
| 4d6 [group]
| none
| Group is also stunned for 1d4 s (PPD save)
| Grenade, EMP
| 400 (each)
| S
| 1/1
| dispel [group]
| none
| Dispels Technology/Psi8/Psi16 in a group
| Grenade, fragmentation
| 44 (each)
| S
| 1/1
| 3e6 [group]
| none
|
|
Grenade, gravitic
| 180 (each)
| S
| 1/1
| 60' fall [group]
| none
| Group takes 60' of falling (TK/gravity) dmg
| Grenade, psionic
| 100 (each)
| S
| 1/1
| psi blast [group]
| none
| Psi1 Psionic Blast (Psi Blast save as usual)
| Grenade, shrapnel
| 120 (each)
| S
| 1/1
| 5e6 [group]
| none
| Damage is of type shards
|
Grenade, singularity
| 1300 (each)
| S
| 1/1
| 15d6 [group]
| 20/x10
| Creates a miniature black hole for 1s
| Grenade, smoke
| 10 (each)
| S
| 1/1
| smoke [group]
| none
| Makes smoke (group cannot see and is under cover)
| Grenade, sonic pulse
| 54 (each)
| S
| 1/1
| 3d6 [group]
| none
| Group is also deaf (Fort save)
|
Grenade, tangler
| 30 (each)
| S
| 1/1
| web [group]
| none
| As per a Web spell
| Grenade, tear gas
| 20 (each)
| S
| 1/1
| tear gas [group]
| none
| PPD save or nauseated (-10 all actions) for 1d20 s
| Grenade, thermite
| 29 (each)
| S
| 1/1
| 2d6 [group]
| none
| x5 dmg vs. items/structures
|
Grenade, white phosphorus
| 39 (each)
| S
| 1/1
| 2d6 [group]
| none
| Group takes 1e6 dmg /s for 1d10 s
| Grenade launcher, medium
| 2000
| M
| 1/1
| (grenade)
| (grenade)
| Longer range with grenades.
| Grenade launcher, large
| 6000
| L
| 2/1
| (grenade)
| (grenade)
| Longer range and faster fire rate with grenades.
|
Explosive, C-4 (plastic)
| 78 (each)
| S
| 1/1
| 4e6 [group]
| none
|
| Explosive, det cord
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
| Does a "line" instead of an explosion.
| Explosive, dynamite
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
|
|
Handgun, small, semi auto (Walther PPK .32)
| 1200
| S
| 2/1
| 2e4
| 20/x4
|
| Handgun, medium, semi auto (Beretta 9mm)
| 2200
| S
| 2/1
| 2e6
| 20/x4
|
| Handgun, large, semi auto (Desert Eagle .50)
| 3400
| M
| 2/1
| 2e8
| 20/x4
|
|
Handgun, small, full auto
| 1600
| S
| 3/1
| 2e3
| 20/x3
|
| Handgun, medium, full auto (Skorpion .32)
| 2400
| M
| 3/1
| 2e4
| 20/x3
|
| Handgun, large, full auto (MAC Ingrim .45)
| 4500
| M
| 3/1
| 2e6
| 20/x3
|
|
Rifle, medium, semi auto
| 3500
| L
| 2/1
| 2e8
| 20/x5
|
| Rifle, large, semi auto
| 5100
| L
| 2/1
| 2e10
| 20/x5
|
| Rifle, medium, full auto (AK-47 7.62mm)
| 4600
| L
| 3/1
| 2e6
| 20/x4
|
|
Rifle, large, full auto (M-60 machine gun)
| 7500
| L
| 3/1
| 2e8
| 20/x4
|
| Rifle, shotgun (12-gague)
| 2100
| L
| 1/1
| 1e20
| 16-20/x3
| Has a 1e4 "splash" damage in target's group.
| Rifle, sniper (Barrett Light .50)
| 12600
| L (H)
| 1/1
| 4e6
| 18-20/x6
| On tripod (size H) has a built-in ++1 to hit.
|
Flamethrower
| 1900
| L
| 1/1
| 3d6 [group]
| none
| Hits a group. Targets can save for half damage.
| Laser pistol
| 67000
| S
| 4/1
| 2m8
| 17-20/x5
| Range is 2700' (1/2 of a mile)
| Laser rifle
| 295000
| M
| 4/1
| 3m6
| 17-20/x6
| Range is 4000' (3/4 of a mile)
|
Mine, shrapnel
| 180 (each)
| M
| 1V act
| 6e6 [group]
| none
| Treat as a x1 Technological Trap (-200%)
| Rocket Launcher (M72A3 LAW)
| 490 (each)
| L
| 1/1
| 10d6 [group]
| none
| Cost is per shot. Hits a group.
| Taser
| 570
| S
| 1/1
| 1d4+stun
| none
| PPD save for stunned for 1d20 s
|
Cannon, large (new)
| 4000
| L
| 1/2
| 2e20 [1] + 1e20 [group]
| 19-20/x2
| So 1 target takes 3e20, the rest in group take 1e20.
| Cannon, huge (new)
| 10000
| H
| 1/2
| 3e20 [1] + 2e20 [group]
| 18-20/x3
| So 1 target takes 5e20, the rest in group take 2e20.
| Cannon, giant (new)
| 25000
| G
| 1/2
| 4e20 [1] + 3e20 [group]
| 17-20/x4
| So 1 target takes 7e20, the rest in group take 3e20.
|
Weapon, Psi8
| TechL*400
| (varies)
| (varies)
| (varies)
| (varies)
| See [Q8]. TechL is limited to your LVL*2.
|
|
[PC16] Technology Classes Group
Death Grant (Proto-Lich Spells)
Level
| #
| Spell
|
1
| 1
| 1M, 1/r: Any 0th level Wizard spell
| 1
| 2
| 1M, 1/r: Any 0th level Priest spell
| 1
| 3
| 1M, 1/r: Any 0th level psionic effect
|
1
| 4
| 1M: Turn Undead at CL=LVL
| 1
| 5
| 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
| 1
| 6
| +10*LVL% WR
|
1
| 7
| Mask Undead status; Turn as if double HD
| 1
| 8
| Detect Magic Items; 1M: Identify Magic Item
| 1
| 9
| 1M, 1/d: Gain +1 XP
|
1
| 10
| 1P: Create x1 Trap 15*LVL%
| 1
| 11
| Material componenting costs ½V action
| 1
| 12
| +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
|
1
| 13
| Cold LVL dmg by touch
| 1
| 14
| +1 Research Point (or drawn sheet) per reset (see [P12])
| 1
| 15
| 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
|
2
| 1
| 1M, 1/r: Any 0th-1st level Wizard spell
| 2
| 2
| 1M, 1/r: Any 0th-1st level Priest spell
| 2
| 3
| 1M, 1/r: Any 0th-1st level psionic effect
|
2
| 4
| Immune Turning
| 2
| 5
| 1M: Control Undead (as per Turn Undead)
| 2
| 6
| +10*LVL% RaRR
|
2
| 7
| Detect Concordant Beings; 1M: Legend Lore Concordant Being
| 2
| 8
| 1M: Create x1 Trick 15*LVL%
| 2
| 9
| Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
|
2
| 10
| +LVL/3 M actions
| 2
| 11
| 1M, Touch: Energy Drain 2 levels
| 2
| 12
| Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
|
3
| 1
| 1M, 1/r: Any 0th-2nd level Wizard spell
| 3
| 2
| 1M, 1/r: Any 0th-2nd level Priest spell
| 3
| 3
| 1M, LVL/d: Grant Undead Status
|
3
| 4
| +10*LVL MR
| 3
| 5
| 1F: Create x1 Special 5*LVL%
| 3
| 6
| 0, Gaze: Life Trapping (as per Mirror) (save)
|
3
| 7
| Immune to Twilight
| 3
| 8
| 1M, touch: Imprisonment (save)
| 3
| 9
| 1M: LVLd10 Colorless Fire dmg to one target (no save)
|
3
| 10
| Troll-like Regen LVL hp /s
| 3
| 11
| Double the memorization of 1 SL (Wizard or Priest)
| 3
| 12
| Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
|
4
| 1
| 1M, 1/r: Any 0th-3rd level Wizard spell
| 4
| 2
| 1M, 1/r: Any 0th-3rd level Priest spell
| 4
| 3
| 1M, 1/r: Any psionic minor
|
4
| 4
| +10*LVL PaPR
| 4
| 5
| 1M: Dispel Innate or Racial ability effect
| 4
| 6
| 1M, 1/d: Reset
|
4
| 7
| 1M, 1/d: Contact Alternate Reality
| 4
| 8
| 1M, 1/d: Create Any DL 4 Monster
| 4
| 9
| 1M, touch: Steal all spells (save)
|
4
| 10
| 1M, touch: Lose LVLd4 stat pts
| 4
| 11
| 1bF: Fork
| 4
| 12
| Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
|
5
| 1
| 1M, 1/r: Any 0th-4th level Wizard spell
| 5
| 2
| 1M, 1/r: Any 0th-4th level Priest spell
| 5
| 3
| +10*LVL aMR
|
5
| 4
| 1M: Project Image
| 5
| 5
| 1M: Teleport
| 5
| 6
| 1M: Contact Other Plane
|
5
| 7
| Conduct M actions through psi link (range sight)
| 5
| 8
| 1M, touch: Drain all psionic pools (save)
| 5
| 9
| 1M, touch: Slay Living (save)
|
5
| 10
| 1F: Get 2M you can use this segment
| 5
| 11
| +LVL/5 QM actions
| 5
| 12
| Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
|
6
| 1
| 1M, 1/r: Any 0th-5th level Wizard spell
| 6
| 2
| 1M, 1/r: Any 0th-5th level Priest spell
| 6
| 3
| 1M, 1/r: Any psionic major
|
6
| 4
| 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
| 6
| 5
| 1M: Teleport without Error
| 6
| 6
| +10*LVL IR
|
6
| 7
| 1M, touch: Steal a random powers for 1 round (no save)
| 6
| 8
| 1M, touch: Erase Truename (must know their Truename first)
| 6
| 9
| Troll-like regen LVL hp (including vile) /s
|
6
| 10
| Conduct effects through psi link (within sight)
| 6
| 11
| +LVL/10 number of segments per round
| 6
| 12
| Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
|
7
| 1
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 2
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 3
| +10*LVL EaER
|
7
| 4
| 1M, touch: Annihilation (save)
| 7
| 5
| 1M, touch: Incursion (save)
| 7
| 6
| Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
|
|
[PC16] Technology Classes Group
Basic Psi60 Information
P60Ps = Str + Int + Wis - 36 +level*6.
| Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
| 1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
|
|
|
Psi60 Minor Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Armor
| Manip
| 3
| Phys
| L3
| 3
| Melee:+LVL AC, -LVL/2 dmg per hit
| Combat Sense (personal)
| Detect
| 2
| Phys
| L2
| 2
| +LVL move rate, +LVL TH
| Cure Light Wounds
| Health
| Con
| Phys
| L1
| 1
| Cure 1d8+LVL hp
|
Detect Psionics
| Detect
| R-1
| Ment
| L2
| 2
| Gives freq. & field of psi
| Enhanced Touching
| Detect
| 4
| Ment
| L1
| 1
| +LVL foot reach
| Ethereal Perception
| Detect
| 0
| Ment
| L0
| 0
| Ethereal Perception
|
Inaudibility
| Illus
| Int
| Ment
| L2
| 2
| Move Silently 25*LVL%
| N-ray Gem
| Detect
| 3
| Phys
| L2
| 2
| Gem of N-ray vision (LVL')
| Person Mask
| Illus
| Cml
| Ment
| L2
| 2
| Alters appearance, Chr resists
|
Slide Item
| Manip
| W
| Phys
| L2
| 2
| Caster controls left+right
| Stun Touch
| Combat
| Wis
| Ment
| L1
| 1
| LVL*5 dmg + stun (save)
| Treat Mental Drain
| Health
| 7
| Ment
| L34
| 34
| regain 10*succ% Psi (all freq)
|
|
[PC16] Technology Classes Group
Psi60 Major Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Anti-Missile Barrier
| Manip
| 4
| Phys
| M2
| 4
| Ranged: +LVL/2 AC, -LVL dmg per hit/succ
| Avoid Trap
| Manip
| 4
| Phys
| M1
| 2
| You avoid a trap (doesn't include others)
| Blink
| Manip
| R-2
| Phys
| M4
| 8
| Blink (controlled)
|
Clairnasience
| Detect
| R+1
| Ment
| M1
| 2
| Clairnasience,can move
| Combat Sense
| Detect
| 3
| Phys
| M2
| 4
| +LVL move rate, +LVL TH to group
| Control Undead
| Manip
| Str
| Ment
| M4
| 8
| Caster controls ½P action/succ
|
Cure Moderate Wounds
| Health
| Con
| Phys
| M1
| 2
| Cure 3d8+3*LVL hp
| Detect Life
| Detect
| R+2
| Ment
| M1
| 2
| Chr resists,mult.targets
| Ethereal Projection
| Health
| 0
| Ment
| M0
| 0
| Ethereal Projection
|
Ethereal Psi Fingers
| Manip
| 4
| Phys
| M2
| 4
| 1 Str,1 Dex/succ
| Ethereal Touch
| Combat
| Int
| Phys
| M2
| 4
| LVL random stat damage
| Gaseous/Reverse Gaseous
| Manip
| Str
| Phys
| M6
| 12
| Gaseous Form (or Hold Vapor)
|
Grayout
| Illus
| Int
| Ment
| M2
| 4
| Blast:Cause Deafness(as spell)
| Light/Darkness
| Manip
| 3
| Phys
| M1
| 2
| Modifies light in area
| Passwall
| Manip
| 3
| Ment
| M1
| 2
| Passwall
|
Toxin
| Health
| Con
| Phys
| M3
| 6
| Poison (as spell)
|
|
Psi60 Grand Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
AEther Bolt
| Manip
| 4
| Phys
| S4
| 12
| LVL*10 dmg AEther, ignores PsiR
| Cure Insanity
| Health
| Con
| Phys
| S3
| 9
| Cure Insanity
| Cure Serious Wounds
| Health
| Con
| Phys
| S1
| 3
| Cure 6d8+6*LVL hp
|
Deathly Glow
| Health
| Cml
| Phys
| S2
| 6
| LVL Cml damage, other people think target is Undead
| Detect [cr. type] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Int resists,mult.targets
| Detect Life (ext.)
| Detect
| R
| Ment
| S2
| 6
| Chr resists,mult.targets
|
Detect Positive Energy
| Detect
| Chr
| Ment
| S1
| 3
| Detect Positive Energy
| Dimension Walk
| Manip
| 6
| Phys
| S3
| 9
| Ps1N "Dimension Walk"
| Insanity
| Illus
| Int
| Phys
| S1
| 3
| Cause Insanity (save)
|
Luck
| Detect
| 4
| Ment
| S2
| 6
| Gains +1(+5%)*LVL on 1 action
| Movement
| Manip
| Dex
| Phys
| S3
| 9
| Gives +1V action
| Nether Bolt
| Manip
| 3
| Phys
| S3
| 9
| LVL*10 dmg Nether, vile damage
|
Nightvision
| Detect
| 4
| Ment
| S1
| 3
| Can see in magical/psi darkness
| Poltergeist
| Manip
| 4
| Phys
| S2
| 6
| Objects fly around, LVL dmg /s
| Turn to Smoke
| Manip
| Con
| Phys
| S6
| 18
| Polymorphs target to smoke (save)
|
Wraithform
| Manip
| Chr
| Phys
| S1
| 3
| Wraithform
|
|
[PC16] Technology Classes Group
Psi60 Super Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Ethereal Seeing
| Detect
| 9
| Ment
| D1
| 4
| Clairvoyance to Ethereal Plane
| Ethereal Static/Fog
| Manip
| 6
| Ment
| D3
| 12
| -LVL to all actions in area
| Barrier
| Manip
| 5
| Phys
| D2
| 8
| Wall that blocks psionics (1 way)
|
Decrease Comeliness
| Health
| Cml
| Ment
| D1
| 4
| -LVL Cml to target
| Decrease Luck
| Health
| Luck
| Phys
| D3
| 12
| -LVL Luck to target, each beyond Luck=0 is -1 all actions
| Decrease HNCL
| Health
| HNCL
| Phys
| D5
| 20
| -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
|
Detect Friends (ext.)
| Detect
| R-1
| Ment
| D2
| 8
| Locates closest friendly person (not in party)
| Cureall
| Health
| Con
| Phys
| D2
| 8
| Cureall
| Increase Comeliness
| Health
| Cml
| Ment
| D1
| 4
| +LVL Cml to target
|
Increase Luck
| Health
| Luck
| Phys
| D3
| 12
| +LVL Luck to target
| Increase HNCL
| Health
| HNCL
| Phys
| D5
| 20
| +LVL HNCL and +LVL/2 CL to target
| Phantasmagoria
| Illus
| 5
| Ment
| D5
| 20
| as spell
|
Probability Travel
| Manip
| 6+#
| Phys
| D4
| 16
| Ps1N "Probability Travel"
| Telekinesis
| Manip
| 4+#
| Phys
| D3
| 12
| TK LVL*10' falling damage area
| Treat Deadly Wounds
| Health
| Con
| Phys
| D1
| 4
| Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)
|
|
Psi60 Ultra Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Creation Bolt
| Combat
| 20
| Phys
| X10
| 50
| (Str+Int) resists, Creation
| SpellGate
| Manip
| N*3
| Phys
| X2
| 10
| SpellGate (can cast spells through it, but it's 2-way)
| Super Unluck
| Detect
| 5
| Ment
| X3
| 15
| Choose result on next die roll on enemy
|
|
[PC16] Technology Classes Group
Dejuvenator
Level
| KXP
| Dejuv Bre End 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 4.5
| 2-- - [-] [-]
| 3
| 9
| 3-- - [-] [-]
|
4
| 18
| 4-- - [-] [-]
| 5
| 36
| 41- - [-] [-]
| 6
| 72
| 42- - [-] [-]
|
7
| 144
| 43- - [-] [-]
| 8
| 288
| 44- - [-] [-]
| 9
| 500
| 441 - [-] [-]
|
10
| 900
| 442 - [-] [-]
| 11
| 1350
| 443 - [-] [-]
| 12
| 1800
| 444 - [-] [-]
|
13
| 2250
| 444 1 [-] [-]
| 14
| 2700
| 444 2 [-] [-]
| 15
| 3150
| 444 3 [-] [-]
|
16
| 3600
| 444 4 [-] [-]
| 17
| 4050
| 544 4 [-] [-]
| 18
| 4500
| 554 4 [-] [-]
|
19
| 4950
| 555 4 [-] [-]
| 20
| 5400
| 555 5 [-] [-]
| 21
| 5850
| 655 5 [-] [-]
|
22
| 6300
| 665 5 [-] [-]
| 23
| 6750
| 666 5 [-] [-]
| 24
| 7200
| 666 5 [1] [-]
|
25
| 7650
| 666 6 [1] [-]
| 26
| 8100
| 666 6 [2] [-]
| 27
| 8550
| 766 6 [2] [-]
|
28
| 9000
| 766 6 [3] [-]
| 29
| 9450
| 776 6 [3] [-]
| 30
| 9900
| 776 6 [3] [1]
|
31
| 10350
| 776 6 [4] [1]
| 32
| 10800
| 777 6 [4] [1]
| 33
| 11250
| 777 6 [4] [2]
|
34
| 11700
| 777 6 [5] [2]
| 35
| 12150
| 777 7 [5] [2]
| 36
| 12600
| 777 7 [5] [3]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 11 11 11 11 11 11 11 11
| +1
| 12 12 12 12 12 12 12 12
| +2
| 13 13 13 13 13 13 13 13
|
+3
| 14 14 14 14 14 14 14 14
| +4
| 15 15 15 15 15 15 15 15
| +5
| 16 16 16 16 16 16 16 16
|
+6
| 17 17 17 17 17 17 17 17
| +7
| 18 18 18 18 18 18 18 18
| +8
| 19 19 19 19 19 19 19 19
|
+9
| 20 20 20 20 20 20 20 20
| +10
| 21 21 21 21 21 21 21 21
| +11
| 22 22 22 22 22 22 22 22
|
+12
| 23 23 23 23 23 23 23 23
| +13
| 24 24 24 24 24 24 24 24
| +14
| 25 25 25 25 25 25 25 25
|
+15
| 26 26 26 26 26 26 26 26
| +16
| 27 27 27 27 27 27 27 27
| +17
| 28 28 28 28 28 28 28 28
|
|
Requisites:
| Chr 28, Str 23, Class Slots 3
| Alignment:
| any
| HD/level:
| d30
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| level+10
| Reference:
| DM { Reduced Breaker / Ender }
| Groups:
| Concordant (x1), Technology, Mirror
|
|
|
|
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
| This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
| This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
| Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
| Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.
|
|
[PC16] Technology Classes Group
Dejuvenator Spells
Level
| #
| Spell
|
3
| 1
| 1V: Harm (1 target, PPD save)
| 3
| 2
| 1V: Charm or Domination (1 target, Will save)
| 3
| 3
| 1P: Paralysis, Stun, or Hold (1 target, PPD save)
|
3
| 4
| 1M: Stop, Slow, or Web (1 target, no save)
| 3
| 5
| 1M: Target's next Clone will not trigger upon his death (no save)
| 3
| 6
| 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
|
5
| 1
| 1P: Place a (non-major) [C] section effect (1 target, RSW save)
| 5
| 2
| 1M: Harm (1 target, no save)
| 5
| 3
| Lockdown D Actions in the room continuous (does not affect "dead" Actions).
|
5
| 4
| Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
| 5
| 5
| 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
| 5
| 6
| 1M: Super Slow: Target loses next LVL A Actions (no save)
|
7
| 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
| 2
| 1F: Turn Undead with CL=LVL*2.
