[PC18] Futureshifted Classes Group


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC18] Futureshifted Classes Group


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC18] Futureshifted Classes Group


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ¼ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC18] Futureshifted Classes Group


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[PC18] Futureshifted Classes Group


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[PC18] Futureshifted Classes Group


Benefactor0 (W-Acter0)


Level

KXP
Psi10
123 456 789

TH
1 0 1-- --- --- +0
2 5 2-- --- --- +0
3 10 21- --- --- +1
4 15 32- --- --- +1
5 25 43- --- --- +1
6 45 431 --- --- +2
7 85 542 --- --- +2
8 165 653 --- --- +2
9 325 653 1-- --- +3
10 645 764 2-- --- +3
11 1045 875 3-- --- +3
12 1445 986 4-- --- +4
13 1845 986 41- --- +4
14 2245 A97 52- --- +4
15 2645 AA8 63- --- +5
16 3045 AA9 74- --- +5
17 3445 AAA 851 --- +5
18 3845 AAA 962 --- +6
19 4245 AAA A73 --- +6
20 4645 AAA A84 --- +6
21 5045 AAA A95 --- +7
22 5445 AAA AA6 1-- +7
23 5845 AAA AA7 2-- +7
24 6245 AAA AA8 3-- +8
25 6645 AAA AA9 4-- +8
26 7045 AAA AAA 5-- +8
27 7445 AAA AAA 6-- +9
28 7845 AAA AAA 71- +9
29 8245 AAA AAA 82- +9
30 8645 AAA AAA 93- +10
31 9045 AAA AAA A4- +10
32 9445 AAA AAA A5- +10
33 9845 AAA AAA A6- +11
34 10245 AAA AAA A7- +11
35 10645 AAA AAA A81 +11
36 11045 AAA AAA A92 1 +12
37 22090 AAA AAA A92 2 +12
38 33135 AAA AAA A93 2 +12
39 44180 AAA AAA A93 3 +13
45 110450 AAA AAA A96 6 +15
54 209855 AAA AAA AAA 91 +18
63 309260 AAA AAA AAA A9 +21
72 408665 BBB BBB BAA AA1 +24
Requisites: Dex 15, Chr 16
Alignment: any
HD/level: & d4
Weapon Prof.: & 3+level/5
Reference: DM
Groups: Custom, Demigod (x1), Futureshifted
Complexity: CF=3
 
Saving Throws:
PPD: level*2 Fort: level
RSW: level Reflex: level*2
PP: level*2 Will: level*2
BW: level*2
Spell: level*2
 
Hold W actions. You can use a W as an S action, but you still can use only 1S+1V per segment.
1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. (R actions are basically "Q actions the really old way.")
Level N (every level): +1W action.
 
Can use Psi10 powers:
Psi10 (class) PSPs = (LVL+Int+Wis-20)*5.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
 
CF=4:
Level 5: You may convert 2W -> 1RS (for yourself).
 
CF=5:
Level 10: You may convert 1W -> 1RS (for yourself).

[PC18] Futureshifted Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC18] Futureshifted Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC18] Futureshifted Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC18] Futureshifted Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC18] Futureshifted Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC18] Futureshifted Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC18] Futureshifted Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC18] Futureshifted Classes Group


Psi10 Seventh Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC18] Futureshifted Classes Group


Cleric30

Level KXP Priest
123 456 789 ABC D

TH
1 0 10a c-- --- - +0 (d30)
2 3.6 200 b-- --- - +1 (d30)
3 14.4 210 ac- --- - +1 (d30)
4 36 320 0b- --- - +2 (d30)
5 72 421 0ac --- - +3 (d30)
6 126 422 00b --- - +3 (d30)
7 201.6 432 10a c-- - +4 (d30)
8 302.4 433 200 b-- - +5 (d30)
9 432 433 210 ac- - +5 (d30)
10 594 443 220 0b- - +6 (d30)
11 792 444 330 0a- - +7 (d30)
12 1029.6 444 441 0ac - +7 (d30)
13 1310.4 555 442 00b - +8 (d30)
14 1638 555 442 100 - +9 (d30)
15 2016 555 552 100 - +9 (d30)
16 2448 555 553 210 - +10 (d30)
17 2928 555 553 320 - +11 (d30)
18 3408 555 553 321 c +11 (d30)
19 3888 555 553 331 c +12 (d30)
20 4368 555 554 332 b +13 (d30)
21 4848 555 554 442 b +13 (d30)
22 5328 555 555 443 a +14 (d30)
23 5808 555 555 553 a +15 (d30)
24 6288 555 555 554 0 +15 (d30)
25 6768 555 555 555 0 +16 (d30)
26 7248 666 655 555 1 +17 (d30)
27 7728 666 666 655 1 +17 (d30)
28 8208 666 666 666 2 +18 (d30)
29 8688 777 766 666 2 +19 (d30)
30 9168 777 777 766 3 +19 (d30)
31 9648 777 777 777 3 +20 (d30)
32 10128 888 877 777 4 +21 (d30)
33 10608 888 888 877 4 +21 (d30)
34 11088 888 888 888 5 +22 (d30)
35 11568 999 988 888 5 +23 (d30)
36 12048 999 999 999 61 +23 (d30)
37 24096 999 999 999 62 +24 (d30)
38 36144 999 999 999 63 +25 (d30)
39 48192 999 999 999 64 +25 (d30)
45 120480 999 999 999 88 +29 (d30)
54 228912 AAA AAA 999 991 +35 (d30)
63 337344 AAA AAA A99 999 +41 (d30)
72 445776 BBB AAA AAA AAA 1 +47 (d30)
Requisites: Con 10, Wis 20, Chr 10
Alignment: any
HD/level: ½d30
Weapon Prof.: 3+level*2
To Hit Table: Pri (d30)
Reference: DM
Groups: Priest, Futureshifted
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level (d30)
RSW: 3+level (d30)
PP: 4+level (d30)
BW: 1+level (d30)
Spell: 2+level (d30)
Fort: 3+level (d30)
Reflex: 0+level (d30)
Will: 5+level (d30)
   
Gets only 1/2 of a HD per level, so you get only 1/2 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/2, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Cure Light Wounds is 1d30+LVL, Blade Barrier is 8d30, etc.)
Rolls 1d30-10 for proficiency checks.
Replaces all dice with d30's for Turn Undead (both the turning roll and the result), and for Omens.
Level N (every level): +1 Grand sphere.

[PC18] Futureshifted Classes Group


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.
 
Concordant Spells from CSL 1 to 7 are provided in the [PC7] section.

[PC18] Futureshifted Classes Group


Concordant Sampler Spells

Class CSL # Spell
X7 1 1 (your level)*2% iGR; works even in section [X].
Unbreakable 1 2 +(CCL+1)/3 iAC
Unbreakable 1 3 +(CCL+1)/3 ihp
Hero 1 4 +(Hero level) QV actions
Hero 1 5 +(Hero level) to all stats
Lich 1 6 +(Lich level) OppV or QM actions
Lich 1 7 +(Lich level) Research Points per reset (see [P12])
Theist7 1 8 +1 [X7] minor
Dragon of Tyr2 1 9 +1 11th in memorization in a Wizard group class (even if off right side of chart)
X14 1 10 +1 CCL (Concordant Caster Level) in one spell in one class
Anti-Hero 1 11 +1 QX action
Villain 1 12 +10% XP in all your non-Concordant classes.
X14 1 13 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 1 14 +10*(Lich level)% iWR that can't be ignored
X14 1 15 +1X action
Hero 1 16 +2*(Hero level) all non-Concordant memorization charts
Hero 1 17 +50% XP in one non-Concordant class
Clerical Elemental2 1 18 +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
Avangion2 1 19 +CCL 10th in memorization in a Wizard group class
Afterliver 1 20 +CCL MSaves (using the [X] section saving throw rules)
Unbreakable 1 21 +CCL PSaves (using the [X] section saving throw rules)
Dragon of Tyr2 1 22 +CCL set Int. You may add CCL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
Avangion2 1 23 +CCL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +CCL.
Clerical Elemental2 1 24 +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
Anti-Hero 1 25 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Clerical Elemental2 1 26 +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
Avangion2 1 27 +CCL*2 to your natural AT; your natural AT stacks with your armor's AT.
Avangion2 1 28 +CCL*2 weapon needed to hit you, this cannot be ignored.
Clerical Elemental2 1 29 +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
Legend 1 30 +LL S actions
Theist14 1 31 +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
Theist14 1 32 +LVL to HNCL (this counts for qualifying for Concordant classes)
DracoLich 1 33 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 34 0, 1/r: Any 0th-6th level Warrior or Monster spell
Lich 1 35 0, 1/r: Any 1st-5th level Priest spell
Lich 1 36 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 37 0, 1/r: Any psionic minor
Villain 1 38 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Atheist(-7) 1 39 0, LVL/d: Anti-Concordant Shell (0th-1st)
Atheist(-7) 1 40 0, LVL/d: Halve hp on a creature with at least 1000 hp
Atheist(-7) 1 41 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
Clerical Elemental2 1 42 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
Legend 1 43 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)
Lich 1 44 0: Create Traps 15*(Lich level)%
X7 1 45 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
Clerical Elemental2 1 46 ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
Clerical Elemental2 1 47 ½X: Cureall self and Shapechange self.
X7 1 48 -1 to XP divisor due to race (minimum 1).
Villain 1 49 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 50 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Hero 1 51 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Anti-Hero 1 52 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Clerical Elemental2 1 53 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
Lich 1 54 1F or 1X: Duplicate any level 0 Concordant spell
Atheist(-7) 1 55 1M (can borrow): Counter a Divine Intervention
Lich 1 56 1M, (lich level)/d: Gain +10 XP
Theist7 1 57 1M, LVL/d: Divine Intervention
Theist14 1 58 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
Legend 1 59 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Lich 1 60 1M: Banish Undead
Anti-Hero 1 61 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 62 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
DracoLich 1 63 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
Anti-Hero 1 64 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 65 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Atheist(-7) 1 66 1M: Turn off all specialty priest abilities on target for 1 turn
Afterliver 1 67 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.
Legend 1 68 1V: Lower all x1 effects on 1 target
Dragon of Tyr2 1 69 1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
Avangion2 1 70 1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
DracoLich 1 71 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