| 7
| 3
| 1P: Causeall (1 target, no save)
|
7
| 4
| 1M: Destruction (1 target, no save)
| 7
| 5
| Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
| 7
| 6
| 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
|
9
| 1
| 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
| 9
| 2
| 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
| 9
| 3
| 1M: True Destruction (1 target, no save)
|
9
| 4
| 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
| 9
| 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
| 6
| 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
|
Breaker 1 (11)
| 1
| 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
| Breaker 1 (11)
| 2
| 1V: Target takes (CCL+1)/3 idmg
| Breaker 1 (11)
| 3
| 1V: Target loses (CCL+1)/3 iAC
|
Breaker 1 (11)
| 4
| 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
| Breaker 1 (11)
| 5
| You may destroy Indestructible items as if they weren't Indestructible.
| Breaker 1 (11)
| 6
| You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
|
Ender 1 (11)
| 1
| 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
| Ender 1 (11)
| 2
| 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
| Ender 1 (11)
| 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.
|
Ender 1 (11)
| 4
| 1X: Capital B Break (1 target, XR to resist)
| Ender 1 (11)
| 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).
| Ender 1 (11)
| 6
| 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)
|
|
[PC16] Technology Classes Group
Demolitionist
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 3
| (none)
| 3
| 6
| (none)
|
4
| 12
| (none)
| 5
| 24
| (none)
| 6
| 48
| (none)
|
7
| 96
| (none)
| 8
| 187.5
| (none)
| 9
| 375
| (none)
|
10
| 750
| (none)
| 11
| 1125
| (none)
| 12
| 1500
| (none)
|
13
| 1875
| (none)
| 14
| 2250
| (none)
| 15
| 2625
| (none)
|
16
| 3000
| (none)
| 17
| 3375
| (none)
| 18
| 3750
| (none)
|
19
| 4125
| (none)
| 20
| 4500
| (none)
| 21
| 4875
| (none)
|
22
| 5250
| (none)
| 23
| 5625
| (none)
| 24
| 6000
| (none)
|
25
| 6375
| (none)
| 26
| 6750
| (none)
| 27
| 7125
| (none)
|
28
| 7500
| (none)
| 29
| 7875
| (none)
| 30
| 8250
| (none)
|
31
| 8625
| (none)
| 32
| 9000
| (none)
| 33
| 9375
| (none)
|
34
| 9750
| (none)
| 35
| 10125
| (none)
| 36
| 10500
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
|
+3
| 6 4 5 4 3 2 2 1
| +4
| 7 5 6 5 4 3 2 1
| +5
| 8 5 7 6 4 3 3 2
|
+6
| 8 6 7 7 5 4 3 2
| +7
| 9 7 8 8 6 4 4 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +10
| 11 9 10 11 8 6 5 3
| +11
| 12 10 11 12 9 6 5 4
|
+12
| 13 11 12 13 10 7 6 4
| +13
| 14 11 13 14 10 7 6 4
| +14
| 14 12 13 14 11 8 6 5
|
+15
| 14 12 14 14 11 8 7 5
| +16
| 14 13 14 14 12 9 7 5
| +17
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 10, Dex 12
| Alignment:
| any
| HD/level:
| 2d5
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| DM
| Groups:
| Warrior, Technology
|
|
|
|
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
| Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
| There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
| For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
| Level 1: Identify and operate technological devices up to TechL=LVL.
| Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
| Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.
|
|
[PC16] Technology Classes Group
Demolitionist Weapons
Weapon
| Cost [gp]
| Size
| #Att
| Base dmg
| Critical
| Notes
|
Grenade, concussion
| 280 (each)
| S
| 1/1
| 4d6 [group]
| none
| Group is also stunned for 1d4 s (PPD save)
| Grenade, EMP
| 400 (each)
| S
| 1/1
| dispel [group]
| none
| Dispels Technology/Psi8/Psi16 in a group
| Grenade, fragmentation
| 44 (each)
| S
| 1/1
| 3e6 [group]
| none
|
|
Grenade, gravitic
| 180 (each)
| S
| 1/1
| 60' fall [group]
| none
| Group takes 60' of falling (TK/gravity) dmg
| Grenade, psionic
| 100 (each)
| S
| 1/1
| psi blast [group]
| none
| Psi1 Psionic Blast (Psi Blast save as usual)
| Grenade, shrapnel
| 120 (each)
| S
| 1/1
| 5e6 [group]
| none
| Damage is of type shards
|
Grenade, singularity
| 1300 (each)
| S
| 1/1
| 15d6 [group]
| 20/x10
| Creates a miniature black hole for 1s
| Grenade, smoke
| 10 (each)
| S
| 1/1
| smoke [group]
| none
| Makes smoke (group cannot see and is under cover)
| Grenade, sonic pulse
| 54 (each)
| S
| 1/1
| 3d6 [group]
| none
| Group is also deaf (Fort save)
|
Grenade, tangler
| 30 (each)
| S
| 1/1
| web [group]
| none
| As per a Web spell
| Grenade, tear gas
| 20 (each)
| S
| 1/1
| tear gas [group]
| none
| PPD save or nauseated (-10 all actions) for 1d20 s
| Grenade, thermite
| 29 (each)
| S
| 1/1
| 2d6 [group]
| none
| x5 dmg vs. items/structures
|
Grenade, white phosphorus
| 39 (each)
| S
| 1/1
| 2d6 [group]
| none
| Group takes 1e6 dmg /s for 1d10 s
| Grenade launcher, medium
| 2000
| M
| 1/1
| (grenade)
| (grenade)
| Longer range with grenades.
| Grenade launcher, large
| 6000
| L
| 2/1
| (grenade)
| (grenade)
| Longer range and faster fire rate with grenades.
|
Explosive, C-4 (plastic)
| 78 (each)
| S
| 1/1
| 4e6 [group]
| none
|
| Explosive, det cord
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
| Does a "line" instead of an explosion.
| Explosive, dynamite
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
|
|
Handgun, small, semi auto (Walther PPK .32)
| 1200
| S
| 2/1
| 2e4
| 20/x4
|
| Handgun, medium, semi auto (Beretta 9mm)
| 2200
| S
| 2/1
| 2e6
| 20/x4
|
| Handgun, large, semi auto (Desert Eagle .50)
| 3400
| M
| 2/1
| 2e8
| 20/x4
|
|
Handgun, small, full auto
| 1600
| S
| 3/1
| 2e3
| 20/x3
|
| Handgun, medium, full auto (Skorpion .32)
| 2400
| M
| 3/1
| 2e4
| 20/x3
|
| Handgun, large, full auto (MAC Ingrim .45)
| 4500
| M
| 3/1
| 2e6
| 20/x3
|
|
Rifle, medium, semi auto
| 3500
| L
| 2/1
| 2e8
| 20/x5
|
| Rifle, large, semi auto
| 5100
| L
| 2/1
| 2e10
| 20/x5
|
| Rifle, medium, full auto (AK-47 7.62mm)
| 4600
| L
| 3/1
| 2e6
| 20/x4
|
|
Rifle, large, full auto (M-60 machine gun)
| 7500
| L
| 3/1
| 2e8
| 20/x4
|
| Rifle, shotgun (12-gague)
| 2100
| L
| 1/1
| 1e20
| 16-20/x3
| Has a 1e4 "splash" damage in target's group.
| Rifle, sniper (Barrett Light .50)
| 12600
| L (H)
| 1/1
| 4e6
| 18-20/x6
| On tripod (size H) has a built-in ++1 to hit.
|
Flamethrower
| 1900
| L
| 1/1
| 3d6 [group]
| none
| Hits a group. Targets can save for half damage.
| Laser pistol
| 67000
| S
| 4/1
| 2m8
| 17-20/x5
| Range is 2700' (1/2 of a mile)
| Laser rifle
| 295000
| M
| 4/1
| 3m6
| 17-20/x6
| Range is 4000' (3/4 of a mile)
|
Mine, shrapnel
| 180 (each)
| M
| 1V act
| 6e6 [group]
| none
| Treat as a x1 Technological Trap (-200%)
| Rocket Launcher (M72A3 LAW)
| 490 (each)
| L
| 1/1
| 10d6 [group]
| none
| Cost is per shot. Hits a group.
| Taser
| 570
| S
| 1/1
| 1d4+stun
| none
| PPD save for stunned for 1d20 s
|
Weapon, Psi8
| TechL*400
| (varies)
| (varies)
| (varies)
| (varies)
| See [Q8]. TechL is limited to your LVL*2.
|
|
[PC16] Technology Classes Group
Exhilarator
Level
| KXP
| Exhil Sim Esc 357 9 [1] [1]
| TH
|
1
| 0
| 1-- - [-] [-]
| +0
| 2
| 4.5
| 2-- - [-] [-]
| +1
| 3
| 9
| 3-- - [-] [-]
| +1
|
4
| 18
| 4-- - [-] [-]
| +2
| 5
| 36
| 41- - [-] [-]
| +3
| 6
| 72
| 42- - [-] [-]
| +3
|
7
| 144
| 43- - [-] [-]
| +4
| 8
| 288
| 44- - [-] [-]
| +5
| 9
| 500
| 441 - [-] [-]
| +5
|
10
| 900
| 442 - [-] [-]
| +6
| 11
| 1350
| 443 - [-] [-]
| +7
| 12
| 1800
| 444 - [-] [-]
| +7
|
13
| 2250
| 444 1 [-] [-]
| +8
| 14
| 2700
| 444 2 [-] [-]
| +9
| 15
| 3150
| 444 3 [-] [-]
| +9
|
16
| 3600
| 444 4 [-] [-]
| +10
| 17
| 4050
| 544 4 [-] [-]
| +11
| 18
| 4500
| 554 4 [-] [-]
| +11
|
19
| 4950
| 555 4 [-] [-]
| +12
| 20
| 5400
| 555 5 [-] [-]
| +13
| 21
| 5850
| 655 5 [-] [-]
| +13
|
22
| 6300
| 665 5 [-] [-]
| +14
| 23
| 6750
| 666 5 [-] [-]
| +15
| 24
| 7200
| 666 5 [1] [-]
| +15
|
25
| 7650
| 666 6 [1] [-]
| +16
| 26
| 8100
| 666 6 [2] [-]
| +17
| 27
| 8550
| 766 6 [2] [-]
| +17
|
28
| 9000
| 766 6 [3] [-]
| +18
| 29
| 9450
| 776 6 [3] [-]
| +19
| 30
| 9900
| 776 6 [3] [1]
| +19
|
31
| 10350
| 776 6 [4] [1]
| +20
| 32
| 10800
| 777 6 [4] [1]
| +21
| 33
| 11250
| 777 6 [4] [2]
| +21
|
34
| 11700
| 777 6 [5] [2]
| +22
| 35
| 12150
| 777 7 [5] [2]
| +23
| 36
| 12600
| 777 7 [51][3]
| +23
|
37
| 25200
| 777 7 [51][31]
| +24
| 38
| 37800
| 777 7 [52][31]
| +25
| 39
| 50400
| 777 7 [52][32]
| +25
|
45
| 126000
| 777 7 [65][65]
| +30
| 54
| 239400
| 888 7 [77][77]
| +36
| 63
| 352800
| 999 9 [88][88]
| +42
|
72
| 466200
| AAA A [991][99]
| +48
|
|
Requisites:
| Int 28, Chr 23,
|
| Class Slots 3
| Alignment:
| any
| HD/level:
| 2d4
| Weapon Prof.:
| 0+level
| Reference:
| DM {Reduced Simulator / Exhilarator}
| Groups:
| Concordant (x1), Technology
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level*5 (++level)
| Fort:
| level*5 (++level)
| RSW:
| level*5 (++level)
| Reflex:
| level*5 (++level)
| PP:
| level*5 (++level)
| Will:
| level*5 (++level)
| BW:
| level*5 (++level)
| Spell:
| level*5 (++level)
|
|
Gets Super Barbarian Int bonus.
| This class deals with experimentation in positive (beneficial) status effect flags, sometimes creating them from nothing.
| This is the reduced form of two different x2 Concordant classes: Simulator and Escalator.
| The saves are 5*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Level 1 ¶: 1M, 1/t: Anti-Sporacle Self: This gives a random Positive (Beneficial) [C] section effect. You may have only one of these on yourself at a time; you must lower your existing one to use this power again. The DM will allow you to "spam" this ability 3 times before the game begins, and you can choose one. So you know, the table being used by the DM is the Defender Psionicist table, with SL=(LVL+1)*2/3.
| Level 9 ¶: When casting a spell, you may roll 1d100. If it is SL*5 or below, you Twilight for 1dSL segments. You may still use M actions normally while Twilighting (but not P or V). You get +1 extra RTwilightM to use during this time (you get one of these per Twilight, not per segment). This action may used in addition to your 1M in one of the segments.
| Level 18 ¶: When Twilighting, you get another +1RTwilightM action.
| Level 18 ¶: You may use M and TwilightM actions normally while your Head is Blown Off, while being Ego Dominated, or while being affected by a Lich Potion and going up the Funnel.
| Level 24 Note: Your "CCL" is your CL-23 for Simulator and CL-29 for Escalator.
|
|
[PC16] Technology Classes Group
Exhilarator Spells
SL
| #
| Spell (1M action to use unless noted; cannot be material componented)
|
3
| 1
| Fly at CL*3" (B) (1 target per casting; 1 hour)
| 3
| 2
| Inertial Barrier (self only; 1 turn)
| 3
| 3
| CL A action Haste (party; 1 turn)
|
3
| 4
| Free Action (1 target per casting; CL turns)
| 3
| 5
| 10F, 1/d: Clone (self only)
| 3
| 6
| Sporacle a group (RSW save). You may request the roll be from the 100 "bizarro" [C] section flags.
|
5
| 1
| Displaced: Get CL/3 instances of Displacement (self only)
| 5
| 2
| Dust of Disappearance (self only)
| 5
| 3
| Hold Life (1 target per casting; 1 turn): Immune to XP/Stat Drain; Immune Aging
|
5
| 4
| True Sight (1 target per casting; 1 hour)
| 5
| 5
| Mind Bar (1 target per casting; 1 turn): Immune Ench/Charm, Magic Jar, Domination, Invis., Psionic Blast
| 5
| 6
| Tenser's Transformation (self only; 1 turn)
|
7
| 1
| 1V or 1M: Copy a flag on yourself (such as Dust of Disappearance) to someone else in your group.
| 7
| 2
| Protection from Death (self only; 1 hour): Immune to slain and Slain
| 7
| 3
| Phoenix Sanctuary (self only; 1 turn): You take half damage from combat and all effects
|
7
| 4
| Time/Reality Stability (1 target per casting; 1 day)
| 7
| 5
| Contingency for an Exhilarator spell.
| 7
| 6
| Sporacle a group (no save; TechR to resist). You may request the roll be from the 100 "bizarro" [C] section flags.
|
9
| 1
| 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
| 2
| You can convert 1TwilightM -> 1H action.
| 9
| 3
| Planar Displacement (self only)
|
9
| 4
| Fall Short (self only): All effects with finite range cannot affect you for 1t
| 9
| 5
| Immune Matter (self only)
| 9
| 6
| Immune Energy (self only)
|
Simulator 1 (11)
| 1
| +CCL to the TechF and MF in your group.
| Simulator 1 (11)
| 2
| 5X, 1/reset: Duplicate any item (like a Duplicator Cloak; x1 or non-unique x2 items only; 1 item at a time per spell slot)
| Simulator 1 (11)
| 3
| 1X: Summon a DL=10+CCL monster that you comprehend.
|
Simulator 1 (11)
| 4
| 10X, 1/reset: Create a x2 artifact that does not suck, which lasts for the day (and cannot be sold). You may alternatively maintain the item from yesterday.
| Simulator 1 (11)
| 5
| Lose all of your actions for the rest of the round: Fork that works (even on opponent's effect)
| Simulator 1 (11)
| 6
| Wishoid for an X21 Super; your CCL with it is your CCL-2 (minimum 1). May run only one of these at a time.
|
Escalator 1 (11)
| 1
| Lady's Smile (self only; continuous; not "deep")
| Escalator 1 (11)
| 2
| Anti-Dispel Magic Shell (self only; 1 turn)
| Escalator 1 (11)
| 3
| ½X, may cast more than once for different effects: x2 Special on the room: Everyone in the room gets (choose one): xx2 hp, dmg (all), dmg (combat), dmg (spells), dmg (psionics), AC, saves, CL, BlahR, BlahR evasion, summons, or attacks.
|
Escalator 1 (11)
| 4
| 1X, 1/h: Increase or Decrease the current DL rating of the dungeon by 1. (Can do this only once per dungeon level.)
| Escalator 1 (11)
| 5
| 1X: Radiate (the next effect you do will hit every possible target it can; up to a max of CCL+1 groups)
| Escalator 1 (11)
| 6
| Wishoid for an X4 Super (xx2.5 effect with one thing you believe in). May run only one of these at a time.
|
|
[PC16] Technology Classes Group
Giant Robot8
Level
| KXP
| Psi8 GRobot Vill mMG SU 123 45 [1]
|
1
| 0
| 1-- -- 1-- -- [-]
| 2
| 8
| 2-- -- 2-- -- [-]
| 3
| 16
| 3-- -- 3-- -- [-]
|
4
| 32
| 41- -- 31- -- [-]
| 5
| 64
| 51- -- 32- -- [-]
| 6
| 128
| 62- -- 42- -- [-]
|
7
| 256
| 72- -- 421 -- [-]
| 8
| 512
| 831 -- 431 -- [-]
| 9
| 1024
| 931 -- 432 -- [-]
|
10
| 1536
| A41 -- 432 1- [-]
| 11
| 2048
| B42 -- 542 1- [-]
| 12
| 2560
| C52 -- 543 2- [-]
|
13
| 3072
| D52 -- 543 21 [-]
| 14
| 3584
| E63 -- 543 22 [-]
| 15
| 4096
| F63 -- 543 32 [-]
|
16
| 4608
| G73 1- 543 33 [-]
| 17
| 5120
| H74 1- 544 33 [-]
| 18
| 5632
| I84 1- 544 43 [-]
|
19
| 6144
| J84 1- 544 44 [-]
| 20
| 6656
| K95 2- 554 44 [-]
| 21
| 7168
| L95 2- 555 44 [-]
|
22
| 7680
| MA5 2- 555 54 [-]
| 23
| 8192
| NA6 2- 555 55 [-]
| 24
| 8704
| OB6 3- 655 55 [-]
|
25
| 9216
| PB6 3- 665 55 [-]
| 26
| 9728
| QC7 3- 666 55 [-]
| 27
| 10240
| RC7 3- 666 65 [1]
|
28
| 10752
| SD7 4- 666 66 [1]
| 29
| 11264
| TD8 4- 766 66 [2]
| 30
| 11776
| UE8 4- 776 66 [2]
|
31
| 12288
| VE8 4- 777 66 [3]
| 32
| 12800
| WF9 51 777 76 [3]
| 33
| 13312
| XF9 51 777 77 [4]
|
34
| 13824
| YG9 51 877 77 [4]
| 35
| 14336
| ZGA 51 887 77 [5]
| 36
| 14848
| [GA 51 888 77 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 4 4 4 4 4 4 4 4
| +5
| 5 5 5 5 5 5 5 5
| +6
| 6 6 6 6 6 6 6 6
|
+7
| 7 7 7 7 7 7 7 7
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
+10
| 10 10 10 10 10 10 10 10
| +11
| 11 11 11 11 11 11 11 11
| +12
| 12 12 12 12 12 12 12 12
|
+13
| 13 13 13 13 13 13 13 13
| +14
| 14 14 14 14 14 14 14 14
| +15
| 15 15 15 15 15 15 15 15
|
+16
| 16 16 16 16 16 16 16 16
| +17
| 17 17 17 17 17 17 17 17
| +18
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 19, Con 17
| Alignment:
| any
| HD/level:
| 4d8 (no Con bonus)
| Weapon Prof.:
| 8+level/2
| To Hit Table:
| Mon
| Save Table:
| 2xMon
| Reference:
| MTG {Reduced Villain}
| Groups:
| Monster, Concordant (x1), Technology
|
|
|
|
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
| See [Q8] for Psi8 rules and powers.
| Can manipulate an object with TechF equal to your level or less.
| Level 1: +1 Technological proficiency slot per level (see [P8.8]).
| Level 1: +1 size.
| Level 9: +1 size.
| Level 18: +1 size.
| Level 27: +1 size.
| Level 36: +1 size.
|
| Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)
|
|
[PC16] Technology Classes Group
Giant Robot8 Spells
Level
| #
| Spell
|
1
| 1
| 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
| 1
| 2
| MPIRR 5*LVL%
| 1
| 3
| +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
|
1
| 4
| Resist all Elements
| 1
| 5
| Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
| 1
| 6
| Resist Action/Memory/Ability Stealing
|
2
| 1
| ER 5*LVL%
| 2
| 2
| 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
| 2
| 3
| Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
|
2
| 4
| All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
| 2
| 5
| +1 minor in a psionic progression you have.
| 2
| 6
| +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
|
3
| 1
| 1M: Hypnotize a group (Will save)
| 3
| 2
| 0, 1/t: Reroll a die roll
| 3
| 3
| 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
|
3
| 4
| Resist all Eelements and Unusual Materials
| 3
| 5
| +LVL C Actions
| 3
| 6
| You get +1 segment per round (starting at segment 11).
|
4
| 1
| Your summons can't be targetted.
| 4
| 2
| 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| 4
| 3
| You can convert 1M -> 1QM only for psionic powers.