Theist14 1 72 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
Theist14 1 73 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
DracoLich 1 74 3*LVL% inIR (irreducible, non-ignorable)
X(-7) 1 75 Action Accel.: +1 OppM only for Psi(-7)
X14 1 76 Add 2 to HD type per level in one Concordant class (+0d+2)
DracoLich 1 77 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
Unbreakable 1 78 All of your items are Indestructible.
Hero 1 79 All Rogue Abilities at 10*(Hero level)%
Lich 1 80 All spells cost 0 P actions; Material componenting does not cost 1 V action
Legend 1 81 All your effects have no save (incl. Scarab/Pro)
Hero 1 82 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 83 Can combine Martial Arts & Specialization
Legend 1 84 Can instead use LL/2 (round up) F actions /s
X14 1 85 Change "Save" category of your Concordant class to Conc
X14 1 86 Change "To Hit" category of your Concordant class to Conc
Legendary Officer (SFB) 1 87 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.
X(-7) 1 88 Defender 5: You defend as a x5 being (this effect cannot be dispelled/twisted)
Legendary Officer (SFB) 1 89 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.
Lich 1 90 Detect Artifacts; 1M: Legend Lore Artifact
X(-7) 1 91 Dispel Conc.: Dispel a Concordant effect
Clerical Elemental2 1 92 Drugs are considered elements for you; with E=(SL of the drug).
Hero 1 93 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 94 Duplicate a Level: ability of a non-Concordant class
X(-7) 1 95 Ego Prot.: Artifacts divide their ego by their multiplier when picked up by you
Legendary Officer (SFB) 1 96 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)
Duke 1 97 Eternal Night: x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
Hero 1 98 Free wild talent in Psi72, PPs=200*(Hero level)
Anti-Hero 1 99 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.
Duke 1 100 Genocide: Kills all of a race on a single plane (can reduce area)
Dragon of Tyr2 1 101 Get a (non-adjustable) saving throw of 21-HCL vs. Concordant spells
Theist7 1 102 Get double effect on your specialty priest abilities
Legendary Officer (SFB) 1 103 Helm/Nav.: ¼V: Move from one group to another group within LVL feet
Theist7 1 104 iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
X21 1 105 Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
Hero 1 106 Immune ego domination
Legend 1 107 Immune Ego/Domination of mult = to LL or less
Legend 1 108 Immune Head Blown Off, slain, crapped, Extract
Hero 1 109 Immune to Action/Memory/Other Stealing
Unbreakable 1 110 Immune to CCL [C] section effects, even major ones are only 1 pick each
Hero 1 111 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 112 Immune to Inner Elements
X7 1 113 Immune to one effect in the [C] section.
X7 1 114 Immune to SL 0 to SL ((your level)/3, round down) effects.
Avangion2 1 115 Immune to x0 effects. Immune to x1 effects of SL 0 to ACL. Immune to x2 effects of SL 0 to ACL/5, round down.
X(-7) 1 116 Instability: Target creature is not Time/Reality Stable
Dragon of Tyr2 1 117 iuEaXR CCL*5%; ixGR CCL%
Dragon of Tyr2 1 118 iunWaWR CCL*5%
Avangion2 1 119 iXaXR CCL*5%
Atheist(-7) 1 120 iXR CL*10% (iXR is irreducible Spirit Resistance)
Duke 1 121 Lesser Apocalypse: Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save)
X7 1 122 Limit of 8 classes.
Dragon of Tyr2 1 123 Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Atheist(-7) 1 124 LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
Lich 1 125 Mask Undead status; Can't be turned
Pawn 1 126 Match Alignment: Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
Avangion2 1 127 May use Psi2 Psionic Enchantments, these cost no PSPs to use.
Dragon of Tyr2 1 128 May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
Legendary Officer (SFB) 1 129 Medic: 0, 1/r: Cureall
Avangion2 1 130 MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
Dragon of Tyr2 1 131 MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
Pawn 1 132 Miracle Progression: For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
Theist7 1 133 Multiply your hp by your multiplier
Lich 1 134 Negative Cold (Lich level)d10 dmg by touch
Villain 1 135 NF, may borrow: Counter a level N Concordant ability.
Theist7 1 136 No action, LVL/d: Unlock actions that are locked down
Theist14 1 137 nuXR CL*20% (non-ignorable unadjustable XR)
Atheist(-7) 1 138 Opposing actions cannot be used within sight. (Drop this only at reset)
X21 1 139 Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
Pawn 1 140 Pawner lending you actions: +LVL A actions (1A?1V, 2A?1P, 3A?1M)
Legendary Officer (SFB) 1 141 Pers.Combat: 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
X14 1 142 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
X14 1 143 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X7 1 144 Planar Stable (immune to effects of being on another plane).
Clerical Elemental2 1 145 Priest spells (and material componenting) cost half the number of actions in CCL spheres.
Hero 1 146 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Legendary Officer (SFB) 1 147 Psionic: 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
Afterliver 1 148 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
Legendary Officer (SFB) 1 149 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)
X(-7) 1 150 Shell 3: Anti-Concordant Shell (0th-3rd)
Lich 1 151 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Atheist(-7) 1 152 Specials of x2 or greater have their effect's multiplier dropped to x1
Clerical Elemental2 1 153 Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
Villain 1 154 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Atheist(-7) 1 155 The "Lady's Smile" ability does not function within sight
Avangion2 1 156 Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
X21 1 157 Time/Reality/Loop Stable
X21 1 158 Trade 12 of an action type for 1 Instantaneous (I) of that action type.
X21 1 159 Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 1 160 Trade 8F to 1X
Legend 1 161 Truename is unreadable to mult = to LL or less
Legendary Officer (SFB) 1 162 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
Clerical Elemental2 1 163 When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.
Clerical Elemental2 1 164 With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
X21 1 165 x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 1 166 x1.5 ML (Memorization Level) in one class.
X7 1 167 x2 CL.
X7 1 168 x2 hp.
X(-7) 1 169 XCell Adjust. 2: Deal 1 idmg to a creature with at least 1 ihp
X14 1 170 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
Villain 1 171 xVL number of henchmen, followers, summons, familiars
X21 1 172 xx1.1 ML in one class.
X21 1 173 xx1.3 CL (doesn't stack with lower versions of this in X21)
X21 1 174 xx1.5 hp (doesn't stack with lower versions of this in X21)
Dragon of Tyr2 1 175 xx2 AC (true double AC, no shift from 10)
Villain 1 176 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
X7 1 177 You are considered a x2 being.
Unbreakable 1 178 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).
X7 1 179 You attack as a x1 being, but defend as a x3 being.
Theist7 1 180 You attack as a x2 being
X7 1 181 You attack as a x3 being, but defend as a x1 being.
Afterliver 1 182 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 1 183 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Theist14 1 184 You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
X7 1 185 You can trade 2 of an action type for 1 Quick version of that action type.
X7 1 186 You can trade 4 of an action type for 1 Opposing version of that action type.
Clerical Elemental2 1 187 You can treat this spell slot as if it was an SL=10 Priest spell slot.
Atheist(-7) 1 188 You defend as a x2 being (this effect cannot be dispelled/twisted)
Afterliver 1 189 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).
X21 1 190 You have +1 HNCL or +0.1 HCL for purposes of qualifying for classes, kits, and feats.
X7 1 191 You have a free "H" for purposes of qualifying for classes, kits, and feats.
Villain 1 192 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 193 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 194 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 195 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Clerical Elemental2 1 196 You may double material component Priest spells by using +1V action.
X21 1 197 You may use borrowed or held actions to activate SL 0-8 effects you have.
Atheist(-7) 1 198 Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
Clerical Elemental2 1 199 Your Priest spells are resisted using XR instead of MR.
Divine3 2 1 [Energy] Absorption: One type of energy heals you
Divine3 2 2 [Energy] Immunity: You are immune to one type of energy
Hero 2 3 +(Hero level) QP actions
Lich 2 4 +(Lich level) OppM or QQM actions
Theist7 2 5 +1 [X7] major
Theist14 2 6 +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
Theist14 2 7 +1 Luck (the ability score)
Atheist(-7) 2 8 +1 QOpp0 only for Atheist powers
Legend 2 9 +1 XP or +1 item XP /r
Lich 2 10 +10*(Lich level)% iRR that can't be ignored
Clerical Elemental2 2 11 +CCL-9 Specialty Priest picks. Can pick from any pantheon.
Legend 2 12 +LL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
Theist14 2 13 +LVL C or QQZ actions
Hero 2 14 0 action, 1/r: Cureall
Lich 2 15 0, 1/r: Any 2nd-6th level Priest spell
Lich 2 16 0, 1/r: Any 2nd-7th level Wizard spell
Lich 2 17 0, 1/r: Any psionic major
Villain 2 18 0, 1/r: Causeall up to VL creatures.
Warlord 2 19 +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Villain 2 20 0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
Atheist(-7) 2 21 0, 2*LVL/d: Dispel a Concordant effect
Atheist(-7) 2 22 0, LVL/d: Anti-Concordant Shell (0th-3rd)
Atheist(-7) 2 23 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
Atheist(-7) 2 24 0, LVL/d: Target creature is not Time/Reality Stable