|
4
| 4
| +1 Bug action. (1QQS or 1OppS only for technological effects)
| 4
| 5
| 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
| 4
| 6
| 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
|
5
| 1
| You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
| 5
| 2
| You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
| 5
| 3
| 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
|
5
| 4
| AllR 5*LVL%
| 5
| 5
| 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
| 5
| 6
| You have and may use 2Z actions per half-segment.
|
Villain 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
|
[PC16] Technology Classes Group
Golem16
Level
| KXP
| Psi16 mMG S
|
1
| 0
| 1-- -
| 2
| 4
| 2-- -
| 3
| 8
| 3-- -
|
4
| 16
| 4-- -
| 5
| 32
| 5-- -
| 6
| 64
| 6-- -
|
7
| 128
| 7-- -
| 8
| 256
| 8-- -
| 9
| 512
| 81- -
|
10
| 900
| 82- -
| 11
| 1300
| 83- -
| 12
| 1700
| 84- -
|
13
| 2100
| 85- -
| 14
| 2500
| 86- -
| 15
| 2900
| 87- -
|
16
| 3300
| 88- -
| 17
| 3700
| 98- -
| 18
| 4100
| 981 -
|
19
| 4500
| 982 -
| 20
| 4900
| 983 -
| 21
| 5300
| 984 -
|
22
| 5700
| 985 -
| 23
| 6100
| 986 -
| 24
| 6500
| 987 -
|
25
| 6900
| 988 -
| 26
| 7300
| 998 -
| 27
| 7700
| 998 1
|
28
| 8100
| 998 2
| 29
| 8500
| 998 3
| 30
| 8900
| 998 4
|
31
| 9300
| 998 5
| 32
| 9700
| 998 6
| 33
| 10100
| 998 7
|
34
| 10500
| 998 8
| 35
| 10900
| 999 8
| 36
| 11300
| 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 4 4 4 4 4 4 4 4
| +5
| 5 5 5 5 5 5 5 5
| +6
| 6 6 6 6 6 6 6 6
|
+7
| 7 7 7 7 7 7 7 7
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
+10
| 10 10 10 10 10 10 10 10
| +11
| 11 11 11 11 11 11 11 11
| +12
| 12 12 12 12 12 12 12 12
|
+13
| 13 13 13 13 13 13 13 13
| +14
| 14 14 14 14 14 14 14 14
| +15
| 15 15 15 15 15 15 15 15
|
+16
| 16 16 16 16 16 16 16 16
| +17
| 17 17 17 17 17 17 17 17
| +18
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 16, Con 19
| Alignment:
| any
| HD/level:
| & d10
| Weapon Prof.:
| & 0+level
| To Hit Table:
| Mon
| Save Table:
| 2xMon
| Reference:
| DM
| Groups:
| Monster, Technology
|
|
|
|
See [Q16] for Psi16 rules and powers.
| Can manipulate an object with TechF equal to your level or less.
| Level 1: +1 Technological proficiency slot per level (see [P8.8]).
| Level 1: Immune Poison
| Level 1: Immune Hold, Charm, Fear
| 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.
|
|
[PC16] Technology Classes Group
Internet Troll8
Level
| KXP
| Psi8 mMG SU
|
1
| 8.8
| 1-- --
| 2
| 17.8
| 2-- --
| 3
| 35.6
| 3-- --
|
4
| 71.2
| 41- --
| 5
| 107.2
| 51- --
| 6
| 249.6
| 62- --
|
7
| 534.4
| 72- --
| 8
| 840.8
| 831 --
| 9
| 1153.6
| 931 --
|
10
| 1473
| A41 --
| 11
| 1783
| B42 --
| 12
| 2094
| C52 --
|
13
| 2406
| D52 --
| 14
| 2719
| E63 --
| 15
| 3033
| F63 --
|
16
| 3348
| G73 1-
| 17
| 3664
| H74 1-
| 18
| 3981
| I84 1-
|
19
| 4299
| J84 1-
| 20
| 4618
| K95 2-
| 21
| 4938
| L95 2-
|
22
| 5259
| MA5 2-
| 23
| 5581
| NA6 2-
| 24
| 5904
| OB6 3-
|
25
| 6228
| PB6 3-
| 26
| 6553
| QC7 3-
| 27
| 6879
| RC7 3-
|
28
| 7206
| SD7 4-
| 29
| 7534
| TD8 4-
| 30
| 7863
| UE8 4-
|
31
| 8193
| VE8 4-
| 32
| 8524
| WF9 51
| 33
| 8856
| XF9 51
|
34
| 9189
| YG9 51
| 35
| 9523
| ZGA 51
| 36
| 9858
| [GA 51
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+3
| (total = 27, max = 9)
| +4
| (total = 30, max = 10)
| +5
| (total = 33, max = 11)
|
+6
| (total = 36, max = 12)
| +7
| (total = 39, max = 13)
| +8
| (total = 42, max = 14)
|
+9
| (total = 45, max = 15)
| +10
| (total = 48, max = 16)
| +11
| (total = 51, max = 17)
|
+12
| (total = 54, max = 18)
| +13
| (total = 57, max = 19)
| +14
| (total = 60, max = 20)
|
+15
| (total = 63, max = 21)
| +16
| (total = 66, max = 22)
| +17
| (total = 69, max = 23)
|
+18
| (total = 72, max = 24)
| +19
| (total = 75, max = 25)
| +20
| (total = 78, max = 26)
|
|
Requisites:
| Str 16, Con 18, Int 16
| Alignment:
| L any (or) any N (or) any E
| HD/level:
| & ++2d6
| Weapon Prof.:
| & 4+level/4
| To Hit Table:
| War +3 levels
| Save Table:
| Cust
| Reference:
| DM {Variant Troll / Internetizer}
| Groups:
| Monster, Technology, Random, Internet
|
|
|
|
See [Q8] for Psi8 rules and powers.
| Can manipulate an object with TechF equal to your level or less.
| Each Level: 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.
| See the following pages for the list of internet classes. This list will be expanded if necessary.
| Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
| Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
| Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
| Level 1: Regeneration rate is (Con-12) per segment, troll-like.
| Level 1: +1 Technological proficiency slot per level (see [P8.8]).
| Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
| Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
| Level 14: +4 HNCL (this can't be picked)
| Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
|
|
[PC16] Technology Classes Group
Invigorator (Alljevunator)
Level
| KXP
| Invig U/B A/E 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 6
| 2-- - [-] [-]
| 3
| 12
| 3-- - [-] [-]
|
4
| 24
| 4-- - [-] [-]
| 5
| 48
| 41- - [-] [-]
| 6
| 96
| 42- - [-] [-]
|
7
| 192
| 43- - [-] [-]
| 8
| 384
| 44- - [-] [-]
| 9
| 768
| 441 - [-] [-]
|
10
| 1200
| 442 - [-] [-]
| 11
| 1800
| 443 - [-] [-]
| 12
| 2400
| 444 - [-] [-]
|
13
| 3000
| 444 1 [-] [-]
| 14
| 3600
| 444 2 [-] [-]
| 15
| 4200
| 444 3 [-] [-]
|
16
| 4800
| 444 4 [-] [-]
| 17
| 5400
| 544 4 [-] [-]
| 18
| 6000
| 554 4 [-] [-]
|
19
| 6600
| 555 4 [-] [-]
| 20
| 7200
| 555 5 [-] [-]
| 21
| 7800
| 655 5 [-] [-]
|
22
| 8400
| 665 5 [1] [-]
| 23
| 9000
| 666 5 [1] [-]
| 24
| 9600
| 666 5 [2] [-]
|
25
| 10200
| 666 6 [2] [-]
| 26
| 10800
| 766 6 [3] [-]
| 27
| 11400
| 776 6 [3] [1]
|
28
| 12000
| 777 6 [4] [1]
| 29
| 12600
| 777 7 [4] [1]
| 30
| 13200
| 877 7 [5] [2]
|
31
| 13800
| 887 7 [5] [2]
| 32
| 14400
| 888 7 [6] [2]
| 33
| 15000
| 888 8 [6] [3]
|
34
| 15600
| 988 8 [7] [3]
| 35
| 16200
| 998 8 [7] [3]
| 36
| 16800
| 999 8 [8] [4]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 10 (all) [++1]
| +1
| 20 (all) [++2]
| +2
| 30 (all) [++3]
|
+3
| 40 (all) [++4]
| +4
| 50 (all) [++5]
| +5
| 60 (all) [++6]
|
+6
| 70 (all) [++7]
| +7
| 80 (all) [++8]
| +8
| 90 (all) [++9]
|
+9
| 100 (all) [++10]
| +10
| 110 (all) [++11]
| +11
| 120 (all) [++12]
|
+12
| 130 (all) [++13]
| +13
| 140 (all) [++14]
| +14
| 150 (all) [++15]
|
+15
| 160 (all) [++16]
| +16
| 170 (all) [++17]
| +17
| 180 (all) [++18]
|
|
Requisites:
| Str 23, Con 28, Int 23, Chr 46,
|
| Class Slots 3
| Alignment:
| any
| HD/level:
| 2d20
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| 10*level [++level]
| Reference:
| DM
| Groups:
| Concordant (x1), Technology, Mirror
|
|
|
|
Gets Super Barbarian Con, Wis, and Chr bonus, which is +(stat-18)*3.
| This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
| This is the reduced form of four different x2 Concordant classes: Unbreakable, Breaker, Afterliver, and Ender. The idea here is by the time a character has reached 36th level in Invigorator, he will know which path he will take.
| The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
| Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
| Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
| Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
| Level 22 Note: Your "CCL" is your CL-23 for Unbreakable/Breaker and CL-29 for Afterliver/Ender. At level 22 you get 1 power to choose from between the Unbreakable or Ender lists. You do not get 1 in both. When you get a second power (at level 24), it does not need to be from the same class.
|
| DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".
|
|
[PC16] Technology Classes Group
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
|
|
[PC16] Technology Classes Group
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)
|
|
[PC16] Technology Classes Group
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.
|
|
[PC16] Technology Classes Group
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).
|
|
[PC16] Technology Classes Group
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)
|
|
[PC16] Technology Classes Group
Martyr (Rejuvenate-Other)
Level
| KXP
| Martyr Unb Aft 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 3
| 2-- - [-] [-]
| 3
| 6
| 3-- - [-] [-]
|
4
| 12
| 4-- - [-] [-]
| 5
| 24
| 41- - [-] [-]
| 6
| 48
| 42- - [-] [-]
|
7
| 96
| 43- - [-] [-]
| 8
| 192
| 44- - [-] [-]
| 9
| 330
| 441 - [-] [-]
|
10
| 600
| 442 - [-] [-]
| 11
| 900
| 443 - [-] [-]
| 12
| 1200
| 444 - [-] [-]
|
13
| 1500
| 444 1 [-] [-]
| 14
| 1800
| 444 2 [-] [-]
| 15
| 2100
| 444 3 [-] [-]
|
16
| 2400
| 444 4 [-] [-]
| 17
| 2700
| 544 4 [-] [-]
| 18
| 3000
| 554 4 [-] [-]
|
19
| 3300
| 555 4 [-] [-]
| 20
| 3600
| 555 5 [-] [-]
| 21
| 3900
| 655 5 [-] [-]
|
22
| 4200
| 665 5 [-] [-]
| 23
| 4500
| 666 5 [-] [-]
| 24
| 4800
| 666 5 [1] [-]
|
25
| 5100
| 666 6 [1] [-]
| 26
| 5400
| 666 6 [2] [-]
| 27
| 5700
| 766 6 [2] [-]
|
28
| 6000
| 766 6 [3] [-]
| 29
| 6300
| 776 6 [3] [-]
| 30
| 6600
| 776 6 [3] [1]
|
31
| 6900
| 776 6 [4] [1]
| 32
| 7200
| 777 6 [4] [1]
| 33
| 7500
| 777 6 [4] [2]
|
34
| 7800
| 777 6 [5] [2]
| 35
| 8100
| 777 7 [5] [2]
| 36
| 8400
| 777 7 [5] [3]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 (all) [++0]
| +1
| 10 (all) [++1]
| +2
| 15 (all) [++1]
|
+3
| 20 (all) [++2]
| +4
| 25 (all) [++2]
| +5
| 30 (all) [++3]
|
+6
| 35 (all) [++3]
| +7
| 40 (all) [++4]
| +8
| 45 (all) [++4]
|
+9
| 50 (all) [++5]
| +10
| 55 (all) [++5]
| +11
| 60 (all) [++6]
|
+12
| 65 (all) [++6]
| +13
| 70 (all) [++7]
| +14
| 75 (all) [++7]
|
+15
| 80 (all) [++8]
| +16
| 85 (all) [++8]
| +17
| 90 (all) [++9]
|
|
Requisites:
| Wis 23, Chr 28, Class Slots 2
| Alignment:
| any
| HD/level:
| d20
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| 5*level [++level/2]
| Reference:
| DM { Alternate Rejuvenator }
| Groups:
| Priest, Concordant (x1), Technology
|
|
|
|
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
| This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
| This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
| The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
| Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
|
| DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".
|
|
[PC16] Technology Classes Group
Martyr Spells
Level
| #
| Spell
|
3
| 1
| 1V: Death's Door Other (they go to 0 current hp)
| 3
| 2
| 1V: Remove Charm/Domination on Other.
| 3
| 3
| 1P: Remove Paralysis, Stun, or Held on Other.
|
3
| 4
| 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
| 5
| 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
| 3
| 6
| 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)
|
5
| 1
| 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
| 2
| 1M: Heal Other.
| 5
| 3
| +1D Actions in the room continuous (does not affect "dead" Actions).
|
5
| 4
| 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
| 5
| 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
| 6
| Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
|
7
| 1
| 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
| 7
| 2
| 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
| 3
| 1P: Cureall Other.
|
7
| 4
| 1M: Resurrect Other.
| 7
| 5
| 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
| 6
| 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
|
9
| 1
| 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
| 9
| 2
| 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
| 3
| 1M: True Resurrect Other.
|
9
| 4
| 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
| 9
| 5
| 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
| 6
| 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
|
Unbreakable 1 (11)
| 1
| +CCL PSaves (using the [X] section saving throw rules)
| Unbreakable 1 (11)
| 2
| +(CCL+1)/3 ihp
| Unbreakable 1 (11)
| 3
| +(CCL+1)/3 iAC
|
Unbreakable 1 (11)
| 4
| Immune to CCL [C] section effects, even major ones are only 1 pick each
| Unbreakable 1 (11)
| 5
| All of your items are Indestructible.
| Unbreakable 1 (11)
| 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).
|
Afterliver 1 (11)
| 1
| +CCL MSaves (using the [X] section saving throw rules)
| Afterliver 1 (11)
| 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.
| Afterliver 1 (11)
| 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.
|
Afterliver 1 (11)
| 4
| You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
| Afterliver 1 (11)
| 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).
| Afterliver 1 (11)
| 6
| Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
|
|
[PC16] Technology Classes Group
Musketeer/Cannoneer
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.8
| (none)
| 3
| 3.6
| (none)
|
4
| 7.2
| (none)
| 5
| 14.4
| (none)
| 6
| 28.8
| (none)
|
7
| 57.6
| (none)
| 8
| 112.5
| (none)
| 9
| 225
| (none)
|
10
| 450
| (none)
| 11
| 675
| (none)
| 12
| 900
| (none)
|
13
| 1125
| (none)
| 14
| 1350
| (none)
| 15
| 1575
| (none)
|
16
| 1800
| (none)
| 17
| 2025
| (none)
| 18
| 2250
| (none)
|
19
| 2475
| (none)
| 20
| 2700
| (none)
| 21
| 2925
| (none)
|
22
| 3150
| (none)
| 23
| 3375
| (none)
| 24
| 3600
| (none)
|
25
| 3825
| (none)
| 26
| 4050
| (none)
| 27
| 4275
| (none)
|
28
| 4500
| (none)
| 29
| 4725
| (none)
| 30
| 4950
| (none)
|
31
| 5175
| (none)
| 32
| 5400
| (none)
| 33
| 5625
| (none)
|
34
| 5850
| (none)
| 35
| 6075
| (none)
| 36
| 6300
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 4 6 2 3 0 2 0
| +0
| 6 4 6 3 4 1 3 0
| +1
| 6 5 6 3 4 1 3 0
|
+1
| 6 5 7 3 5 1 4 1
| +2
| 6 6 7 3 5 2 4 1
| +2
| 7 6 7 4 6 2 5 1
|
+3
| 7 7 7 4 6 3 5 2
| +3
| 7 7 8 4 7 3 6 2
| +4
| 7 8 8 4 7 3 6 2
|
+4
| 8 8 8 5 8 4 7 3
| +5
| 8 9 8 5 8 4 7 3
| +5
| 8 9 9 5 9 5 8 3
|
+6
| 8 10 9 5 9 5 8 4
| +6
| 9 10 9 6 10 5 9 4
| +7
| 9 11 9 6 10 6 9 4
|
+7
| 9 11 10 6 11 6 10 5
| +8
| 9 12 10 6 11 7 10 5
| +8
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Str 8, Dex 14
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 5+level/3
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| DM
| Groups:
| Rogue, Technology
|
|
|
|
Can always purchase Musketeer/Cannoneer equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
| DM Note: The Musketeer/Cannoneer equipment list is the same as Demolitionist (Warrior group), except a few Cannons have been added. Demolitionist can use these new items too.
| Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons. Cannons are 1/2 of an attack behind Sword (so specialized at first level is 1/1).
| There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
| For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
| Level 1: Identify and operate technological devices up to TechL=LVL.
| Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
| Level 1: May weapon specialize in technological weapons using the Non-Warrior line for number of attacks.
| Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.
|
Lvl
| Musketeer Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Attack (+1 TH per 10% made this segment)
| V
| 5
| Dex-12
| Dex-15
| 1
| Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200))
| V
| 0
| Str-15
| Str-18
| 1
| Extra range on missiles (3' per 1%)
| -
| 10
| Wis-13
| Wis-15
|
1
| Resources: Gain LVL*Chr*10 gp per reset.
|
|
|
|
| 1
| any Thief 1 ability
| -
| -
| -
| -
| 2
| Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)
| M
| 0
| Int-8
| Int-20
|
2
| any Thief 2 ability
| -
| -
| -
| -
| 3
| Considered extra +(rating/25) weapon to hit
| V
| 0
| Str-5
| Str-15
| 4
| Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
|
|
|
|
|
5
| Controlled Blink (max N*N feet, N is amount made)
| -
| 15
| Dex-9
| Dex-12
| 6
| Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR
| V/N
| 0
| Dex-10
| Dex-20
| 7
| BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological dmg, area (no save) (TechR)
|
|
|
|
|
8
| +(rating)% money, use at end of run before selling
| -
| 0
| Cml-9
| Cml-18
| 9
| Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
|
|
|
|
| 11
| Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
|
|
|
|
|
13
| Backstave (N/2% of your dmg is vile) || Stun (save=N-100)
| -
| 0
| Wis-26
| Wis-32
|
|
[PC16] Technology Classes Group
Musketeer/Cannoneer Weapons
Weapon
| Cost [gp]
| Size
| #Att
| Base dmg
| Critical
| Notes
|
Grenade, concussion
| 280 (each)
| S
| 1/1
| 4d6 [group]
| none
| Group is also stunned for 1d4 s (PPD save)
| Grenade, EMP
| 400 (each)
| S
| 1/1
| dispel [group]
| none
| Dispels Technology/Psi8/Psi16 in a group
| Grenade, fragmentation
| 44 (each)
| S
| 1/1
| 3e6 [group]
| none
|
|
Grenade, gravitic
| 180 (each)
| S
| 1/1
| 60' fall [group]
| none
| Group takes 60' of falling (TK/gravity) dmg
| Grenade, psionic
| 100 (each)
| S
| 1/1
| psi blast [group]
| none
| Psi1 Psionic Blast (Psi Blast save as usual)
| Grenade, shrapnel
| 120 (each)
| S
| 1/1
| 5e6 [group]
| none
| Damage is of type shards
|
Grenade, singularity
| 1300 (each)
| S
| 1/1
| 15d6 [group]
| 20/x10
| Creates a miniature black hole for 1s
| Grenade, smoke
| 10 (each)
| S
| 1/1
| smoke [group]
| none
| Makes smoke (group cannot see and is under cover)
| Grenade, sonic pulse
| 54 (each)
| S
| 1/1
| 3d6 [group]
| none
| Group is also deaf (Fort save)
|
Grenade, tangler
| 30 (each)
| S
| 1/1
| web [group]
| none
| As per a Web spell
| Grenade, tear gas
| 20 (each)
| S
| 1/1
| tear gas [group]
| none
| PPD save or nauseated (-10 all actions) for 1d20 s
| Grenade, thermite
| 29 (each)
| S
| 1/1
| 2d6 [group]
| none
| x5 dmg vs. items/structures
|
Grenade, white phosphorus
| 39 (each)
| S
| 1/1
| 2d6 [group]
| none
| Group takes 1e6 dmg /s for 1d10 s
| Grenade launcher, medium
| 2000
| M
| 1/1
| (grenade)
| (grenade)
| Longer range with grenades.
| Grenade launcher, large
| 6000
| L
| 2/1
| (grenade)
| (grenade)
| Longer range and faster fire rate with grenades.
|
Explosive, C-4 (plastic)
| 78 (each)
| S
| 1/1
| 4e6 [group]
| none
|
| Explosive, det cord
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
| Does a "line" instead of an explosion.