Legend 2 25 0,1/d: Lady's Smile or Remove Lady's Smile 800'r
Legend 2 26 0,LL/d: One target gets -10*LL% irrAllR
Lich 2 27 0: Create Tricks 10*(Lich level)%
Clerical Elemental2 2 28 ½bX: Cureall and Shapechange (self or other).
Hero 2 29 10*(Hero level)% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
Lich 2 30 1F or 1X: Duplicate any level 1 Concordant spell
Atheist(-7) 2 31 1M (can borrow): Counter an Avoid Fate
Atheist(-7) 2 32 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
Theist7 2 33 1M, LVL/d: Avoid Fate at x(LVL/2)
Theist14 2 34 1M, LVL/d: Capital O Object at x(LVL/2)
Theist7 2 35 1M, LVL/d: Deal 1 idmg to a creature without ihp
Theist14 2 36 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)
Legend 2 37 1M,1/d: Use Psi1/2/9/18 Super, PSPs=LL*100
Peacelord 2 38 1M: A group gets -PCL QV actions (infinitely quick V actions)
Lich 2 39 1M: Control Undead
Villain 2 40 1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
Villain 2 41 1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
Clerical Elemental2 2 42 1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
Avangion2 2 43 1X: Capital O Object.
Dragon of Tyr2 2 44 1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
Villain 2 45 2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
Villain 2 46 2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
Theist14 2 47 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
Villain 2 48 3M, 1/d: You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question.
Avangion2 2 49 A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
Divine3 2 50 Abnormality (S): +2 arms, +2 legs, +2 wings, or +1 head
Divine3 2 51 Adamantine Body: Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
Divine3 2 52 Adjuration (S): Can summon a DL=CCL monster and control and understand it
Villain 2 53 All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
Hero 2 54 All spell levels +1 in all memorizations
Hero 2 55 All spells cost no P action to cast. No saves versus your effects
Clerical Elemental2 2 56 All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
Villain 2 57 All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
Hero 2 58 All your Psi are range = same plane
Villain 2 59 All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
Villain 2 60 All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
Dragon of Tyr2 2 61 Alley effect CCL*10' r
Avangion2 2 62 Anti-Alley effect shell CCL*10' r
Divine3 2 63 Apport: All of your items have Instant Returning
Atheist(-7) 2 64 Artifacts divide their ego by their multiplier when picked up by you
Divine3 2 65 Asomatous: Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
Hero 2 66 Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
Hero 2 67 Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
Divine3 2 68 Blood Strike: You can expend hit points to increase damage (max=CCL*CCL)
Lich 2 69 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
Dragon of Tyr2 2 70 Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
Avangion2 2 71 Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
Clerical Elemental2 2 72 Can spend N Priest spells in memorization to get N times the resultant effect.
Legend 2 73 Can target yourself N times for N times effect
Clerical Elemental2 2 74 Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
Hero 2 75 Capital O Object @ x7 multiplier, (Hero level)/d
Divine3 2 76 Carapace: +HNCL AC
Dragon of Tyr2 2 77 CCL instances of the "Uncommoner3" class Level 1 ability (at DL X)
Divine3 2 78 Convergent Effect: Can combine CCLs with other Concordant characters to increase an effect
Divine3 2 79 Cunning Mind: +(Int bonus) TH
Divine3 2 80 Cunning Soul: +(Int bonus) saves
Lich 2 81 Detect Divine Beings; 1M: Legend Lore Divine Being
Divine3 2 82 Distant Gaze: Your gaze can expel targets from the plane
Divine3 2 83 Divine Champion: Borrow an abilty from another deity (must be willing)
Divine3 2 84 Divine Sorcery: You can cast twice as many spells per day (non-Concordant)
Divine3 2 85 Divine Toughness: Hit Dice becomes d20 (all classes)
Divine3 2 86 Dragon Companion: Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
Divine3 2 87 Eternal Freedom: You are immune to spells and effects which impede movement
Divine3 2 88 Evenhanded: Your unarmed attacks deal maximum damage
Divine3 2 89 Extra Level (S): You gain an extra class level (non-Concordant)
Divine3 2 90 Force Field (S): You are protected by 50 hit point force field (re-raises every segment)
Divine3 2 91 Fortuity (S): You gain a +1 Luck Bonus on all rolls
Divine3 2 92 Heavenly Mind: +(Chr bonus) TH
Divine3 2 93 Heavenly Soul: +(Chr bonus) saves
Divine3 2 94 Heavy-handed: You gain double your strength bonus to damage
Divine3 2 95 Iatric [Effect]: The effect heals rather than injures (borrow an X action to cast this)
Hero 2 96 Immune to all x1 defenses (you affecting other people)
Hero 2 97 Immune to all x1 effects (things that affect you)
Theist14 2 98 Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
Avangion2 2 99 Immune to Pixelation CCL*10' radius (can selectively drop it or not affect some people)
Legend 2 100 Immune to Set, Slain, Crapped, As You Are
Divine3 2 101 Iron Body: Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
Divine3 2 102 Learned Spell Immunity: Adapt to an opponents spells (immune to it after first time)
Divine3 2 103 Legendary Companion: Animal Companion gains Legendary Animal template
Divine3 2 104 Lord of Blood: You gain the Vampire template
Divine3 2 105 Lord of Bone: You gain the Lich template
Avangion2 2 106 May use Psi2 Psionic Enchantments even if "Banhammered".
Dragon of Tyr2 2 107 May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".
Villain 2 108 May wear any number of items, your AT sources fully stack
Divine3 2 109 Mercurial: You cumulatively gain one extra attack per P action
Divine3 2 110 Mime Ability Score: You can copy one single ability score of an opponent
Divine3 2 111 Mime Ability: You can copy one x0-x2 ability used against you per reset
Divine3 2 112 Mime Spell: You can copy any non-Concordant spell used against you per reset
Dragon of Tyr2 2 113 Mouth's X: Pixelate a target (XR to resist)
Pawn 2 114 Pawner lending you spells: 0, 1/r: +LVL SLs in memorization
Divine3 2 115 Perfect Disarm: Successful attacks deal damage and a disarm attempt
Divine3 2 116 Perfect Weapon Specialization: Always deal maximum damage with selected weapon
Lich 2 117 Protection from Turning 100'r
Divine3 2 118 Regeneration: You gain regeneration HNCL/2 /s
Divine3 2 119 Saviour: You can take damage for any or all allies in your presence
Divine3 2 120 Seeking Shot: You can make one shot per round that is guaranteed to hit
Divine3 2 121 Self Mastery: Your body parts can operate independently
Dragon of Tyr2 2 122 Set Int = CCL^2.
Avangion2 2 123 Set Wis = CCL^2.
Divine3 2 124 Shapechange: You can shapechange at will
Divine3 2 125 Spell Abatement: You ignore the effects of a non-Concordant spell the first time it is used upon you
Divine3 2 126 Spell Immunity (S): You are immune to non-Concordant spells of a certain level
Divine3 2 127 Spell Reflection: Spells that do not penetrate your spell resistance are reflected
Divine3 2 128 Spiritual Ancestry: Gain the traits of any Outsider sub-type
Divine3 2 129 Squamous: Your divine natural armor bonus is trebled
Divine3 2 130 Super Charge: Deal x6 damage on a charge, or x8 with a lance
Divine3 2 131 Superior Combat Casting: You cast all spells as spell-like abilities (they use InnR)
Divine3 2 132 Superior Critical Multiplier: Your critical multiplier is quadrupled
Divine3 2 133 Superior Critical: Your critical threat range is quadrupled
Divine3 2 134 Superior Summoning: Hit Dice of summoned creatures increases by 50%
Divine3 2 135 Telluric Effect: The effect damage is multiplied each time same target is struck
Clerical Elemental2 2 136 The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to CCL-9 of those materials at the same time
Theist7 2 137 Time/Reality Stability
Legend 2 138 Time-Reality Stability; 1M: Talk to Time-Ele
Lich 2 139 Touch: Energy Drain 2x(Lich level) levels
Divine3 2 140 True Strike: You gain a +20 attack bonus with one weapon
Atheist(-7) 2 141 Undead divide their HD by your LVL when calculating what they turn as
Divine3 2 142 Unyielding Damage Reduction: Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
Divine3 2 143 Vanguard Fortitude: Allies within in your group can use your fortitude saving throw
Divine3 2 144 Vanguard Reflexes: Allies within in your group can use your reflex saving throw
Divine3 2 145 Vanguard Will: Allies within in your group can use your will saving throw
Divine3 2 146 Weapon Breaking: Weapons that strike you, but do not injure you, shatter
Divine3 2 147 X-Ray Vision: See through solid objects
Theist7 2 148 You attack as a x3 being
Atheist(-7) 2 149 You defend as a x5 being (this effect cannot be dispelled/twisted)
Clerical Elemental2 2 150 You may have CCL-8 Artificial Resets per Natural Reset.
Lich 2 151 You may material component the Lich powers that duplicate Priest spells (spend 1V)
Lich 2 152 You may material component the Lich powers that duplicate Psionic powers (spend 1V)
Lich 2 153 You may material component the Lich powers that duplicate Wizard spells (spend 1V)
Hero 2 154 Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
Legend 2 155 Your non-Conc classes' spells/psi cost only ½M
Dragon of Tyr2 2 156 Your racial abilities and magic items cost half the normal number of actions to use.
Avangion2 2 157 Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
Hero 3 1 #M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
Hero 3 2 +(Hero level) QM actions
Lich 3 3 +10*(Lich level) iMR that can't be ignored
Bug 3 4 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Clerical Elemental2 3 5 +CCL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
Legend 3 6 +LL Full actions
Hero 3 7 0 action, 1/r: Reset
Lich 3 8 0, 1/r: Any 3rd-7th level Priest spell