| Explosive, dynamite
| 19 (each)
| S
| 1/1
| 2e6 [group]
| none
|
|
Handgun, small, semi auto (Walther PPK .32)
| 1200
| S
| 2/1
| 2e4
| 20/x4
|
| Handgun, medium, semi auto (Beretta 9mm)
| 2200
| S
| 2/1
| 2e6
| 20/x4
|
| Handgun, large, semi auto (Desert Eagle .50)
| 3400
| M
| 2/1
| 2e8
| 20/x4
|
|
Handgun, small, full auto
| 1600
| S
| 3/1
| 2e3
| 20/x3
|
| Handgun, medium, full auto (Skorpion .32)
| 2400
| M
| 3/1
| 2e4
| 20/x3
|
| Handgun, large, full auto (MAC Ingrim .45)
| 4500
| M
| 3/1
| 2e6
| 20/x3
|
|
Rifle, medium, semi auto
| 3500
| L
| 2/1
| 2e8
| 20/x5
|
| Rifle, large, semi auto
| 5100
| L
| 2/1
| 2e10
| 20/x5
|
| Rifle, medium, full auto (AK-47 7.62mm)
| 4600
| L
| 3/1
| 2e6
| 20/x4
|
|
Rifle, large, full auto (M-60 machine gun)
| 7500
| L
| 3/1
| 2e8
| 20/x4
|
| Rifle, shotgun (12-gague)
| 2100
| L
| 1/1
| 1e20
| 16-20/x3
| Has a 1e4 "splash" damage in target's group.
| Rifle, sniper (Barrett Light .50)
| 12600
| L (H)
| 1/1
| 4e6
| 18-20/x6
| On tripod (size H) has a built-in ++1 to hit.
|
Flamethrower
| 1900
| L
| 1/1
| 3d6 [group]
| none
| Hits a group. Targets can save for half damage.
| Laser pistol
| 67000
| S
| 4/1
| 2m8
| 17-20/x5
| Range is 2700' (1/2 of a mile)
| Laser rifle
| 295000
| M
| 4/1
| 3m6
| 17-20/x6
| Range is 4000' (3/4 of a mile)
|
Mine, shrapnel
| 180 (each)
| M
| 1V act
| 6e6 [group]
| none
| Treat as a x1 Technological Trap (-200%)
| Rocket Launcher (M72A3 LAW)
| 490 (each)
| L
| 1/1
| 10d6 [group]
| none
| Cost is per shot. Hits a group.
| Taser
| 570
| S
| 1/1
| 1d4+stun
| none
| PPD save for stunned for 1d20 s
|
Cannon, large (new)
| 4000
| L
| 1/2
| 2e20 [1] + 1e20 [group]
| 19-20/x2
| So 1 target takes 3e20, the rest in group take 1e20.
| Cannon, huge (new)
| 10000
| H
| 1/2
| 3e20 [1] + 2e20 [group]
| 18-20/x3
| So 1 target takes 5e20, the rest in group take 2e20.
| Cannon, giant (new)
| 25000
| G
| 1/2
| 4e20 [1] + 3e20 [group]
| 17-20/x4
| So 1 target takes 7e20, the rest in group take 3e20.
|
Weapon, Psi8
| TechL*400
| (varies)
| (varies)
| (varies)
| (varies)
| See [Q8]. TechL is limited to your LVL*2.
|
|
[PC16] Technology Classes Group
Physicist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 3
| 2½- --- ---
|
4
| 6
| 21- --- ---
| 5
| 10
| 22- --- ---
| 6
| 20
| 33- --- ---
|
7
| 30
| 33½ --- ---
| 8
| 50
| 331 --- ---
| 9
| 100
| 332 --- ---
|
10
| 150
| 332 ½-- ---
| 11
| 200
| 332 1-- ---
| 12
| 400
| 332 2-- ---
|
13
| 600
| 333 3-- ---
| 14
| 800
| 333 3½- ---
| 15
| 1000
| 333 31- ---
|
16
| 1200
| 333 32- ---
| 17
| 1400
| 333 32½ ---
| 18
| 1600
| 333 321 ---
|
19
| 1800
| 333 322 ---
| 20
| 2000
| 333 333 ---
| 21
| 2200
| 333 333 ½--
|
22
| 2400
| 333 333 1--
| 23
| 2600
| 333 333 2--
| 24
| 2800
| 333 333 2½-
|
25
| 3000
| 333 333 21-
| 26
| 3200
| 333 333 22-
| 27
| 3400
| 333 333 33-
|
28
| 3600
| 333 333 33½
| 29
| 3800
| 333 333 331
| 30
| 4000
| 333 333 332
|
31
| 4200
| 333 333 333
| 32
| 4400
| 444 443 333
| 33
| 4600
| 444 444 444
|
34
| 4800
| 555 554 444
| 35
| 5000
| 555 555 555
| 36
| 5200
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 10, Int 17
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM {Planeshifted Chemist}
| Groups:
| Wizard, Alternate, Technology
|
|
|
|
Level 1: Identify Technological Items and how to use them (level*10)%
| Level 1: +1 Knowledge proficiency per level.
| Level 1: Resist Gravity, Telekinesis, falling damage
| Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
| Level 3: Specialization in Enchantment gained.
| Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
| Level 4: 1/d: Create Technological item of TechL=LVL
| Level 5: Unusual materials are considered elements of E=S for your spells.
| Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
| Level 7: Specialization in Alteration gained.
| Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
| Level 9: Identify plane and multiverse by sight.
|
| Sample Technology Levels (copied from [A10]):
|
|
TechF
| SFB TechL
| Examples
|
0
| -10X
| No basic tools
| 1
| -9X
| Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
| 2
| -8Xe
| Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
|
3
| -8Xs
| Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
| 4
| -8Xl
| Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
| 5
| -7X
| Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
|
6
| -6Xe
| Detailed anatomy; Crude surgery (leeches!)
| 7
| -6Xs
| Simple chemistry
| 8
| -6Xl
| Simple atomic theory; Organic chemistry
|
9
| -5X
| Hydroelectric power; Light-bulbs; Radio; X-rays
| 10
| -4Xe
| Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
| 11
| -4Xs
| Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
|
12
| -4Xl
| Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
| 13
| -3X
| Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
| 14
| -2Xe
| Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
|
15
| -2Xs
| Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
| 16
| -2Xl
| Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
| 17
| -1X
| Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
|
18
| 0Xe
| SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
| 19
| 0Xs
| Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
| 20
| 0Xl
| MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory
|
|
[PC16] Technology Classes Group
Psi8
Level
| KXP
| Psi8 mMG SU
|
1
| 0
| 1-- --
| 2
| 4
| 2-- --
| 3
| 8
| 3-- --
|
4
| 16
| 41- --
| 5
| 32
| 51- --
| 6
| 64
| 62- --
|
7
| 128
| 72- --
| 8
| 256
| 831 --
| 9
| 512
| 931 --
|
10
| 900
| A41 --
| 11
| 1300
| B42 --
| 12
| 1700
| C52 --
|
13
| 2100
| D52 --
| 14
| 2500
| E63 --
| 15
| 2900
| F63 --
|
16
| 3300
| G73 1-
| 17
| 3700
| H74 1-
| 18
| 4100
| I84 1-
|
19
| 4500
| J84 1-
| 20
| 4900
| K95 2-
| 21
| 5300
| L95 2-
|
22
| 5700
| MA5 2-
| 23
| 6100
| NA6 2-
| 24
| 6500
| OB6 3-
|
25
| 6900
| PB6 3-
| 26
| 7300
| QC7 3-
| 27
| 7700
| RC7 3-
|
28
| 8100
| SD7 4-
| 29
| 8500
| TD8 4-
| 30
| 8900
| UE8 4-
|
31
| 9300
| VE8 4-
| 32
| 9700
| WF9 51
| 33
| 10100
| XF9 51
|
34
| 10500
| YG9 51
| 35
| 10900
| ZGA 51
| 36
| 11300
| [GA 51
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +0
| 5 4 8 2 3 1 0 2
| +0
| 6 4 8 3 4 2 0 2
|
+1
| 6 5 8 3 4 2 1 3
| +1
| 6 5 9 3 4 2 1 3
| +1
| 6 6 9 4 5 3 1 4
|
+2
| 7 6 9 4 5 3 2 4
| +2
| 7 7 9 4 5 4 2 5
| +2
| 7 7 10 5 6 4 2 5
|
+3
| 7 8 10 5 6 4 3 6
| +3
| 8 8 10 5 6 5 3 6
| +3
| 8 9 10 6 7 5 3 7
|
+4
| 8 9 11 6 7 6 4 7
| +4
| 8 10 11 6 7 6 4 8
| +4
| 9 10 11 7 8 6 4 8
|
+5
| 9 11 11 7 8 7 5 9
| +5
| 9 11 12 7 9 7 5 9
| +5
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Int 12
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 8+level/4
| To Hit Table:
| Wiz
| Save Table:
| Psi
| Reference:
| DM
| Groups:
| Psionicist, Technology
|
|
|
|
See [Q8] for rules and powers.
| Can manipulate an object with TechF equal to your level or less.
| In addition, Psi8 gets "Netrunning" type powers which allow the Psi8 to physically connect to a machine or object; see [Q8].
| Level 1: +1 Technological proficiency slot per level (see [P8.8]).
|
|
[PC16] Technology Classes Group
Psi8 powers improve your mind & body so you can interface with technology better.
| Psi8 powers are resisted using PR (Psionic Resistance), *not* TechR (Technological Resistance). TechR is used to resist Technological Items, described on the next page.
|
|
Psi8 Minor Powers
Name
| Effect
|
Construct Control Item 1
| Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
| Construct Generic Item 1
| Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
| Construct Power/Defensive Item 1
| Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
|
Construct Weapon Item 1
| Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
| Create Technological Monster I
| Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
| Degrade Technology
| Technological item with TechL<=CL gets -1 TechL (save vs. PP) (minimum TechL=0)
|
Detect Technology
| Detects Technology and gives TechL within sight
| Energy Discharge
| 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
| Hack into Technological Object
| Hack (gain control) of a technological object with TechL<=CL (monsters get save)
|
Hard Resistance to Radiation
| Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
| Identify Technology
| Identifies a technological item, 8% chance of failure per TechL greater than your CL
| Improve Technology
| Technological item with TechL<CL gets +1 TechL (TechL% chance of destroying item)
|
Mend
| As spell
| Minor Creation
| As spell
| Repair Light Damage
| Cures 10 hp (1 Hull point) to a technological item
|
Speak with Technological Item
| Communicate with technological item (considered semi-intelligent like Speak w/ Plants)
| Technological Armor
| +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
| Technological Shield
| DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
|
Technological Weapon
| Your weapon gets +(CL/2, round down) TH & +(CL/2, round up) dmg, not magical plusses
|
|
[PC16] Technology Classes Group
Psi8 Major Powers
Name
| Effect
|
Construct Control Item 2
| Create a "Control" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
| Construct Generic Item 2
| Create a "Generic" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
| Construct Power/Defensive Item 2
| Create a "Power" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
|
Construct Weapon Item 2
| Create a "Weapon" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
| Create Technological Monster II
| Create a DL IV Technological Monster (AC=8*CL, hp=8*(CL^2), Str=4*CL)
| Dispel Technology
| Dispels a technological effect
|
Hard Resistance to Chemicals
| Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
| Living Technology
| +1E action per round for one of your items (it can activate itself)
| Major Creation
| As spell
|
Repair Serious Damage
| Cures 80 hp (8 Hull points) to a technological item, fixes minor malfunctions
| Tech Jar
| Magic Jar into a technological item
| Techmind
| +TechL*8 to Personality score (can also be used vs. normal magic/psionic items)
|
Techskin
| Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
| Unusual Mix
| May construct your tech items using "Unusual Materials" chart, this may have odd effects
|
|
Psi8 Grand Powers
Name
| Effect
|
Anti-Technological Shell
| Reduce all technological objects within 30' by -CL TechL (min TechL=0)
| Attune Technological Item
| Allow another to have & use one of the technological objects you made using Psi8
| Construct Control Item 4
| Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
|
Construct Generic Item 4
| Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
| Construct Power/Defensive Item 4
| Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
| Construct Weapon Item 4
| Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
|
Cron Job
| Contingency or Delayed Blast for one Psi8 power
| Create Technological Monster III
| Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
| Hard Resistance to Anti-Matter
| Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
|
Magical Engineering
| Duplicate the effects of a Psi16 minor or major
| Repair Massive Damage
| Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
|
|
Psi8 Super Powers
Name
| Effect
|
Construct Control Item 8
| Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
| Construct Generic Item 8
| Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
| Construct Power/Defensive Item 8
| Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
|
Construct Weapon Item 8
| Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
| Create Technological Monster IV
| Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
| Hard Resistance to Time
| Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
|
Steal Attunement
| Allow another to have & use one of the technological objects *anyone* made using Psi8
|
|
[PC16] Technology Classes Group
Psi8 Technological Items
At any given moment, you may have a number of Psi8 technological items (that you created) equal to your Psi8 level. Other Psi8 items (made by someone else) that you somehow gain control of do not count against this limit.
| Technological effects are resisted using TechR (Technology Resistance) or another resistance listed below.
| Items listed as "1 charge" burn out when used; you make make another item immediately after activating this item (the temporary effect doesn't count against the number of technological items you may have).
| The names given are for the TechL=20 version; the actual device will look and operate differently at lower tech levels (e.g. a low TechL "Tractor Beam" would actually be a grapple-like device similar to what Batman uses).
|
|
Psi8 Control Items
Item
| Effect (use TechR or CR [Charm Resistance] to resist)
|
Boarding Party
| 1M, 1 charge: Summon a DL=TechL monster (need not be technological)
| Comp (Computer)
| +TechL*2 Nonweapon Proficiencies; +TechL/2 Int (round down)
| Ctrl (Control)
| Need to be charmed an extra TechL times to be controlled; can operate at -TechL*8 hp
|
DamCon (Damage Control)
| Regenerate TechL hp/r (it's not "troll-like", it's normal regeneration)
| Deck Crew
| 1Z, 1 charge: +1P action per round for 1 turn
| ExcDam (Excess Damage)
| Don't die unless lowered below -TechL*8-10 hp; "Power Word" spells reduced by TechL*8
|
Passenger
| 1V, 1 charge: +1 minor familiar for 1 turn (don't lose hp or anything when it disappears)
| Sen (Sensors)
| Detect Life/Technology/Energy (type and amount), range = 8*TechL feet (through walls)
| Scan (Scanners)
| Get vague impression (order of magnitude) of # of beings (and type) within a large area
|
SpecComm (Communications)
| Communicate with someone up to 8^TechL feet away
|
|
Psi8 Generic Items
Item
| Effect (use TechR or aCR [Concrete Resistance] to resist)
|
Armor
| 1M: +TechL*8 current hp (like Armor spell), doesn't stack w/ Armor or Tech Armor (above)
| Cargo
| TechL^3 lbs. extradimensional space
| Ftr (Fighter)
| 1V, 1 charge: Use any weapon in the "Weapons Items" list below
|
Holo (Holodeck)
| 1M: Create an illusion (all 5 senses) of SL=TechL/3 effect
| Hull
| +TechL*2 max hp
| Lab
| 1M: Legend Lore TechL*10%
|
Prb (Probe)
| 1V, 1 charge: An invisible mobile Lab (mental communication), moves at TechL^2" flying
| Repair
| 1M: Cure TechL*8 hp, divided as you choose between any number of targets
| Trac (Tractor Beam)
| 1V: Telekinesis 8*TechL^4 lbs*move" (e.g. TechL=10, move a 2000 lb. object at 40" rate)
|
Tran (Transporter)
| 1M: Teleport up to 4^TechL feet away; you have "summoning sickness"
|
|
[PC16] Technology Classes Group
Psi8 Power/Defensive Items
Item
| Effect (use TechR or aWR [Anti-Weapon Resistance] to resist)
|
APR (Auxiliary Power Reactor)
| +TechL/2 spell levels in one spell progression (or) +TechL*4 max PSPs (any freq.)
| Btty (Battery)
| 1Z, 1 charge: +TechL spell levels in one spell prog. (or) +TechL*8 PSPs (any freq.)
| Cloaking Device
| Non-Improved Invisibility; +TechL AC
|
DD (Displacement Device)
| 1Z: Blink up to 4*TechL feet away; you do not have "summoning sickness"
| Impulse
| Base (walking) movement rate is TechL*6"
| Shield
| 1M: Absorbs up TechL*8 dmg from anything except melee (does not affect actual hp total)
|
Warp
| Fly at TechL*4" rate
|
|
Psi8 Weapon Items
Item
| Effect (use TechR or WR [Weapon Resistance] to resist)
|
ADD (Anti-Drone)
| 1 charge: Take no damage from a missile attack (has TechL charges)
| Disr (Disruptor)
| 1P: Deal (TechL)d5 disruptive dmg to one target, half of the damage is Vile damage
| Drn-A (Type A Drone Rack)
| 1P, X charges: (TechL)d(6*X) dmg to one target, considered a missle (has 4 charges)
|
ESG (Expanding Sphere Gen.)
| Fire Shield, except they take a constant TechL*2 dmg each time they hit you
| Mine-A (Type A Mine Rack)
| 1P, 1 charge: Create a technological trap that does TechL^4 dmg (has 4 charges)
| Ph-1 (Phaser-1)
| 1P: Deal (TechL)d4 light dmg to one target, save vs. RSW or blinded for TechL segments
|
Ph-G (Phaser-G)
| 1P: Deal TechL light dmg to 4 targets (there is no blindness like Ph-1)
| Phtn (Photon Torpedo)
| 1P: Deal (TechL)d8 explosive dmg to one target, needs 1 segment to recharge itself
| Pl-F (Plasma Torpedo)
| 1P: Deal (TechL)d10 fire dmg in a 10' radius (BW save: ½), needs 2 segments to recharge
|
SFG (Stasis Field Generator)
| 1M: Target loses next TechL/4 (round down) segments of actions (Will save to ignore)
| WC (Web Caster)
| 1P: Web spell, except it's a TechL*10' line instead of a radius
|
|
[PC16] Technology Classes Group
Psi24
Level
| KXP
| Psi24 mMG SU
|
1
| 0
| 1-- --
| 2
| 4
| 2-- --
| 3
| 8
| 3-- --
|
4
| 16
| 41- --
| 5
| 32
| 51- --
| 6
| 64
| 62- --
|
7
| 128
| 72- --
| 8
| 256
| 831 --
| 9
| 512
| 931 --
|
10
| 900
| A41 --
| 11
| 1300
| B42 --
| 12
| 1700
| C52 --
|
13
| 2100
| D52 --
| 14
| 2500
| E63 --
| 15
| 2900
| F63 --
|
16
| 3300
| G73 1-
| 17
| 3700
| H74 1-
| 18
| 4100
| I84 1-
|
19
| 4500
| J84 1-
| 20
| 4900
| K95 2-
| 21
| 5300
| L95 2-
|
22
| 5700
| MA5 2-
| 23
| 6100
| NA6 2-
| 24
| 6500
| OB6 3-
|
25
| 6900
| PB6 3-
| 26
| 7300
| QC7 3-
| 27
| 7700
| RC7 3-
|
28
| 8100
| SD7 4-
| 29
| 8500
| TD8 4-
| 30
| 8900
| UE8 4-
|
31
| 9300
| VE8 4-
| 32
| 9700
| WF9 51
| 33
| 10100
| XF9 51
|
34
| 10500
| YG9 51
| 35
| 10900
| ZGA 51
| 36
| 11300
| [GA 51
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +0
| 5 4 8 2 3 1 0 2
| +0
| 6 4 8 3 4 2 0 2
|
+1
| 6 5 8 3 4 2 1 3
| +1
| 6 5 9 3 4 2 1 3
| +1
| 6 6 9 4 5 3 1 4
|
+2
| 7 6 9 4 5 3 2 4
| +2
| 7 7 9 4 5 4 2 5
| +2
| 7 7 10 5 6 4 2 5
|
+3
| 7 8 10 5 6 4 3 6
| +3
| 8 8 10 5 6 5 3 6
| +3
| 8 9 10 6 7 5 3 7
|
+4
| 8 9 11 6 7 6 4 7
| +4
| 8 10 11 6 7 6 4 8
| +4
| 9 10 11 7 8 6 4 8
|
+5
| 9 11 11 7 8 7 5 9
| +5
| 9 11 12 7 9 7 5 9
| +5
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Int 24
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Wiz
| Save Table:
| Psi
| Reference:
| DM
| Groups:
| Psionicist, Technology
|
|
|
|
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
| Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
| Psi24 powers cost 1E action to use.
| Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
| Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
| Level 1 ¶: xLVL Personality score.
|
|
[PC16] Technology Classes Group
[Q24.4] Intelligent Item Psionics - Minor
Effect
| gp cost (3E)
| Source
| d77
|
10 ranks in Bluff
| 5000
| DMG3.5?
| 1
| 10 ranks in Decipher Script
| 5000
| DMG3.5?
| 2
| 10 ranks in Diplomacy
| 5000
| DMG3.5?
| 3
|
10 ranks in Intimidate
| 5000
| DMG3.5?
| 4
| 10 ranks in Knowledge (choose category)
| 5000
| DMG3.5?
| 5
| 10 ranks in Listen
| 5000
| DMG3.5?
| 6
|
10 ranks in Search
| 5000
| DMG3.5?
| 7
| 10 ranks in Sense Motive
| 5000
| DMG3.5?
| 8
| 10 ranks in Spellcraft
| 5000
| DMG3.5?
| 9
|
10 ranks in Spot
| 5000
| DMG3.5?
| 10
| 1E: activate zone of truth 3/day
| 6500
| DMG3.5?
| 11
| 1E: bless its allies 3/day
| 1000
| DMG3.5?
| 12
|
1E: cure moderate wounds (2d8+3) on wielder 3/day
| 6500
| DMG3.5?
| 13
| 1E: darkness 3/day
| 6500
| DMG3.5?
| 14
| 1E: daze monster 3/day
| 6500
| DMG3.5?
| 15
|
1E: detect magic at will
| 3600
| DMG3.5?
| 16
| 1E: faerie fire 3/day
| 1100
| DMG3.5?
| 17
| 1E: hold person on an enemy 3/day
| 6500
| DMG3.5?
| 18
|
1E: locate object 3/day
| 6500
| DMG3.5?
| 19
| 1E: major image 1/day
| 5400
| DMG3.5?
| 20
| 1E: minor image 1/day
| 2200
| DMG3.5?
| 21
|
Anti-Magic 10% (DR 6T)
|
| 0D&D-Master
| 22
| Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 23
| Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 24
|
Bouyancy, to 10,000 cn (DR 6T)
|
| 0D&D-Master
| 25
| Cause Fear* (R 120', DR 2T; X5)
|
| 0D&D-Master
| 26
| Cause Wounds, Light* (EF 7 hp; X5)
|
| 0D&D-Master
| 27
|
Change Odors (EF 30' cube)
|
| 0D&D-Master
| 28
| Change Tastes (EF 40 meals or 20 cu.ft.)
|
| 0D&D-Master
| 29
| Climb Walls, 70% (DR 12T)
|
| 0D&D-Master
| 30
|
ConfuseAlignment*(R Touch, DR 40T;
|
| 0D&D-Master
| 31
| Container, to 5,000 cn (DR 6 hours)
|
| 0D&D-Master
| 32
| Cure Wounds (EF 7 hp; B26)
|
| 0D&D-Master
| 33
|
Darkness*(R 120', DR46T, EF30' dia; X11)
|
| 0D&D-Master
| 34
| deathwatch continually active
| 2700
| DMG3.5?
| 35
| detect elevator/shifting rooms/walls in a 10' radius
|
| DMG1
| 36
|
Detect Evil (DR 6T, EF R 60'; B41)
|
| 0D&D-Master
| 37
| detect evil/good in a 10' radius
|
| DMG1
| 38
| detect gems, kind, and number in a 10' radius
|
| DMG1
| 39
|
detect invisible objects in a 10' radius
|
| DMG1
| 40
| Detect Magic (DR 6T, EF R 60'; B39)
|
| 0D&D-Master
| 41
| detect magic in a 10' radius
|
| DMG1
| 42
|
Detect New Construction (R 60', DR 36T)
|
| 0D&D-Master
| 43
| detect precious metals, kind, and amount in a 20' radius
|
| DMG1
| 44
| detect secret doors in a 5' radius
|
| DMG1
| 45
|
Detect Slopes (R 30', DR 36T)
|
| 0D&D-Master
| 46
| detect sloping passages in a 10' radius
|
| DMG1
| 47
| detect traps of large size in a 10' radius
|
| DMG1
| 48
|
Find Traps, 50% (DR 6T)
|
| 0D&D-Master
| 49
| FloatingDisc(DR 6T, EF 5,000 cn; B39)
|
| 0D&D-Master
| 50
| HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15)
|
| 0D&D-Master
| 51
|
Levitate (DR 46T; B41)
|
| 0D&D-Master
| 52
| locate object in a 120' radius
|
| DMG1
| 53
| Magic Missile (EF 5 missiles, ld6 + 1D each; B40)
|
| 0D&D-Master
| 54
|
Memorize + 1 bonus spell level
|
| 0D&D-Master
| 55
| Mindmask (R Touch, DR 12T; X11)
|
| 0D&D-Master
| 56
| Open Locks, 60% (DR 6T)
|
| 0D&D-Master
| 57
|
Predict Weather(DR 12 hours, EF 40 miles; C 15)
|
| 0D&D-Master
| 58
| Produce Fire (DR 2T; C15)
|
| 0D&D-Master
| 59
| Protection from Evil (DR 6T; B40)
|
| 0D&D-Master
| 60
|
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27)
|
| 0D&D-Master
| 61
| Read Languages (DR 6T; B40)
|
| 0D&D-Master
| 62
| Read Magic (DR 3T; B40)
|
| 0D&D-Master
| 63
|
Remove Fear (DR 3T, EF +6 SAve; B27)
|
| 0D&D-Master
| 64
| Repair normal objects (EF up to 1,000
|
| 0D&D-Master
| 65
| Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27)
|
| 0D&D-Master
| 66
|
Resist Fire (DR 6T, EF + 2ST, -1ldie D;
|
| 0D&D-Master
| 67
| Shield (DR 6T; B40)
|
| 0D&D-Master
| 68
| Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40)
|
| 0D&D-Master
| 69
|
Speak with Animals (R 30', DR 6T; X6)
|
| 0D&D-Master
| 70
| Timekeeping (DR to 24 hours from 1 mark)
|
| 0D&D-Master
| 71
| Tree movement (DR 12T)
|
| 0D&D-Master
| 72
|
Ventriloquism (R go', DR 3T; B40)
|
| 0D&D-Master
| 73
| Warp Wood(R240', EF40 arrows; C15)
|
| 0D&D-Master
| 74
| Water Breathing (R30', DR 1 day; X12)
|
| 0D&D-Master
| 75
|
Weapon damage bonus + 2 (DR 1T)
|
| 0D&D-Master
| 76
| Web (R lo'cu, DR 48T; B42)
|
| 0D&D-Master
| 77
|
|
[PC16] Technology Classes Group
[Q24.5] Intelligent Item Psionics - Major
Effect
| gp cost (3E)
| Source
| d259
|
10 ranks in Sense Motive
|
| ELH3?
| 1
| 10 ranks in Survival
|
| ELH3?
| 2
| 1E: arcane eye 1/day
| 10000
| DMG3.5?
| 3
|
1E: cause fear in an enemy at will
| 7200
| DMG3.5?
| 4
| 1E: clairvoyance 3/day
| 16000
| DMG3.5?
| 5
| 1E: create daylight 3/day
| 16000
| DMG3.5?
| 6
|
1E: create deeper darkness 3/day
| 16000
| DMG3.5?
| 7
| 1E: create magic circle against (opposing alignment) at will
| 16000
| DMG3.5?
| 8
| 1E: detect (opposing alignment) at will
| 7200
| DMG3.5?
| 9
|
1E: detect thoughts at will
| 44000
| DMG3.5?
| 10
| 1E: detect undead at will
| 7200
| DMG3.5?
| 11
| 1E: dimensional anchor on a foe 1/day
| 10000
| DMG3.5?
| 12
|
1E: dismissal on a foe 1/day
| 10000
| DMG3.5?
| 13
| 1E: fear against foes 3/day
| 30000
| DMG3.5?
| 14
| 1E: gust of wind 3/day
| 11000
| DMG3.5?
| 15
|
1E: haste on its owner 3/day
| 16000
| DMG3.5?
| 16
| 1E: invisibility purge (30 ft. range) 3/day
| 16000
| DMG3.5?
| 17
| 1E: lesser globe of invulnerability 1/day
| 10000
| DMG3.5?
| 18
|
1E: locate creature 3/day
| 30000
| DMG3.5?
| 19
| 1E: quench on fires 3/day
| 16000
| DMG3.5?
| 20
| 1E: slow on its enemies 3/day
| 16000
| DMG3.5?
| 21
|
Ability Score bonus (DR 6T, EF 1 random score)
|
| 0D&D-Master
| 22
| Ability Score bonus (DR 6T, EF 2 random scores)
|
| 0D&D-Master
| 23
| AC bonus -2 (DR 6T)
|
| 0D&D-Master
| 24
|
AC bonus -4 (DR 6T)
|
| 0D&D-Master
| 25
| Adds 1 point to possessor’s maior attribute
|
| DMG1
| 26
| Animate dead (1 figure) (by touch) - 7 times/week
|
| DMG1
| 27
|
Anti-Animal Shell (DR 40T C16)
|
| 0D&D-Master
| 28
| Anti-Magic 20% (DR 6T)
|
| 0D&D-Master
| 29
| Anti-Plant Shell (DR 6T; Cl6)
|
| 0D&D-Master
| 30
|
Audible glamer upon command - 3 times/day
|
| DMG1
| 31
| Bearhug (DR 1T)
|
| 0D&D-Master
| 32
| Bless (by touch)
|
| DMG1
| 33
|
Bug Repellant (DR 40T, + 4 ST)
|
| 0D&D-Master
| 34
| Buoyancy, to 20,000 cn (DR 12T)
|
| 0D&D-Master
| 35
| Buoyancy, to 40,000 cn (DR 18T)
|
| 0D&D-Master
| 36
|
Calm Others (R 120', EF up to 40 HD)
|
| 0D&D-Master
| 37
| Cause Disease*(R 30'; X6)
|
| 0D&D-Master
| 38
| Cause Wounds, Critical* (EF 21 hp;
|
| 0D&D-Master
| 39
|
Cause Wounds, Serious* (EF 14 hp;
|
| 0D&D-Master
| 40
| Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13)
|
| 0D&D-Master
| 41
| Charm Person (R 120'; B39)
|
| 0D&D-Master
| 42
|
charm person on contact - 3 times/day
|
| DMG1
| 43
| Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21)
|
| 0D&D-Master
| 44
| Choose Best Option (R lT, EF 1 choice)
|
| 0D&D-Master
| 45
|
Clairaudience (when touched to the ear)
|
| DMG1
| 46
| clairoudience, 30' range-3 times/day 1 round per use
|
| DMG1
| 47
| Clairvoyance (when touched to the eyes)
|
| DMG1
| 48
|
Clairvoyance(R 60', DR 12T; X11)
|
| 0D&D-Master
| 49
| clairvoyance, 30' range - 3 times/day, 1 round per use
|
| DMG1
| 50
| Climb Walls, 100% (DR 12T)
|
| 0D&D-Master
| 51
|
Climb Walls, 80% (DR 12T)
|
| 0D&D-Master
| 52
| Climb Walls, 90% (DR 12T)
|
| 0D&D-Master
| 53
| Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14)
|
| 0D&D-Master
| 54
|
Color spray - 3 times/day
|
| DMG1
| 55
| Communication (DR 6T)
|
| 0D&D-Master
| 56
| Comprehend languages when held
|
| DMG1
| 57
|
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13)
|
| 0D&D-Master
| 58
| Container, to 10,000 cn (DR 6 hours)
|
| 0D&D-Master
| 59
| Container, to 20,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Container. to 15,000 cn (DR 6 hours)
|
| 0D&D-Master
| 61
| Continual Darkness* (R 120', EF 30' rad; X6)
|
| 0D&D-Master
| 62
| continuous detect scrying effect
| 10000
| DMG3.5?
| 63
|
Control Plants (R all in 30' x 30', DR 20T; X61)
|
| 0D&D-Master
| 64
| Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15)
|
| 0D&D-Master
| 65
| Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16)
|
| 0D&D-Master
| 66
|
Create food and water - 1 time/day
|
| DMG1
| 67
| Create magic aura (R 120', DR 3T, EF 40' cube)
|
| 0D&D-Master
| 68
| Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12)
|
| 0D&D-Master
| 69
|
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22)
|
| 0D&D-Master
| 70
| Create Poison * (R Touch; X8)
|
| 0D&D-Master
| 71
| Create Water (RDR 6T, EF 50 gallons; X7)
|
| 0D&D-Master
| 72
|
Cure Blindness (R Touch; X6)
|
| 0D&D-Master
| 73
| Cure Disease (R 30 ' ; X6)
|
| 0D&D-Master
| 74
| Cure light wounds (1d8+5) on wielder 1/day
|
| ELH3?
| 75
|
Cure light wounds- 7 times/week
|
| DMG1
| 76
| Cure Wounds, Critical(EF 21 hp; C12)
|
| 0D&D-Master
| 77
| Cure Wounds, Serious (EF 14 hp; X7)
|
| 0D&D-Master
| 78
|
Curse* (R Touch; EF limited, see X14)
|
| 0D&D-Master
| 79
| Darkness (5', 10', or 15‘ radius) - 3 times/day
|
| DMG1
| 80
| Detect [opposing alignment] at will
|
| ELH3?
| 81
|
Detect charm - 3 times/day
|
| DMG1
| 82
| Detect Danger (R 200 ' , DR 6T; M4)
|
| 0D&D-Master
| 83
| Detect evil/good when held or ordered
|
| DMG1
| 84
|
Detect invisibility when held and ordered
|
| DMG1
| 85
| Detect Invisible (R 400', DR 6T; B41)
|
| 0D&D-Master
| 86
| Detect magic - 3 times/day
|
| DMG1
| 87
|
Detect magic at will
|
| ELH3?
| 88
| Detect secret doors at will
|
| ELH3?
| 89
| determine directions and depth - 2 times/day
|
| DMG1
| 90
|
Dimension Door (R lo', DR lr, EF 360'; X13)
|
| 0D&D-Master
| 91
| Disarm Attack (DR 6T)
|
| 0D&D-Master
| 92
| Dispel Evil (R 30', DR 1T; X8)
|
| 0D&D-Master
| 93
|
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20)
|
| 0D&D-Master
| 94
| Dodge normal missiles (DR lT, EF Save vs. wands)
|
| 0D&D-Master
| 95
| Elasticity (DR 12T, EF 1/2 Dmg blunt weapons)
|
| 0D&D-Master
| 96
|
ESP (30’-60' range) - 3 times/day
|
| DMG1
| 97
| ESP(R 60', DR 12T; B41)
|
| 0D&D-Master
| 98
| ESP, 30' range - 3 times/day 1 round per use
|
| DMG1
| 99
|
Feather fall on wielder 1/day
|
| ELH3?
| 100
| Feather fall when grasped and ordered
|
| DMG1
| 101
| Feeblemind (R 240', EF -4S?, INT 2;
|
| 0D&D-Master
| 102
|
Find Secret Doors (R lo', DR 6T)
|
| 0D&D-Master
| 103
| Find traps - 3 times/day
|
| DMG1
| 104
| Find Traps (DR 2T, EF 30' ; X5)
|
| 0D&D-Master
| 105
|
Find traps at will
|
| ELH3?
| 106
| Find Traps, 60% (DR 6T)
|
| 0D&D-Master
| 107
| Find Traps, 70% (DR 6T)
|
| 0D&D-Master
| 108
|
Find Traps, 80% (DR 6T)
|
| 0D&D-Master
| 109
| Fly (DR 40 + ld6T, MV 360'; X12)
|
| 0D&D-Master
| 110
| Fly when held and ordered - 1 time/day
|
| DMG1
| 111
|
flying, 12" - 1 hour/day
|
| DMG1
| 112
| fnfravision when held or worn
|
| DMG1
| 113
| Free Monster* (R 120', EF up to 4 cr; X15)
|
| 0D&D-Master
| 114
|
Free Person* (R 120', EF up to 4 cr;
|
| 0D&D-Master
| 115
| Gaseous Form (DR 3T)
|
| 0D&D-Master
| 116
| Growth of Animal (R 120', DR 12T, EF
|
| 0D&D-Master
| 117
|
Growth of Plants (R 120', EF 3,000
|
| 0D&D-Master
| 118
| Hallucinatory Terrain (R 240'; X13)
|
| 0D&D-Master
| 119
| Harden* (R 120', EF 3,000 sq.ft. X
|
| 0D&D-Master
| 120
|
Haste (R 240', DR 3T, EF 24 cr in 60';
|
| 0D&D-Master
| 121
| heal - 1 time/day
|
| DMG1
| 122
| Hear Noise, 50% (DR 12T)
|
| 0D&D-Master
| 123
|
Heat Metal (R 30', DR 7r; M4)
|
| 0D&D-Master
| 124
| Hide in Shadows, 30% (DR 6T)
|
| 0D&D-Master
| 125
| Hide in Shadows, 50% (DR 6T)
|
| 0D&D-Master
| 126
|
Hit points bonus + 1 per Hit Die (DR
|
| 0D&D-Master
| 127
| Hit rolls bonus + 2 (DR 1T)
|
| 0D&D-Master
| 128
| Hit rolls bonus + 3 (DR 1T)
|
| 0D&D-Master
| 129
|
Hit rolls bonus + 4 (DR 1T)
|
| 0D&D-Master
| 130
| Hold Monster (R 120', DR 46T, EF up to 4 cr; X15)
|
| 0D&D-Master
| 131
| Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12)
|
| 0D&D-Master
| 132
|
Hold Portal (DR 12T; B39)
|
| 0D&D-Master
| 133
| Hypnotic pattern (when moved) - 3 times/day
|
| DMG1
| 134
| Ice, Storm (R 120', EF 20d6 D, 20' cube; X13)
|
| 0D&D-Master
| 135
|
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13)
|
| 0D&D-Master
| 136
| illusion, 120' range - 2 times/day, as the wand
|
| DMG1
| 137
| Immune to Disease (R Touch, DR 18T)
|
| 0D&D-Master
| 138
|
Immune to Paralysis (R Touch, DR 6T)
|
| 0D&D-Master
| 139
| Immune to Poison (DR 18T, EF self
|
| 0D&D-Master
| 140
| Infravision (R Touch, DR 1 day, EF see 60'; X12)
|
| 0D&D-Master
| 141
|
Invisibility (B41)
|
| 0D&D-Master
| 142
| Invisibility (improved) - 3 times/day
|
| DMG1
| 143
| Invisibility lO'radius(R 120'; X12)
|
| 0D&D-Master
| 144
|
Item creates wall of fire in a ring with the wielder at the center 1/day
| 10000
| DMG3.5?
| 145
| Jump for 20 minutes on wielder 1/day
|
| ELH3?
| 146
| Knock (R 60'; B41)
|
| 0D&D-Master
| 147
|
Know Alignment (DR lr, EF R 30; X5)
|
| 0D&D-Master
| 148
| Know alignment when held and ordered - 1 time/day
|
| DMG1
| 149
| Leap to 30', + 2 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 150
|
Levitate when held and ordered - 3 times/day
|
| DMG1
| 151
| levitation, 1 turn duration - 3 times/day ot 6th level of magic
|
| DMG1
| 152
| Light (R 120', DR 46T, EF 30' dia; B40)
|
| 0D&D-Master
| 153
|
Light-7 time/week
|
| DMG1
| 154
| Locate object in a 120-ft. radius
|
| ELH3?
| 155
| Locate Object(DR 6T, EF 120'; X6)
|
| 0D&D-Master
| 156
|
Lower Water (R 240', DR lOT, EF 1/2 height; X16)
|
| 0D&D-Master
| 157
| Magic Door (R lo', DR 7 uses; C22)
|
| 0D&D-Master
| 158
| Massmorph (R 240', EF 100 mansize; X13)
|
| 0D&D-Master
| 159
|
Memorize + 2 bonus spell levels
|
| 0D&D-Master
| 160
| Memorize + 3 bonus spell levels
|
| 0D&D-Master
| 161
| Memorize + 4 bonus spell levels
|
| 0D&D-Master
| 162
|
Merging (DR 18T, EF 7 cr)
|
| 0D&D-Master
| 163
| Mind blank - 3 times/day
|
| DMG1
| 164
| MirrorImage(DR 6T, EF 5 false images; B42)
|
| 0D&D-Master
| 165
|
Move Silently, 50% (DR 6T)
|
| 0D&D-Master
| 166
| Neutralize Poison (R Touch; X8)
|
| 0D&D-Master
| 167
| Obscure (DR 40T, EF 400fsq/40'high; C15)
|
| 0D&D-Master
| 168
|
Obscurement- 1 time/day
|
| DMG1
| 169
| Open Locks, 70% (DR 6T)
|
| 0D&D-Master
| 170
| Open Locks, 80% (DR 6T)
|
| 0D&D-Master
| 171
|
Parry (DR 6T)
|
| 0D&D-Master
| 172
| Pass Plant (EF 300-600 yards; C16)
|
| 0D&D-Master
| 173
| Pass without trace - 1 time/day
|
| DMG1
| 174
|
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22)
|
| 0D&D-Master
| 175
| Pick Pockets, 50% (DR 6T)
|
| 0D&D-Master
| 176
| Plant Door(DR 40T; C15)
|
| 0D&D-Master
| 177
|
Polymorph Other(R 60', up to 2x HD; X13)
|
| 0D&D-Master
| 178
| Possessor immune to disease
|
| DMG1
| 179
| Possessor immune to fear
|
| DMG1
| 180
|
Possessor immune to gas of any type
|
| DMG1
| 181
| Possessor need neither eat nor drink for up to 1 week
|
| DMG1
| 182
| Protection +2 when held or worn
|
| DMG1
| 183
|
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8)
|
| 0D&D-Master
| 184
| Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15)
|
| 0D&D-Master
| 185
| Protection from many creatures (DR 6T, EF up to 15HD)
|
| 0D&D-Master
| 186
|
Protection from Normal Missiles (R 30', DR 12T X12)
|
| 0D&D-Master
| 187
| Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5)
|
| 0D&D-Master
| 188
| Protection from some creatures (DR 6T, EF up to 5 HD)
|
| 0D&D-Master
| 189
|
Remove fear by touch
|
| DMG1
| 190
| Remove Geas* (R 30'; X16)
|
| 0D&D-Master
| 191
| Remove Traps, 50% (DR 6T)
|
| 0D&D-Master
| 192
|
Repair temporary magical object (1 obj)
|
| 0D&D-Master
| 193
| Sanctuary when held or worn - 1 time/day
|
| DMG1
| 194
| Saving Throws bonus + 2 (DR 6T)
|
| 0D&D-Master
| 195
|
Security (EF Trap 5 items, alarm only)
|
| 0D&D-Master
| 196
| Set normal Trap, 50% (DR 6T)
|
| 0D&D-Master
| 197
| Set normal Trap, 70% (DR 6T)
|
| 0D&D-Master
| 198
|
Shelter
|
| 0D&D-Master
| 199
| Shield, when held or worn, upon command - 3 times/day
|
| DMG1
| 200
| Shrink Plants* (R 120', EF 3,000 sq.ft.;
|
| 0D&D-Master
| 201
|
Silence15'radius(R 180', DR 12T; X6)
|
| 0D&D-Master
| 202
| Size Control (DR 6T, 3' to 18')
|
| 0D&D-Master
| 203
| Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12)
|
| 0D&D-Master
| 204
|
Speak with animals- 3 timedday
|
| DMG1
| 205
| Speak with dead- 1 timelday
|
| DMG1
| 206
| Speak with plants - 7 times/week
|
| DMG1
| 207
|
Speak with Plants(R 30', DR 3T; X8)
|
| 0D&D-Master
| 208
| Speak with the Dead (R 30', EF 3 questions; X7)
|
| 0D&D-Master
| 209
| Spell damage bonus, + l/die (DR 1 spell)
|
| 0D&D-Master
| 210
|
Spider climb for 20 minutes on wielder 1/day
|
| ELH3?