Lich 3 9 0, 1/r: Any 3rd-8th level Wizard spell
Villain 3 10 0, 1/r: Drop Time-Reality Stability on one target for 1 round
Villain 3 11 0, 1/r: Set up to VL creatures.
Villain 3 12 0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
Atheist(-7) 3 13 0, LVL/d: Anti-Concordant Shell (0th-5th)
Atheist(-7) 3 14 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
Atheist(-7) 3 15 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Legend 3 16 0,LL/d: Ignore someone's Immunity to something
Legend 3 17 0,LL/d: Mental Fury or Counter a Mental Fury
Legend 3 18 0,LL/d: Reset or Set (latter has No Resistance)
Legend 3 19 0,Lower Mult by 1: Target's Mult lowers by LL
Lich 3 20 0: 3*(Lich level)d10 Colorless Fire dmg, vile, does indestructible hp dmg
Lich 3 21 0: Create Specials 5*(Lich level)%
Villain 3 22 0: Dispel Permanent Lady's Smile on one target
Hero 3 23 10*(Hero level)% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
Lich 3 24 1F or 1X: Duplicate any level 2 Concordant spell
Villain 3 25 1F, 1/year: Multiply all your effects by VL for 1 turn (once this is used this slot cannot be dropped for a year)
Bug 3 26 1M, can borrow from future: Counter a Concordant or XR-based effect
Legend 3 27 1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
Bug 3 28 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 29 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Legend 3 30 1M: Dispel Concordant Spell, 100% success
Villain 3 31 1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
Bug 3 32 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Lich 3 33 1M: Grant Undead Status
Bug 3 34 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 35 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 36 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Dragon of Tyr2 3 37 1N, 1/r: Counterspell a non-Concordant effect.
Bug 3 38 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Avangion2 3 39 1X: Capital I Insist (this can in turn be "Really Objected To").
Dragon of Tyr2 3 40 1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling CCL' r of that multiverse to match yours.
Avangion2 3 41 1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring CCL' r of that multiverse to its original state if that multiverse is suffering ill effects.
Clerical Elemental2 3 42 1X: Natural Reset one target.
Clerical Elemental2 3 43 2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
Avangion2 3 44 A bonus of CCL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
Clerical Elemental2 3 45 Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
Villain 3 46 Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
Hero 3 47 Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
Legend 3 48 Can create custom class with no upper CXP limit
Dragon of Tyr2 3 49 CCL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
Bug 3 50 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Hero 3 51 Continuous Lady's Smile (you choose all your die rolls)
Bug 3 52 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Lich 3 53 Double the memorization of 1 SL (one non-Concordant progression)
Villain 3 54 Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
Clerical Elemental2 3 55 Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
Dragon of Tyr2 3 56 Free material componenting of Concordant spells, once per round.
Lich 3 57 Gaze: Life Trapping (as per Mirror)
Bug 3 58 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Lich 3 59 Immune to being put down a hole (this does not put you down the deeper hole)
Hero 3 60 Immune to Hero level number of [C] section effects
Hero 3 61 Immune to Outer Elements
Lich 3 62 Imprisonment by touch
Atheist(-7) 3 63 Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
Bug 3 64 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Avangion2 3 65 May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
Dragon of Tyr2 3 66 May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
Legend 3 67 One 0th-1st lvl Hero or Lich or Villain spell
Pawn 3 68 Pawner lending you psionics: 0, 1/r: +LVL
Dragon of Tyr2 3 69 QX Haste: You get +1QX action.
Bug 3 70 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
Bug 3 71 The "Lady's Smile" effect doesn't work for anyone within sight
Hero 3 72 Time-Reality Stability
Villain 3 73 Time-Reality Stability
Lich 3 74 Troll-like Regen all hp every r
Avangion2 3 75 X Haste: All in your party gets +1X action.
Clerical Elemental2 3 76 You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
Atheist(-7) 3 77 You defend as a x8 being (this effect cannot be dispelled/twisted)
Villain 3 78 You have an EVEN MORE ANNOYING FAMILIAR which functions as your VL in Ultra Familiars.
Villain 3 79 You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
Avangion2 3 80 You may material component Concordant spells, it costs an extra X action to do this.
Villain 3 81 Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
Clerical Elemental2 3 82 Your Priest spells are resisted using GR instead of MR (or XR).