| 211
| status effect, usable at will
| 11000
| DMG3.5?
| 212
| strength - 1 time/day (upon wielder only)
|
| DMG1
| 213
|
Striking (R 30', DR lT, EF + ld6 D;
|
| 0D&D-Master
| 214
| Summon Animals (R 360', DR 3T; M5)
|
| 0D&D-Master
| 215
| Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20)
|
| 0D&D-Master
| 216
|
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each
|
| DMG1
| 217
| telepathy, 60' range - 2 times/day
|
| DMG1
| 218
| teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments
|
| DMG1
| 219
|
Tongues when held or worn and commanded
|
| DMG1
| 220
| Tracking (DR 6 hours, EF 90% outdoor, 50% indoor)
|
| 0D&D-Master
| 221
| Transport Through Plants (EF +2 cr;C16)
|
| 0D&D-Master
| 222
|
Turn Undead as Cleric L12 (DR 2T)
|
| 0D&D-Master
| 223
| Turn Undead as Cleric L6 (DR 1T)
|
| 0D&D-Master
| 224
| Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T)
|
| 0D&D-Master
| 225
|
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T)
|
| 0D&D-Master
| 226
| Turn Wood(R 30', DR 40T, EF 120' X 60'; M5)
|
| 0D&D-Master
| 227
| Ultravision when held or worn
|
| DMG1
| 228
|
Ventriloquism upon command - 3 times/day
|
| DMG1
| 229
| Wall of Stone (R 60', EF 1,000 cu.ft.; X15)
|
| 0D&D-Master
| 230
| Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14)
|
| 0D&D-Master
| 231
|
Water breathing upon command
|
| DMG1
| 232
| Water walking ability
|
| DMG1
| 233
| Weapon damage bonus + 3 (DR 1T)
|
| 0D&D-Master
| 234
|
Weapon damage bonus + 4 (DR 1T)
|
| 0D&D-Master
| 235
| Weapon damage bonus + 5 (DR 1T)
|
| 0D&D-Master
| 236
| Weapon strength bonus + 1 (DR 1T)
|
| 0D&D-Master
| 237
|
Weapon strength bonus + 2 (DR 1T)
|
| 0D&D-Master
| 238
| Wearer immune ta charm or hold spells
|
| DMG1
| 239
| Wearer immune to magic missiles
|
| DMG1
| 240
|
Web- 1 time/day
|
| DMG1
| 241
| Web movement (DR 12T)
|
| 0D&D-Master
| 242
| Wielder can use see invisibility at will
|
| ELH3?
| 243
|
Wielder does not need to breathe
|
| ELH3?
| 244
| Wielder does not need to sleep
|
| ELH3?
| 245
| Wielder has free use of Blind-Fight
|
| ELH3?
| 246
|
Wielder has free use of Combat Expertise
|
| ELH3?
| 247
| Wielder has free use of Combat Reflexes
|
| ELH3?
| 248
| Wielder has free use of evasion
|
| ELH3?
| 249
|
Wielder has free use of Improved Initiative
|
| ELH3?
| 250
| Wielder has free use of Improved Sunder
|
| ELH3?
| 251
| Wielder has free use of Mobility
|
| ELH3?
| 252
|
Wielder has free use of uncanny dodge (as a 5th-level barbarian)
|
| ELH3?
| 253
| Wizard lock - 7 time/week
|
| DMG1
| 254
| Wizard Lock (R 10'; B42)
|
| 0D&D-Master
| 255
|
WizardEye (R 240', DR 6I', MV 120'; X14)
|
| 0D&D-Master
| 256
| Write - 1 time/day
|
| DMG1
| 257
| X-ray vision, 40' range - 2 times/day 1 turn per use
|
| DMG1
| 258
|
Zombie animation - 1 time/week
|
| DMG1
| 259
|
|
[PC16] Technology Classes Group
[Q24.6] Intelligent Item Psionics - Grand
Effect
| gp cost (3E)
| Source
| d209
|
+2 to armor class of possessor or AC 20, whichever is better
|
| DMG1
| 1
| 1E: 10d6 fireball
| 60000
| DMG3.5?
| 2
| 1E: 10d6 lightning bolt
| 60000
| DMG3.5?
| 3
|
1E: 15d6 greater shout 3/day
| 130000
| DMG3.5?
| 4
| 1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use)
|
| ELH3?
| 5
| 1E: confusion
| 50000
| DMG3.5?
| 6
|
1E: contagion (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 7
| 1E: crushing despair
| 50000
| DMG3.5?
| 8
| 1E: dimension door on itself and wielder
| 50000
| DMG3.5?
| 9
|
1E: Finger of death (100 ft. range, DC 171)
|
| ELH3?
| 10
| 1E: Globe of invulnerability
|
| ELH3?
| 11
| 1E: Heal
|
| ELH3?
| 12
|
1E: ice storm
| 50000
| DMG3.5?
| 13
| 1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131)
|
| ELH3?
| 14
| 1E: Magic missile (200-ft. range, 3 missiles)
|
| ELH3?
| 15
|
1E: mass inflict light wounds
| 81000
| DMG3.5?
| 16
| 1E: phantasmal killer
| 50000
| DMG3.5?
| 17
| 1E: poison (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 18
|
1E: prying eyes
| 81000
| DMG3.5?
| 19
| 1E: rusting grasp as touch attack
| 56000
| DMG3.5?
| 20
| 1E: song of discord
| 81000
| DMG3.5?
| 21
|
1E: Stoneskin (wielder only, 10 minutes per use)
|
| ELH3?
| 22
| 1E: Summon monster III
|
| ELH3?
| 23
| 1E: Summon monster VI
|
| ELH3?
| 24
|
1E: Telekinesis (250 lb. maximum, 1 minute each use)
|
| ELH3?
| 25
| 1E: Teleport, 600 lb. maximum
|
| ELH3?
| 26
| 1E: true resurrection on wielder, once per month
| 200000
| DMG3.5?
| 27
|
1E: Wall of force
|
| ELH3?
| 28
| 1E: waves of exhaustion
| 164000
| DMG3.5?
| 29
| Ability Score bonus (DR 6T, EF 3 random scores)
|
| 0D&D-Master
| 30
|
AC bonus -6 (DR 6T)
|
| 0D&D-Master
| 31
| Acid Breath (EF 30' X 5')
|
| 0D&D-Master
| 32
| Animal summoning (II or III)-2 times/day
|
| DMG1
| 33
|
Animate object upon command- 1 time/day
|
| DMG1
| 34
| Animate Objects (R 60', DR 6T, EF 4,000 cn; X9)
|
| 0D&D-Master
| 35
| AnimateDead(R60', EF40 HD; X14)
|
| 0D&D-Master
| 36
|
Anti-Magic 30% (DR 6T)
|
| 0D&D-Master
| 37
| Anti-Magic 40% (DR 6T)
|
| 0D&D-Master
| 38
| Anti-Magic Shell (DR 12T; X15)
|
| 0D&D-Master
| 39
|
Appear+ (R 240', DR lT, EF 20'cube;
|
| 0D&D-Master
| 40
| Babble* (R 60', DR 40T; X9)
|
| 0D&D-Master
| 41
| Barrier (R 60', DR 12T, EF 7-70 D;
|
| 0D&D-Master
| 42
|
blindness brand (2-12 rounds)
|
| DMG1
| 43
| Bull’s strength (wielder only)
|
| ELH3?
| 44
| Buoyancy, any weight (DR 36T)
|
| 0D&D-Master
| 45
|
Buoyancy, to 80,000 cn (DR 24T)
|
| 0D&D-Master
| 46
| Burrowing (DR 6T, MV lo', 30', or60 ' )
|
| 0D&D-Master
| 47
| Cat’s grace (wielder only)
|
| ELH3?
| 48
|
Cause serious wounds by touch
|
| DMG1
| 49
| Charm monster-2 time/day
|
| DMG1
| 50
| Charm person (DC 111) on contact
|
| ELH3?
| 51
|
Charm person -7 times/week
|
| DMG1
| 52
| Climb Walls, 110% (DR 12T)
|
| 0D&D-Master
| 53
| Climb Walls, 120% (DR 12T)
|
| 0D&D-Master
| 54
|
Cone of cold (9-12 dice) -2 times/day
|
| DMG1
| 55
| Confusion - 1 time/day
|
| DMG1
| 56
| confusion brand (2-12 rounds)
|
| DMG1
| 57
|
Container, to 25,000 cn (DR 6 hours)
|
| 0D&D-Master
| 58
| Container, to 30,000 cn (DR 6 hours) + mounts; X8)
|
| 0D&D-Master
| 59
| Container, to 35,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Control Animals (DR 20T, EF up to 40HD, 20 cr)
|
| 0D&D-Master
| 61
| Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr)
|
| 0D&D-Master
| 62
| Create normal objects (EF up to 1,000
|
| 0D&D-Master
| 63
|
Cure blindness by touch
|
| DMG1
| 64
| Cure disease by touch
|
| DMG1
| 65
| Dance (R Touch, DR 8r, EF -4STIAC; C24)
|
| 0D&D-Master
| 66
|
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16)
|
| 0D&D-Master
| 67
| Defeat/slay a particular creature type (see the bane special ability for choices)
|
| DMG3.5?
| 68
| Defeat/slay a particular race or kind of creature
|
| DMG3.5?
| 69
|
Defeat/slay all (other than the item and the wielder)
|
| DMG3.5?
| 70
| Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
|
| DMG3.5?
| 71
| Defeat/slay diametrically opposed alignment
|
| DMG3.5?
| 72
|
Defeat/slay divine spellcasters (including divine entities and servitors)
|
| DMG3.5?
| 73
| Defeat/slay nonspellcasters
|
| DMG3.5?
| 74
| Defeat/slay the servants of a specific deity
|
| DMG3.5?
| 75
|
Defend a particular race or kind of creature
|
| DMG3.5?
| 76
| Defend the servants and interests of a specific deity
|
| DMG3.5?
| 77
| Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22)
|
| 0D&D-Master
| 78
|
Detect thoughts (100-ft. range, 1 minute per use)
|
| ELH3?
| 79
| Dimension door- 2 times/day
|
| DMG1
| 80
| Disintegrate - 1 time/day
|
| DMG1
| 81
|
disintegrate brand
|
| DMG1
| 82
| Dispel illusion upon command - 2 times/day
|
| DMG1
| 83
| Dispel magic upon command- 2 timeslday
|
| DMG1
| 84
|
DispelMagic(R 120', EF 20'cube; X8)
|
| 0D&D-Master
| 85
| Dodge any missiles (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 86
| Dodge directional attacks (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 87
|
Double movement speed (on foot)
|
| DMG1
| 88
| Double weapon damage (DR 1T)
|
| 0D&D-Master
| 89
| Emotion - 2 times/day
|
| DMG1
| 90
|
Exorcise - 1 timelmonth
|
| DMG1
| 91
| Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24)
|
| 0D&D-Master
| 92
| fear brand (1-4 rounds)
|
| DMG1
| 93
|
Fear by touch or gaze
|
| DMG1
| 94
| Feeblemind by touch
|
| ELH3?
| 95
| Find Traps, 100 % (DR 6T)
|
| 0D&D-Master
| 96
|
Find Traps, 110% (DR 6T)
|
| 0D&D-Master
| 97
| Find Traps, 90% (DR 6T)
|
| 0D&D-Master
| 98
| Finger ofDeath*(R 60'; X9, C12)
|
| 0D&D-Master
| 99
|
Fire Ball (R 240', EF 20d6 D; X11)
|
| 0D&D-Master
| 100
| Fire Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 101
| Fire shield- 2 times/day
|
| DMG1
| 102
|
Fireball (9-12 dice) - 2 times/day
|
| DMG1
| 103
| Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16)
|
| 0D&D-Master
| 104
| Fly (30 minutes per use)
|
| ELH3?
| 105
|
Geas Another (R 30'; X16)
|
| 0D&D-Master
| 106
| Giant strength (determine type) for 2 turns
|
| DMG1
| 107
| Haste - 1 time/day
|
| DMG1
| 108
|
Haste (wielder only, 10 rounds)
|
| ELH3?
| 109
| Heal - 1 time/day
|
| DMG1
| 110
| Hear Noise, 140% (DR 36T)
|
| 0D&D-Master
| 111
|
Hear Noise, 90% (DR 24T)
|
| 0D&D-Master
| 112
| Hide in Shadows, 70% (DR 6T)
|
| 0D&D-Master
| 113
| Hit points bonus + 2 per Hit Die (DR
|
| 0D&D-Master
| 114
|
Hit rolls bonus + 5 (DR 1T)
|
| 0D&D-Master
| 115
| Hit rolls bonus + 6 (DR 1T)
|
| 0D&D-Master
| 116
| Hold animal - 1 time/day
|
| DMG1
| 117
|
Hold monster- 1 time/day
|
| DMG1
| 118
| Hold person - 1 time/day
|
| DMG1
| 119
| Ice Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 120
|
Immune to Aging attacks (R Touch, DR
|
| 0D&D-Master
| 121
| insanity brand (1-4 rounds)
|
| DMG1
| 122
| Invisibility (wielder only, up to 30 minutes per use)
|
| ELH3?
| 123
|
Leap to 60', + 4 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 124
| Leap to go', + 6 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 125
| Levitation (wielder only, 10 minute duration)
|
| ELH3?
| 126
|
Lie Detection (R 120', DR 3T)
|
| 0D&D-Master
| 127
| Life Drain' (R Touch; EF Drains 1 level; C13)
|
| 0D&D-Master
| 128
| Lightning bolt (9-12 dice) -2 times/day
|
| DMG1
| 129
|
Lightning Bolt (R 180', EF 20d6 D,
|
| 0D&D-Master
| 130
| Lore (DR 1T or 1 day; C22)
|
| 0D&D-Master
| 131
| Magic Lock*(R lo', DR 7 uses, EF 10'
|
| 0D&D-Master
| 132
|
Mapmaking (DR lT, EF Sense 60' range)
|
| 0D&D-Master
| 133
| Mass Charm (R 120', EF 30HD, -2 Save; C24)
|
| 0D&D-Master
| 134
| MassInvisibility(R 240', EF 60'sq, 300 man-size; C22)
|
| 0D&D-Master
| 135
|
Memorize + 5 bonus spell levels
|
| 0D&D-Master
| 136
| Memorize + 6 spell bonus levels
|
| 0D&D-Master
| 137
| Memorize + 7 bonus spell levels
|
| 0D&D-Master
| 138
|
Minor globe of invulnerability - 1 time/day
|
| DMG1
| 139
| Move Earth (R 240', DR 6T C21)
|
| 0D&D-Master
| 140
| Move Silently, 70% (DR 6T)
|
| 0D&D-Master
| 141
|
Move Silently, 90% (DR 6T)
|
| 0D&D-Master
| 142
| Open Locks, 100% (DR 6T)
|
| 0D&D-Master
| 143
| Open Locks, 90% (DR 6T)
|
| 0D&D-Master
| 144
|
paralysis brand (1-4 rounds)
|
| DMG1
| 145
| Paralyzation by touch
|
| DMG1
| 146
| Passwall
|
| ELH3?
| 147
|
Passwall-2 times/day
|
| DMG1
| 148
| Phantasmal killer- 1 time/day
|
| DMG1
| 149
| PhantasmalForce(R 240', EF 40'cube; B42)
|
| 0D&D-Master
| 150
|
Pick Pockets, 75% (DR 6T)
|
| 0D&D-Master
| 151
| Plane Travel (self only, 1 shift)
|
| 0D&D-Master
| 152
| Poison gas breath (DR 3r, EF 20')
|
| 0D&D-Master
| 153
|
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25)
|
| 0D&D-Master
| 154
| Polymorph Self (DR 46T; X14)
|
| 0D&D-Master
| 155
| Polymorph self-7 timeslweek
|
| DMG1
| 156
|
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22)
|
| 0D&D-Master
| 157
| Projected Image (R 240', DR 6T; X16)
|
| 0D&D-Master
| 158
| Protection from most creatures (DR 6T, EF up to 15 HD)
|
| 0D&D-Master
| 159
|
Raise Dead (R 120', EF 132 days dead;
|
| 0D&D-Master
| 160
| Regenerate 2 h.p./turn (but not if killed)
|
| DMG1
| 161
| Remove Barrier*(R 60'; C12)
|
| 0D&D-Master
| 162
|
Remove Charm* (R 120', EF up to X12)
|
| 0D&D-Master
| 163
| Remove curse by touch - 7 times/week
|
| DMG1
| 164
| Remove Traps, 75% (DR 6T)
|
| 0D&D-Master
| 165
|
Repair permanent magical object (1 obj)
|
| 0D&D-Master
| 166
| Reverse Gravity (R go', EF 30'cube;
|
| 0D&D-Master
| 167
| Rulership (EF + 10 to + 50 Confidence)
|
| 0D&D-Master
| 168
|
Saving Throws bonus + 4 (DR 6T)
|
| 0D&D-Master
| 169
| Saving Throws bonus + 6 (DR 6T)
|
| 0D&D-Master
| 170
| Set normal Trap, 90% (DR 6T)
|
| 0D&D-Master
| 171
|
Shield on wielder
|
| ELH3?
| 172
| Slow- 1 time/day
|
| DMG1
| 173
| Speak with monster- 2 times/day
|
| DMG1
| 174
|
Speak with Monsters (DR 6T; X9)
|
| 0D&D-Master
| 175
| Spell damage bonus, + 2/die (DR 1 spell)
|
| 0D&D-Master
| 176
| Statue (DR 80T, EF + 2 Init; C23)
|
| 0D&D-Master
| 177
|
Stone to flesh - 1 time/day
|
| DMG1
| 178
| Stone to Flesh (R 120', EF l0'cube; X16)
|
| 0D&D-Master
| 179
| Suggestion - 2 times/day
|
| DMG1
| 180
|
Summon Weather (DR 240T, EF 30 miles; C 16)
|
| 0D&D-Master
| 181
| Survival (DR 48 hours; M3)
|
| 0D&D-Master
| 182
| Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24)
|
| 0D&D-Master
| 183
|
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day
|
| DMG1
| 184
| Telepathy (100 ft. range)
|
| ELH3?
| 185
| Teleport (no error) - 2 times/day
|
| DMG1
| 186
|
Teleport (R 10'; X15)
|
| 0D&D-Master
| 187
| Tracking (DR 6 hours, EF 90% anywhere)
|
| 0D&D-Master
| 188
| Transmute rock to mud - 2 times/day
|
| DMG1
| 189
|
Treasure Finding (DR 6T, EF 400')
|
| 0D&D-Master
| 190
| True seeing
|
| ELH3?
| 191
| True seeing - 1 time/day
|
| DMG1
| 192
|
Truesight (DR 5T, EF 120'; '212)
|
| 0D&D-Master
| 193
| Turn Undead as Cleric L24 (DR 3T)
|
| 0D&D-Master
| 194
| Turn Undead bonus +6 to roll, +3d6 HD (DR 1T)
|
| 0D&D-Master
| 195
|
Turn wood- 1 time/day
|
| DMG1
| 196
| Victory (EF +25 CR Roll, on CRT worst 91-100)
|
| 0D&D-Master
| 197
| Wall of fire - 2 time/day
|
| DMG1
| 198
|
Wall of ice - 2 times/day
|
| DMG1
| 199
| Wall of Iron (R120', EF500sq. ft.;C21)
|
| 0D&D-Master
| 200
| Wall of thorns - 2 times/day
|
| DMG1
| 201
|
Weapon damage is +2 hit points
|
| DMG1
| 202
| Weapon strength bonus + 3 (DR 1T)
|
| 0D&D-Master
| 203
| Weapon strength bonus + 4 (DR 1T)
|
| 0D&D-Master
| 204
|
Wielder gets +2 luck bonus on attacks, saves, and checks
| 80000
| DMG3.5?
| 205
| Wind walk - 1 time/day
|
| DMG1
| 206
| Wizard eye - 2 times/day
|
| DMG1
| 207
|
Word of recall - 1 time/day
|
| DMG1
| 208
| X-ray vision - 2 times/day
|
| DMG1
| 209
|
|
[PC16] Technology Classes Group
[Q24.7] Intelligent Item Psionics - Super
Effect
| gp cost (3E)
| Source
| d170
|
1E: Chain lightning (enhanced; 20d6 damage; DC 161)
|
| ELH3?
| 1
| 1E: Finger of death (heightened to 9th level; DC 191)
|
| ELH3?
| 2
| 1E: Gate
|
| ELH3?
| 3
|
1E: Greater teleport
|
| ELH3?
| 4
| 1E: Mass heal
|
| ELH3?
| 5
| 1E: Meteor Swarm (DC 191)
|
| ELH3?
| 6
|
1E: Phase Door
|
| ELH3?
| 7
| 1E: Prismatic Sphere (DC 191)
|
| ELH3?
| 8
| 1E: Summon monster IX
|
| ELH3?
| 9
|
1E: Sunburst (heightened to 9th level; DC 191)
|
| ELH3?
| 10
| Ability Scores bonus (DR 6T, EF 4 random scores)
|
| 0D&D-Master
| 11
| Ability Scores bonus (DR 6T, EF all scores)
|
| 0D&D-Master
| 12
|
AC bonus -10 (DR 6T)
|
| 0D&D-Master
| 13
| AC bonus -8 (DR 6T)
|
| 0D&D-Master
| 14
| All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum)
|
| DMG1
| 15
|
All of possessor's ability totals raised to 18 each upon pronouncement of a command word
|
| DMG1
| 16
| Anti-Magic 50% (DR 6T)
|
| 0D&D-Master
| 17
| Anti-Magic Ray (DR lT, EF 100%)
|
| 0D&D-Master
| 18
|
Astral projection
|
| ELH3?
| 19
| Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution)
|
| ELH3?
| 20
| Blasting (EF 60' x 20', 2d6 + deafen)
|
| 0D&D-Master
| 21
|
Blend with surroundings (DR 6T)
|
| 0D&D-Master
| 22
| Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day
|
| DMG1
| 23
| Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength)
|
| ELH3?
| 24
|
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month
|
| DMG1
| 25
| Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity)
|
| ELH3?
| 26
| Clone (R 10'; M6)
|
| 0D&D-Master
| 27
|
Close Gate*(R 30'; C26)
|
| 0D&D-Master
| 28
| Container, to 40,000 cn (DR 6 hours)
|
| 0D&D-Master
| 29
| Container, to 50,000 cn (DR 6 hours)
|
| 0D&D-Master
| 30
|
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large)
|
| 0D&D-Master
| 31
| Control Giants (DR 20T, EF one type, 4
|
| 0D&D-Master
| 32
| Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr)
|
| 0D&D-Master
| 33
|
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr)
|
| 0D&D-Master
| 34
| Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7)
|
| 0D&D-Master
| 35
| CreateAnyMonster(R go', DR 4T, EF 40 HD; M8)
|
| 0D&D-Master
| 36
|
Creeping doom callable- 1 time/day
|
| DMG1
| 37
| Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day
|
| DMG1
| 38
| Deoth ray equal to a finger of death with no saving throw - 1 time/day
|
| DMG1
| 39
|
Disintegrate (R 60', EF 1 cr; X16)
|
| 0D&D-Master
| 40
| Dominate monster (DC 191) on contact
|
| ELH3?
| 41
| Earthquake (R 120 yards, DR lT, EF 175'sq; C13)
|
| 0D&D-Master
| 42
|
Energy drain (DC 191) on contact
|
| ELH3?
| 43
| Find the Path (DR 46T; XU)
|
| 0D&D-Master
| 44
| Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8)
|
| 0D&D-Master
| 45
|
Foresight (wielder only)
|
| ELH3?
| 46
| Gate (R 30', DR 1T or d%T; C26)
|
| 0D&D-Master
| 47
| Gate spell power, 100% effective - 1 time/day
|
| DMG1
| 48
|
Greater invisibility (wielder only; extended; 40-minute duration)
|
| ELH3?
| 49
| Haste (wielder only; extended; 40-round duration)
|
| ELH3?
| 50
| Heal (R Touch; M9)
|
| 0D&D-Master
| 51
|
Hit points bonus +3 per Hit Die (DR
|
| 0D&D-Master
| 52
| Immune to Breath Weapons (R Touch, DR 1T)
|
| 0D&D-Master
| 53
| Immune to Energy Drain (R Touch, DR
|
| 0D&D-Master
| 54
|
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9)
|
| 0D&D-Master
| 55
| Imprisonment spell power - 1 time/week
|
| DMG1
| 56
| Inertia control (DR 4 hours, 1 obj)
|
| 0D&D-Master
| 57
|
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week
|
| DMG1
| 58
| Life Trapping
|
| 0D&D-Master
| 59
| Luck (DR lT, EF Choose result of 1 roll)
|
| 0D&D-Master
| 60
|
Magical resistance of 50%-75% for possessor upon command word- 1 time/day
|
| DMG1
| 61
| Major attribute permanently raised to 19 upon command word
|
| DMG1
| 62
| Maze (R 60', DR 6T to 4r; C26)
|
| 0D&D-Master
| 63
|
Memorize + 10 bonus spell levels
|
| 0D&D-Master
| 64
| Memorize + 8 bonus spell levels
|
| 0D&D-Master
| 65
| Memorize + 9 bonus spell levels
|
| 0D&D-Master
| 66
|
Metal to Wood (R 120', EF 2,000 cn; C16)
|
| 0D&D-Master
| 67
| Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26)
|
| 0D&D-Master
| 68
| Meteorswarm - 1 time/day
|
| DMG1
| 69
|
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24)
|
| 0D&D-Master
| 70
| Monster summoning VIII- 2 times/day
|
| DMG1
| 71
| Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13)
|
| 0D&D-Master
| 72
|
Open Locks, 110% (DR 6T)
|
| 0D&D-Master
| 73
| Open Locks, 120% (DR 6T)
|
| 0D&D-Master
| 74
| Open Mind' (R Touch, EF -8ST; C24)
|
| 0D&D-Master
| 75
|
Permanence (R 10'; C25)
|
| 0D&D-Master
| 76
| Pick Pockets, 100% (DR 6T)
|
| 0D&D-Master
| 77
| Plane shift- 1 time/day
|
| DMG1
| 78
|
Polymorph any object- 1 time/day
|
| DMG1
| 79
| Power word blind/kill/stun - 1 time/day
|
| DMG1
| 80
| Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26)
|
| 0D&D-Master
| 81
|
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25)
|
| 0D&D-Master
| 82
| Premonition of death or serious harm to possessor
|
| DMG1
| 83
| Prismatic spray- 1 time/day
|
| DMG1
| 84
|
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9)
|
| 0D&D-Master
| 85
| Protection from all creatures (DR 6T)
|
| 0D&D-Master
| 86
| Protection from Magical Detection (DR 6T, EF self + items)
|
| 0D&D-Master
| 87
|
Raise Dead Fully (R 60', EF up to 8 years dead; C 13)
|
| 0D&D-Master
| 88
| Random Avangion2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 89
| Random Avangion2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 90
|
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 91
| Random Bug spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 92
| Random Bug spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 93
|
Random Bug spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 94
| Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 95
| Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 96
|
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 97
| Random Hero spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 98
| Random Hero spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 99
|
Random Hero spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 100
| Random Hero spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 101
| Random Hero spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 102
|
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 103
| Random Legend spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 104
| Random Legend spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 105
|
Random Legend spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 106
| Random Legend spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 107
| Random Legend spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 108
|
Random Legend spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 109
| Random Legend spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 110
| Random Legend spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 111
|
Random Lich spell, CSL=0, CCL=10 (see [PC7])
|
| DM
| 112
| Random Lich spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 113
| Random Lich spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 114
|
Random Lich spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 115
| Random Lich spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 116
| Random Lich spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 117
|
Random Lich spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 118
| Random Lich spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 119
| Random Lich spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 120
|
Random Psi14 super, CCL=9 (see [PC7])
|
| DM
| 121
| Random Psi14 ultra, CCL=6 (see [PC7])
|
| DM
| 122
| Random Psi14 ultra+1, CCL=3 (see [PC7])
|
| DM
| 123
|
Random Psi7 super, CCL=9 (see [PC7])
|
| DM
| 124
| Random Psi7 ultra, CCL=6 (see [PC7])
|
| DM
| 125
| Random Psi7 ultra+1, CCL=3 (see [PC7])
|
| DM
| 126
|
Random Villain spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 127
| Random Villain spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 128
| Random Villain spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 129
|
Random Villain spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 130
| Random Villain spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 131
| Random Villain spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 132
|
Random Warlord spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 133
| Random Warlord spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 134
| Regeneration (EF 3hP'r for IT)
|
| 0D&D-Master
| 135
|
Remove Traps, 100% (DR 6T)
|
| 0D&D-Master
| 136
| Restoration - 1 time/day
|
| DMG1
| 137
| Resurrection - 7 times/week
|
| DMG1
| 138
|
Shades - 2 times/day
|
| DMG1
| 139
| Shape change - 2 times/day
|
| DMG1
| 140
| Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9)
|
| 0D&D-Master
| 141
|
Smash attack (DR 1T)
|
| 0D&D-Master
| 142
| Spell absorption, 19-24 levels- 1 time/week
|
| DMG1
| 143
| Spell damage bonus, + 3/die (DR 1 spell)
|
| 0D&D-Master
| 144
|
Spell damage bonus,-+ 4/die (DR 1 spell)
|
| 0D&D-Master
| 145
| Stoneskin (wielder only; extended; 400-minute duration)
|
| ELH3?
| 146
| Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week
|
| DMG1
| 147
|
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week
|
| DMG1
| 148
| Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature
|
| DMG1
| 149
| Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24)
|
| 0D&D-Master
| 150
|
Temporal stasis, no saving throw, upon touch - 1 time/month
|
| DMG1
| 151
| Time stop of twice normal duration - 1 time/week
|
| DMG1
| 152
| Timestop (DR 1 + ld4r; M10)
|
| 0D&D-Master
| 153
|
Total fire/heat resistance for all creatures within 20' of the item
|
| DMG1
| 154
| Total immunity from all forms of cold
|
| DMG1
| 155
| Total immunity from all forms of mental and psionic attacks
|
| DMG1
| 156
|
Trap the soul with 90% effectiveness- 1 time/month
|
| DMG1
| 157
| Travel(DR 40T, MV 360'/720'gaseous;
|
| 0D&D-Master
| 158
| Triple weapon damage (DR 1T)
|
| 0D&D-Master
| 159
|
Turn Undead as Cleric L36 (DR 3T)
|
| 0D&D-Master
| 160
| User can cast combination spells (if a spell caster) as follows (d4):
|
| DMG1
| 161
| Vanish -2 timeslday
|
| DMG1
| 162
|
Vision - 1 time/day
|
| DMG1
| 163
| Weapon strength bonus + 5 (DR 1T)
|
| 0D&D-Master
| 164
| Weather Control (DR Conc., EF 240 yards; C16)
|
| 0D&D-Master
| 165
|
Wish - 1 time/day
|
| DMG1
| 166
| Wish (M10)
|
| 0D&D-Master
| 167
| Word of Recall (X9)
|
| 0D&D-Master
| 168
|
X-Ray Vision (R 30', DR 1T)
|
| 0D&D-Master
| 169
| Youth restored to creature touched - 1 time/month
|
| DMG1
| 170
|
|
[PC16] Technology Classes Group
Rejuvenator
Level
| KXP
| Rejuv Unb Aft 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 4.5
| 2-- - [-] [-]
| 3
| 9
| 3-- - [-] [-]
|
4
| 18
| 4-- - [-] [-]
| 5
| 36
| 41- - [-] [-]
| 6
| 72
| 42- - [-] [-]
|
7
| 144
| 43- - [-] [-]
| 8
| 288
| 44- - [-] [-]
| 9
| 500
| 441 - [-] [-]
|
10
| 900
| 442 - [-] [-]
| 11
| 1350
| 443 - [-] [-]
| 12
| 1800
| 444 - [-] [-]
|
13
| 2250
| 444 1 [-] [-]
| 14
| 2700
| 444 2 [-] [-]
| 15
| 3150
| 444 3 [-] [-]
|
16
| 3600
| 444 4 [-] [-]
| 17
| 4050
| 544 4 [-] [-]
| 18
| 4500
| 554 4 [-] [-]
|
19
| 4950
| 555 4 [-] [-]
| 20
| 5400
| 555 5 [-] [-]
| 21
| 5850
| 655 5 [-] [-]
|
22
| 6300
| 665 5 [-] [-]
| 23
| 6750
| 666 5 [-] [-]
| 24
| 7200
| 666 5 [1] [-]
|
25
| 7650
| 666 6 [1] [-]
| 26
| 8100
| 666 6 [2] [-]
| 27
| 8550
| 766 6 [2] [-]
|
28
| 9000
| 766 6 [3] [-]
| 29
| 9450
| 776 6 [3] [-]
| 30
| 9900
| 776 6 [3] [1]
|
31
| 10350
| 776 6 [4] [1]
| 32
| 10800
| 777 6 [4] [1]
| 33
| 11250
| 777 6 [4] [2]
|
34
| 11700
| 777 6 [5] [2]
| 35
| 12150
| 777 7 [5] [2]
| 36
| 12600
| 777 7 [5] [3]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 10 (all) [++1]
| +1
| 20 (all) [++2]
| +2
| 30 (all) [++3]
|
+3
| 40 (all) [++4]
| +4
| 50 (all) [++5]
| +5
| 60 (all) [++6]
|
+6
| 70 (all) [++7]
| +7
| 80 (all) [++8]
| +8
| 90 (all) [++9]
|
+9
| 100 (all) [++10]
| +10
| 110 (all) [++11]
| +11
| 120 (all) [++12]
|
+12
| 130 (all) [++13]
| +13
| 140 (all) [++14]
| +14
| 150 (all) [++15]
|
+15
| 160 (all) [++16]
| +16
| 170 (all) [++17]
| +17
| 180 (all) [++18]
|
|
Requisites:
| Con 28, Int 23, Class Slots 3
| Alignment:
| any
| HD/level:
| 2d12
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| 10*level [++level]
| Reference:
| DM { Reduced Unbreakable / Afterliver }
| Groups:
| Concordant (x1), Technology, Futureshifted
|
|
|
|
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
| This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
| This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
| The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
| Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
| Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
| Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
|
| DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".
|
|
[PC16] Technology Classes Group
Rejuvenator Spells
Level
| #
| Spell
|
3
| 1
| 1uncV: Death's Door Self (you go to 0 current hp)
| 3
| 2
| 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
| 3
| 1uncP: Remove Paralysis, Stun, or Held on Self.
|
3
| 4
| 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
| 5
| 1M: Clone (as spell). You may have CL Clones in storage at a time.
| 3
| 6
| Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
|
5
| 1
| 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
| 5
| 2
| 1uncM: Heal Self.
| 5
| 3
| Lockdown D Actions in the room continuous (does not affect "dead" Actions).
|
5
| 4
| Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
| 5
| 5
| Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
| 5
| 6
| Unconscious Haste: +LVL uncA Actions; does not count as your Haste
|
7
| 1
| 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
| 2
| 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
| 7
| 3
| 1deadP: Cureall Self.
|
7
| 4
| 1deadM: Resurrect Self.
| 7
| 5
| Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
| 7
| 6
| Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
|
9
| 1
| 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
| 2
| 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
| 3
| 1deadM: True Resurrect Self.
|
9
| 4
| 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
| 9
| 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
| 6
| Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
|
Unbreakable 1 (11)
| 1
| +CCL PSaves (using the [X] section saving throw rules)
| Unbreakable 1 (11)
| 2
| +(CCL+1)/3 ihp
| Unbreakable 1 (11)
| 3
| +(CCL+1)/3 iAC
|
Unbreakable 1 (11)
| 4
| Immune to CCL [C] section effects, even major ones are only 1 pick each
| Unbreakable 1 (11)
| 5
| All of your items are Indestructible.
| Unbreakable 1 (11)
| 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).
|
Afterliver 1 (11)
| 1
| +CCL MSaves (using the [X] section saving throw rules)
| Afterliver 1 (11)
| 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.
| Afterliver 1 (11)
| 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.
|
Afterliver 1 (11)
| 4
| You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
| Afterliver 1 (11)
| 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).
| Afterliver 1 (11)
| 6
| Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
|
|
[PC16] Technology Classes Group
Rocketeer
Level
| KXP
| Invocation 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 3
| 2-- --- -
| 3
| 6
| 21- --- -
|
4
| 12
| 32- --- -
| 5
| 24
| 331 --- -
| 6
| 48
| 332 --- -
|
7
| 96
| 332 1-- -
| 8
| 192
| 333 2-- -
| 9
| 350
| 443 21- -
|
10
| 600
| 443 32- -
| 11
| 850
| 544 321 -
| 12
| 1100
| 655 322 -
|
13
| 1350
| 666 422 -
| 14
| 1600
| 666 532 1
| 15
| 1850
| 666 642 1
|
16
| 2100
| 777 643 1
| 17
| 2350
| 777 753 2
| 18
| 2600
| 888 864 2
|
19
| 2850
| 998 864 2
| 20
| 3100
| 999 875 2
| 21
| 3350
| 999 986 2
|
22
| 3600
| 999 996 3
| 23
| 3850
| 999 997 3
| 24
| 4100
| 999 998 3
|
25
| 4350
| 999 998 4
| 26
| 4600
| 999 999 4
| 27
| 4850
| 999 999 5
|
28
| 5100
| 999 999 6
| 29
| 5350
| 999 999 7
| 30
| 5600
| 999 999 8
|
31
| 5850
| 999 999 9
| 32
| 6100
| AAA A99 9
| 33
| 6350
| AAA AAA 9
|
34
| 6600
| AAA AAA A
| 35
| 6850
| BBB BAA A
| 36
| 7100
| BBB BBB B
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 6 4 6 3 4 1 3 0
| +1
| 6 5 7 3 5 1 4 1
| +2
| 7 6 7 4 6 2 5 1
|
+3
| 7 7 8 4 7 3 6 2
| +4
| 8 8 8 5 8 4 7 3
| +5
| 8 9 9 5 9 5 8 3
|
+6
| 9 10 9 6 10 5 9 4
| +7
| 9 11 10 6 11 6 10 5
| +8
| 10 12 10 7 12 7 11 5
|
+9
| 10 13 11 7 13 8 12 6
| +10
| 11 14 11 8 14 9 13 7
| +11
| 12 15 12 9 14 9 14 7
|
+12
| 13 16 13 11 15 10 15 8
| +13
| 14 16 14 13 15 11 16 9
| +14
| 15 16 15 14 16 12 17 9
|
+15
| 16 16 16 16 16 13 18 10
| +16
| 16 16 16 16 16 13 19 11
| +17
| 16 17 16 16 16 14 20 11
|
|
Requisites:
| Dex 18, Luck 12 (can owe)
| Alignment:
| C any
| HD/level:
| +d6
| Weapon Prof.:
| 5+level
| To Hit Table:
| 2xRog
| Save Table:
| 2xRog
| Reference:
| DM
| Groups:
| Rogue, Technology
|
|
|
|
Gets 60 Rogue points per level.
| Can spend stat points due to level to Luck (in fact you must do this in order to fill the Luck requirement).
| Can cast Wizard Invocation spells.
| Level 1: Flying at 6*LVL" (D) via a rocket pack on your back.
| Level 1: Can weapon specialize as per Barbarian in the Number of Attacks table.
| Level 1 ¶: ROCKETS!!!: You always have a (free) Missile Launcher weapon for each hand, which fires an endless supply of ROCKETS!!! Your ROCKETS!!! have a range of 30*LVL*LVL feet. You have two options when firing:
| [1] You can ROCKET!!! one target, this is treated as a normal weapon attack (you need to roll to hit as usual). Base number of attacks as per Bow, dmg = 1e(LVL*10) / 1e(LVL*10), with Dex bonus and specialization for TH/dmg. Critical is 20+/x(LVL+2)/2.
| [2] You can ROCKET!!! one group, this auto-hits, the entire group takes 2e(LVL*4) technological dmg, with Dex bonus (and specialization) on dmg.
| Level 2: +1 Technological proficiency per even level, see [P8.8] for list.
| Level 9 (and every further level divisible by 9): Has access to another School.
|
Lvl
| Rocketeer Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Rating/30 instances of Resist an element or eelement (doesn't "spread")
| -
| 30
| Con-10
| Con-15
| 1
| Self Destruct: You and your group takes (Rating) tech dmg.
| P
| 30*LVL
| Str-1
| Str-19
| 1
| Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away)
| V
| 10
| Dex-4
| Dex-8
|
1
| Attack (+1 TH per 10% made this segment)
| V
| 5
| Dex-12
| Dex-15
| 1
| Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200))
| V
| 0
| Str-15
| Str-18
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away)
| VM
| 5
| Dex-12
| Dex-16
|
1
| Resources: Gain LVL*Chr*10 gp per reset.
| 1
| Extra range on missiles (3' per 1%)
| -
| 10
| Wis-13
| Wis-15
| 1
| Understand how a tech item works (-5%/tech level)
| V
| 25
| Con-10
| Con-12
|
1
| Any Rogue 1 ability
| -
| -
| -
| -
| 2
| Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add
| P
| 5
| Str-14
| Str-19
| 2
| Item Speed: One of your items gets +1E action || two items |||| one gets +1QE
| V
| 0
| Con-10
| Con-15
|
3
| +(rating/50) wear locations (any body location you want)
| V
| 0
| Str-10
| Str-15
| 3
| Any Rogue 3 ability
| -
| -
| -
| -
| 4
| Considered extra +(rating/25) weapon to hit
| V
| 0
| Str-5
| Str-15
|
4
| Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
| 5
| BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
| 5
| Any Rogue 5 ability
| -
| -
| -
| -
|
6
| Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR
| V/N
| 0
| Dex-10
| Dex-20
| 6
| Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special)
| V
| 20
| Dex-9
| Dex-12
| 7
| Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
| nM
| 100
| -
| -
|
7
| Any Rogue 7 ability
| -
| -
| -
| -
| 8
| Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
| 8
| Remove Capital B Blasted or Capital M Mauled from someone
| 3F
| 100
| -
| -
|
9
| +(rating)% money, use at end of run before selling
| -
| 0
| Cml-9
| Cml-18
| 9
| Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
| 10
| Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special)
| M
| 20
| Int-13
| Int-15
|
12
| Backstave (N/2% of your dmg is vile) || Stun (save=N-100)
| -
| 0
| Wis-26
| Wis-32
| 15
| The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
| 18
| Fork
| 1bM
| 100
| -
| -
|
21
| Speak with Technology (giving it Pseudo-Intelligence)
| V
| 0
| Con-15
| Con-23
| 24
| You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes
| V
| 0
| Con-20
| Con-28
| 27
| Nuke (does a nuclear bomb; Rating/100 idmg in huge area)
| 2F
| 100
| Str-2
| Str-38
|
|
[PC16] Technology Classes Group
Stuffy Doll16
Level
| KXP
| Psi16 mMG S {items / CC}
|
1
| 0
| 1-- - {1 / 1}
| 2
| 5
| 2-- - {1 / 1}
| 3
| 10
| 3-- - {2 / 1}
|
4
| 20
| 4-- - {2 / 1}
| 5
| 40
| 5-- - {3 / 2}
| 6
| 80
| 6-- - {3 / 2}
|
7
| 160
| 7-- - {4 / 2}
| 8
| 320
| 8-- - {4 / 2}
| 9
| 640
| 9-- - {5 / 3}
|
10
| 1125
| 91- - {5 / 3}
| 11
| 1625
| 92- - {6 / 3}
| 12
| 2125
| 93- - {6 / 3}
|
13
| 2625
| 94- - {7 / 4}
| 14
| 3125
| 95- - {7 / 4}
| 15
| 3625
| 96- - {8 / 4}
|
16
| 4125
| 97- - {8 / 4}
| 17
| 4625
| 98- - {9 / 5}
| 18
| 5125
| 99- - {9 / 5}
|
19
| 5625
| A9- - {10 / 5}
| 20
| 6125
| A91 - {10 / 5}
| 21
| 6625
| A92 - {11 / 6}
|
22
| 7125
| A93 - {11 / 6}
| 23
| 7625
| A94 - {12 / 6}
| 24
| 8125
| A95 - {12 / 6}
|
25
| 8625
| A96 - {13 / 7}
| 26
| 9125
| A97 - {13 / 7}
| 27
| 9625
| A98 - {14 / 7}
|
28
| 10125
| A99 - {14 / 7}
| 29
| 10625
| AA9 - {15 / 8}
| 30
| 11125
| AA9 1 {15 / 8}
|
31
| 11625
| AA9 2 {16 / 8}
| 32
| 12125
| AA9 3 {16 / 8}
| 33
| 12625
| AA9 4 {17 / 9}
|
34
| 13125
| AA9 5 {17 / 9}
| 35
| 13625
| AA9 6 {18 / 9}
| 36
| 14125
| AA9 7 {18 / 9}
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 1 1 1 1 1 1 1 1
| +0
| 3 3 3 3 3 3 3 3
| +0
| 4 4 4 4 4 4 4 4
|
+0
| 6 6 6 6 6 6 6 6
| +0
| 7 7 7 7 7 7 7 7
| +0
| 9 9 9 9 9 9 9 9
|
+0
| 10 10 10 10 10 10 10 10
| +0
| 12 12 12 12 12 12 12 12
| +0
| 13 13 13 13 13 13 13 13
|
+0
| 15 15 15 15 15 15 15 15
| +0
| 16 16 16 16 16 16 16 16
| +0
| 18 18 18 18 18 18 18 18
|
+0
| 19 19 19 19 19 19 19 19
| +0
| 21 21 21 21 21 21 21 21
| +0
| 22 22 22 22 22 22 22 22
|
+0
| 24 24 24 24 24 24 24 24
| +0
| 25 25 25 25 25 25 25 25
| +0
| 27 27 27 27 27 27 27 27
|
|
Requisites:
| Con 35
| Alignment:
| any
| HD/level:
| & d30
| Weapon Prof.:
| & 0+level
| To Hit Table:
| Normal Man (+0)
| Save Table:
| 3xMon
| Reference:
| MTG
| Groups:
| Monster, Technology
|
|
|
|
See [Q16] for Psi16 rules and powers.
| Can manipulate an object with Psi16 TechF equal to your level or less.
| Can have up to LVL/2 (round up) MTG magic items (see the Planeswalker Artificer class for list of MTG items). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
| How many items you get and what CC they are is shown on the progression in braces.
| Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
| Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
| Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
|
|
[PC16] Technology Classes Group
Technologist
Level
| KXP
| Wizard/Psi8 123 456 789
|
1
| 0
| ½½½ --- ---
| 2
| 8
| 1½½ --- ---
| 3
| 12
| 1½½ ½-- ---
|
4
| 18
| 2½½ ½-- ---
| 5
| 27
| 21½ ½-- ---
| 6
| 41
| 21½ ½½- ---
|
7
| 61
| 211 ½½- ---
| 8
| 92
| 221 ½½- ---
| 9
| 137
| 221 1½½ ---
|
10
| 206
| 222 1½½ ---
| 11
| 308
| 222 11½ ---
| 12
| 462
| 222 11½ ½--
|
13
| 692
| 222 111 ½--
| 14
| 1038
| 322 211 ½--
| 15
| 1557
| 322 211 1½-
|
16
| 2336
| 332 221 1½-
| 17
| 3000
| 332 221 11-
| 18
| 4000
| 332 221 11½
|
19
| 5000
| 333 222 111
| 20
| 6000
| 433 322 211
| 21
| 7000
| 443 332 221
|
22
| 8000
| 444 333 222
| 23
| 9000
| 544 433 322
| 24
| 10000
| 554 443 332
|
25
| 11000
| 555 444 333
| 26
| 12000
| 655 544 433
| 27
| 13000
| 665 554 443
|
28
| 14000
| 666 555 444
| 29
| 15000
| 766 655 544
| 30
| 16000
| 776 665 554
|
31
| 17000
| 777 666 555
| 32
| 18000
| 877 766 655
| 33
| 19000
| 887 776 665
|
34
| 20000
| 888 777 666
| 35
| 21000
| 988 877 766
| 36
| 22000
| 998 887 776
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 10, Int 10
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 7+level
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Technology
|
|
|
|
Specialized in Technology school; pick an opposite.
| There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
| Note that creating a temporary machine which creates a real machine is perfectly legal.
| Level 1: +1 technological proficiency per level, see Psi8.
| Level 1: May use Psi8 minors as if they were 2nd level spells.
| Level 6: May use Psi8 majors as if they were 5th level spells.
| Level 15: May use Psi8 grands as if they were 8th level spells.
| Level 54: May use Psi8 supers as if they were 11th level spells.
|
|
[PC16] Technology Classes Group
Thanatos
Level
| KXP
| Priest/Psi8 123 456 78
| TH
|
1
| 0
| 20- --- --
| +0
| 2
| 2
| 210 --- --
| +1
| 3
| 4
| 321 --- --
| +1
|
4
| 7.5
| 422 --- --
| +2
| 5
| 12.5
| 432 0-- --
| +3
| 6
| 20
| 432 1-- --
| +3
|
7
| 35
| 443 1-- --
| +4
| 8
| 60
| 443 20- --
| +5
| 9
| 90
| 543 21- --
| +5
|
10
| 125
| 543 320 --
| +6
| 11
| 200
| 553 321 0-
| +7
| 12
| 300
| 554 432 1-
| +7
|
13
| 750
| 655 543 2-
| +8
| 14
| 1150
| 666 654 3-
| +9
| 15
| 1550
| 666 666 4-
| +9
|
16
| 1950
| 666 666 5-
| +10
| 17
| 2350
| 666 666 6-
| +11
| 18
| 2750
| 666 666 60
| +11
|
19
| 3150
| 666 666 61
| +12
| 20
| 3550
| 666 666 62
| +13
| 21
| 3950
| 666 666 63
| +13
|
22
| 4350
| 666 666 64
| +14
| 23
| 4750
| 666 666 65
| +15
| 24
| 5150
| 766 666 65
| +15
|
25
| 5550
| 776 666 65
| +16
| 26
| 5950
| 777 666 65
| +17
| 27
| 6350
| 777 766 65
| +17
|
28
| 6750
| 777 776 65
| +18
| 29
| 7150
| 777 777 65
| +19
| 30
| 7550
| 777 777 75
| +19
|
31
| 7950
| 777 777 76
| +20
| 32
| 8350
| 777 777 77
| +21
| 33
| 8750
| 887 777 77
| +21
|
34
| 9150
| 888 877 77
| +22
| 35
| 9550
| 888 888 77
| +23
| 36
| 9950
| 888 888 881
| +23
|
37
| 19900
| 888 888 882
| +24
| 38
| 29850
| 888 888 883
| +25
| 39
| 39800
| 888 888 884
| +25
|
45
| 99500
| 998 888 888
| +29
| 54
| 189050
| A99 999 999 1
| +35
| 63
| 278600
| AA9 999 999 9
| +41
|
72
| 368150
| AAA AAA AAA A1
| +47
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+0
| +0
| +0
| +4
| +3
| +0
| +0
| +4
| +10
| +0
| ÷1
|
|
| Requisites:
| Int 15, Wis 12,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Technology, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+7
| RSW:
| level+3
| PP:
| level+4
| BW:
| level+1
| Spell:
| level+2
| Fort:
| level-1
| Reflex:
| level-1
| Will:
| level+1
|
|
|
Gets Int (not Wis) bonus to spells.
| Gets Exceptional Int bonus.
| Bonus grand in Technology sphere.
| Can use Psi8 powers from progression. For this class, psionic powers use the following SL's: Minor=1; Major=3; Grand=6; Super=8.
| Can have up to LVL Psi8 items.
| +1 summon slot for Technological monsters.
| Level N (every level): Using the list below, pick an ability.
| A. +1M Action.
| B. CF=4: Barbarian Int bonus instead of Exceptional.
| C. All weapons are considered 1 size smaller for what you can wield.
| D. Immune to Wall, Sphere, and Forcefield effects
| E. Immune to Gravity (but not TK / falling damage)
| F. Immune to Light (and all variants)
| G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
| H. Immune to Positive Energy (includes Unlive positive energy levels).
| I. Your summons do special effects (innates, spells) as if one DL better than they are.
| J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
| K. Free GGL (Specialty God) pick in a god that has an Int requirement.
| L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
| M. Your area affects always only hit those you want them to.
| N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
| O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
| P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
| Q. Immune to Vacuum. Need not breathe.
| R. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
|
|
[PC16] Technology Classes Group
Time Lord13
Level
| KXP
| TimeLord 345 678 9
|
1
| 0
| 1-- --- -
| 2
| 6
| 2-- --- -
| 3
| 12
| 21- --- -
|
4
| 24
| 32- --- -
| 5
| 48
| 321 --- -
| 6
| 96
| 332 --- -
|
7
| 144
| 432 1-- -
| 8
| 210
| 433 2-- -
| 9
| 320
| 443 21- -
|
10
| 570
| 443 32- -
| 11
| 850
| 544 321 -
| 12
| 1700
| 544 332 -
|
13
| 2470
| 554 432 1
| 14
| 3220
| 554 433 2
| 15
| 3970
| 555 443 2
|
16
| 4740
| 655 443 3
| 17
| 5510
| 655 544 3
| 18
| 6280
| 665 544 3
|
19
| 7050
| 665 554 4
| 20
| 7820
| 666 554 4
| 21
| 8590
| 666 555 4
|
22
| 9360
| 766 655 4
| 23
| 10130
| 766 655 5
| 24
| 10900
| 776 665 5
|
25
| 11670
| 776 665 5
| 26
| 12440
| 777 666 5
| 27
| 13210
| 777 666 5
|
28
| 13980
| 777 766 6
| 29
| 14750
| 877 766 6
| 30
| 15520
| 877 776 6
|
31
| 16290
| 887 776 6
| 32
| 17060
| 887 777 6
| 33
| 17830
| 888 777 6
|
34
| 18600
| 888 777 7
| 35
| 19370
| 888 877 7
| 36
| 20140
| 888 887 7
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+10
| 10 10 10 10 10 10 10 10
| +10
| 12 12 12 12 12 12 12 12
| +10
| 14 14 14 14 14 14 14 14
|
+10
| 16 16 16 16 16 16 16 16
| +10
| 18 18 18 18 18 18 18 18
| +10
| 20 20 20 20 20 20 20 20
|
+10
| 22 22 22 22 22 22 22 22
| +10
| 24 24 24 24 24 24 24 24
| +11
| 26 26 26 26 26 26 26 26
|
+11
| 28 28 28 28 28 28 28 28
| +11
| 30 30 30 30 30 30 30 30
| +11
| 32 32 32 32 32 32 32 32
|
+11
| 34 34 34 34 34 34 34 34
| +11
| 36 36 36 36 36 36 36 36
| +11
| 38 38 38 38 38 38 38 38
|
+11
| 40 40 40 40 40 40 40 40
| +11
| 42 42 42 42 42 42 42 42
| +12
| 44 44 44 44 44 44 44 44
|
|
Requisites:
| Int 24, Wis 17
| Alignment:
| any
| HD/level:
| 2d6
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| 10+level/9
| Save Table:
| 8+level*2
| Reference:
| Doctor Who
| Groups:
| Alternate, Technology
|
|
|
|
Time Lord Powers are given on the following page. They work like channeled spells, can't be material componented, and are resisted using TechR.
| Level 1: Loop/Time/Reality Stability.
| Level 1: Immune to haste and slow (this immunity may be lowered).
| Level 1: Immune to aging. Have 2 Hearts. Can't be stangled or choked. Immune to Vacuum (including vacuum of space).
| Level 1: 1M: Detect Temporal Anomaly.
| Level 1: 1M: Know date, TF, LoopF.
| Level 1: Know target's age and how many years of natural lifespan is left
| Level 1 ¶: Upon death, 12/lifetime, 1 round delay: Reincarnate Self to same race, with different appearance.
| Level 1 ¶: Can have up to LVL Technological items created for yourself (if you have the Create Tech Item powers).
| Level 4 ¶: 0, 1/reset, go into a frozen coma-like state: Cureall Self. You cannot act until you reset.
| Level 9: +LVL-8 segments per round. Thus a level 25 Time Lord has 27 segments.
|
|
[PC16] Technology Classes Group
Time Lord13 Powers
Level
| #
| Spell
| Effect
| Source
|
3
| 1
| Construct/Improve Tech Item
| Create/Modify a Psi 8 item (any type) of TechL=CL, each TechL takes 1S action
| DM
| 3
| 2
| Hack into Technological Object
| Hack (gain control) of a technological object with TechL<=CL (monsters get save)
| Psi8
| 3
| 3
| Life Tether
| You know when in time the target is at all times, when time travelling can use the target as anchor
| Chronomancer SL=3
|
3
| 4
| Minor Paradox
| Counter an effect that just occured last segment (it is undone)
| Chronomancer SL=3
| 3
| 5
| Slow
| Slow (CL RSW saves, each missed save is a Slow effect)
| DM
| 3
| 6
| Time Snare
| Target will do the same actions it did last time it acted (Spell save each round until made)
| Chronomancer SL=3
|
4
| 1
| Dispel Technology
| Dispels a technological effect
| Psi8
| 4
| 2
| Haste A3
| +3A, +2B, or +1C actions
| Chronomancer SL=3
| 4
| 3
| Summon Time Elemental
| Summons a normal (non-special) DL IV Time Elemental
| Chronomancer SL=4
|
4
| 4
| Telepathy/ESP
| Telepathy and ESP
| DM
| 4
| 5
| Temporal Push
| Target is thrown CL+1 rounds into the future (Will save)
| Chronomancer SL=4
| 4
| 6
| Time Travel
| Time travel, up to CL*10 years, can cross 1 Barrier at a time
| DM
|
5
| 1
| Create Slipgate
| Create a temporal gate
| Chronomancer SL=5
| 5
| 2
| Extradimensional Space
| Create an extradimensional space (like a Portable Hole)
| DM
| 5
| 3
| Haste A4
| +4A, +3B, or +2C actions
| Chronomancer SL=4
|
5
| 4
| Temporal Wall
| Anyone touching wall is double slowed and Wesley's Temporal Disjunction
| Chronomancer SL=5
| 5
| 5
| Tempus Lawfulness
| Fixes temporal anomolies in area
| Chronomancer SL=6
| 5
| 6
| Time Comm
| Communicate with someone in a different time (same location)
| DM / SFB
|
6
| 1
| Conceal Temporal Anomaly
| Hides an Anomaly and reduces it's effects
| Chronomancer SL=6
| 6
| 2
| Haste A5
| +5A, +4B, or +3C actions
| Chronomancer SL=5
| 6
| 3
| Sands of Time
| Reverse the effect of time on objects.
| Chronomancer SL=7
|
6
| 4
| Temporal Eye
| Can scry into other times at this location
| Chronomancer SL=7
| 6
| 5
| Time Halt
| Can usefully attack a Time/Loop Elemental or other Time Traveller
| DM
| 6
| 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)
| Chronomancer SL=7
|
7
| 1
| Commune with Time of Legends
| Commune with Time of Legends
| Chronomancer SL=7
| 7
| 2
| Haste A6
| +6A, +5B, or +4C actions
| Chronomancer SL=6
| 7
| 3
| Incurse
| Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
| Chronomancer SL=7
|
7
| 4
| Temporal Shell
| Immune time
| Chronomancer SL=9
| 7
| 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.
| Chronomancer SL=9
| 7
| 6
| Timereaver
| Time Travel Other +/- 5*CL years (Spell save)
| Chronomancer SL=8
|
8
| 1
| Accelerate Lifeline
| Target ages CL years (Spell save)
| Chronomancer SL=8
| 8
| 2
| Haste A7
| +7A, +6B, or +5C actions
| Chronomancer SL=7
| 8
| 3
| Item Supercharger
| A magic item can be used twice as often (per turn or day) or it's effects has twice duration
| Chronomancer SL=8
|
8
| 4
| Loop Travel
| Travel up to CL LoopF's (Alternate Timelines) distant
| DM
| 8
| 5
| Time Stop
| Stops time for 1d4 rounds
| Chronomancer SL=9
| 8
| 6
| Immediate Tech Item
| Create/Modify a Psi 8 item (any type) of TechL=CL
| DM
|
9
| 1
| Haste A8
| +8A, +7B, or +6C actions
| Chronomancer SL=8
| 9
| 2
| Temporal Incursion Beam (TIB)
| Target is Incursed (no save); is Loop Incursed if already Incursed
| DM / SFB
| 9
| 3
| Time/Reality Stability
| Time/Reality Stability on target, reverse removes it (Spell save)
| Chronomancer SL=8
|
|
[PC16] Technology Classes Group
Tinker1
Level
| KXP
| Psi8 mMG S
|
1
| 1.25
| 1-- -
| 2
| 2.5
| 2-- -
| 3
| 5
| 3-- -
|
4
| 10
| 4-- -
| 5
| 20
| 41- -
| 6
| 40
| 42- -
|
7
| 60
| 43- -
| 8
| 100
| 44- -
| 9
| 140
| 441 -
|
10
| 270
| 442 -
| 11
| 450
| 443 -
| 12
| 600
| 444 -
|
13
| 800
| 544 -
| 14
| 1000
| 554 -
| 15
| 1200
| 555 -
|
16
| 1400
| 655 -
| 17
| 1600
| 665 -
| 18
| 1800
| 665 1
|
19
| 2000
| 665 2
| 20
| 2200
| 665 3
| 21
| 2400
| 665 4
|
22
| 2600
| 665 5
| 23
| 2800
| 666 5
| 24
| 3000
| 666 6
|
25
| 3200
| 766 6
| 26
| 3400
| 776 6
| 27
| 3600
| 777 6
|
28
| 3800
| 777 7
| 29
| 4000
| 877 7
| 30
| 4200
| 887 7
|
31
| 4400
| 888 7
| 32
| 4600
| 888 8
| 33
| 4800
| 988 8
|
34
| 5000
| 998 8
| 35
| 5200
| 999 8
| 36
| 5400
| 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 4 6 2 3 0 2 0
| +0
| 6 4 6 3 4 1 3 0
| +0
| 6 5 6 3 4 1 3 0
|
+1
| 6 5 7 3 5 1 4 1
| +1
| 6 6 7 3 5 2 4 1
| +1
| 7 6 7 4 6 2 5 1
|
+2
| 7 7 7 4 6 3 5 2
| +2
| 7 7 8 4 7 3 6 2
| +2
| 7 8 8 4 7 3 6 2
|
+3
| 8 8 8 5 8 4 7 3
| +3
| 8 9 8 5 8 4 7 3
| +3
| 8 9 9 5 9 5 8 3
|
+4
| 8 10 9 5 9 5 8 4
| +4
| 9 10 9 6 10 5 9 4
| +4
| 9 11 9 6 10 6 9 4
|
+5
| 9 11 10 6 11 6 10 5
| +5
| 9 12 10 6 11 7 10 5
| +5
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Dex 9, Int 9
| Alignment:
| any
| HD/level:
| +d4
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| Wiz
| Save Table:
| Rog
| Reference:
| DLA1
| Groups:
| Rogue, Technology
|
|
|
|
Gets only 20 Rogue points per level.
| Gets "Any Rogue" picks at the following levels: 1, 3, 6, 10, 15, 21, 28, 36 (in addition to the normal 9, 18, 27, 36 picks).
| Level 1: Attempt to build a single-function device of TechL = N. Add 1 to N if the item is size H, 2 if size G, 4 if size F, etc.
| Chance of success = 50+(level-N)*5%. If N exceeds level, then the device has some restriction or flaw which restricts its function (it needs to recharge frequently, it makes a lot of noise, whatever). It takes N^2/level days to build the object.
| Level 1: +1 technological proficiency per level, see Psi8.
| Level 1: Psi8 powers, see progression and [Q8].
|
Lvl
| Ability
|
1
| Any Rogue 1 ability
| 3
| Any Rogue 3 ability
| 6
| Any Rogue 6 ability
|
10
| Any Rogue 10 ability
| 15
| Any Rogue 15 ability
| 21
| Any Rogue 21 ability
|
28
| Any Rogue 28 ability
| 36
| Any Rogue 36 ability
|
|