Divine3 4 1 [Aligned] Messiah: Same aligned beings will not attack you
Hero 4 2 +(Hero level) QOpp actions
X14 4 3 +1 CCL (Concordant Caster Level) in one class
Lich 4 4 +10*(Lich level) iPR that can't be ignored
X14 4 5 +1QX action
Hero 4 6 +2*(Hero level) to max # of actions
X14 4 7 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Warlord 4 8 +25*WCL set Con. Hold Con.
Warlord 4 9 +25*WCL set Dex. Hold Dex.
Warlord 4 10 +25*WCL set Str. Hold Str.
Legend 4 11 +LL*20% distributed among irrRMPIWR
Villain 4 12 +VL Opposing actions.
Warlord 4 13 +WCL iAC
Warlord 4 14 +WCL idmg
Warlord 4 15 +WCL ihp
Warlord 4 16 +WCL QP actions (infinitely quick P actions)
Warlord 4 17 +WL isaves
Warlord 4 18 +WL iTH
Warlord 4 19 +WL X actions
Lich 4 20 0, 1/r: Any 4th-8th level Priest spell
Lich 4 21 0, 1/r: Any 4th-9th level Wizard spell
Lich 4 22 0, 1/r: Any psionic grand
Villain 4 23 0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Villain 4 24 0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
Lich 4 25 0: Dispel Innate or Racial ability effect
X7 4 26 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
Hero 4 27 10*(Hero level)% uMR (unadjustable MR, does shift, can't be lowered/halved)
Lich 4 28 1F or 1X: Duplicate any level 3 Concordant spell
Lich 4 29 1F or 1X: Step Out of It
Villain 4 30 1F, 1/year: +VL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
Legend 4 31 1F,1/h: Locate Person/Obj at any point in time
Legend 4 32 1F,1/h: Speak with Person at any point in time
Atheist(-7) 4 33 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
Peacelord 4 34 1M: A group gets -25*PCL set Con that ignores Sustain Con
Peacelord 4 35 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 36 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 37 1M: A group gets -PCL iAC
Peacelord 4 38 1M: A group gets -PCL idmg
Peacelord 4 39 1M: A group gets -PCL ihp
Peacelord 4 40 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 41 1M: A group gets -PL isaves
Peacelord 4 42 1M: A group gets -PL iTH
Peacelord 4 43 1M: A group gets -PL X actions
Villain 4 44 1M: But wait, the other Villain over there FORGOT ONE SMALL THING and he is Crapped and Slain. (only vs. Villains)
Lich 4 45 1M: Contact Alternate Reality
Lich 4 46 1M: Create Any x2 Monster
Atheist(-7) 4 47 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
Lich 4 48 1M: Reset
Legend 4 49 1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
Legend 4 50 1V: Swap bodies with target permanently
Villain 4 51 5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
Atheist(-7) 4 52 Abilities as per Anti-Druid of half level
Pawn 4 53 Accidently raise Pawn XP: 1 in 6 chance per reset of spending all your XP to Pawn class
X14 4 54 Add 2 to HD type per level in one Concordant class (+0d+2)
Hero 4 55 All psi cost 0 action (limit = level/r)
Hero 4 56 All spells cost 0 action (limit = level/r)
Villain 4 57 All your innates cost 0 actions (limit = VL/r).
Villain 4 58 All your psi cost 0 actions (limit = VL/r).
Villain 4 59 All your spells cost 0 actions (limit = VL/r).
Divine3 4 60 Alter Reality: 0: Wish
Divine3 4 61 Anaretic: Your attacks are Mordenkainen's Disjunction branded
Divine3 4 62 Apostasy: You are unaffected by alignment based effects
X21 4 63 Can trade 10000 hp into 1 ihp (as many times as you like)
X14 4 64 Change "Save" category of your Concordant class to 1½xConc
X14 4 65 Change "To Hit" category of your Concordant class to 1½xConc
Divine3 4 66 Chimerical: You can shapechange into two creatures simultaneously
Divine3 4 67 Cosmic Consciousness: You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
Divine3 4 68 Cosmic Toughness: Hit Die become d100s (all classes)
Divine3 4 69 Counter-strike: Gain an extra retaliatory attack for every time you are injured
X(-7) 4 70 Defender 8: You defend as a x8 being (this effect cannot be dispelled/twisted)
Divine3 4 71 Divine Inspiration (S): 1X: Duplicate a 0th-2nd level Divine3 spell
Divine3 4 72 Dominance: Foes with less than 1/4 your HNCL automatically fail their saves
Divine3 4 73 Doppelganger: Shapechange into individuals, duplicating their innate/racial powers
Villain 4 74 Everyone else within 100 yards (friendly or not) loses VL to their number of segments per round, this may be "turned off".
Legend 4 75 Get LL Resets per Reset (doesn't stack w/self)
X14 4 76 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
X(-7) 4 77 Go Away: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Divine3 4 78 Hyperostosis: +HNCL*2 AC
X7 4 79 Ignore all forms of XP divisors.
Atheist(-7) 4 80 Ignore non-racial immunity to fear, suggestion, possession, charm
X21 4 81 Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
X21 4 82 Immune Pixelation
Atheist(-7) 4 83 Immune to Forbiddance Zones, Alignment Change, Opposition
X21 4 84 Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
Divine3 4 85 Inner Eye: You always use the best possible dice roll (Lady's Smile)
Divine3 4 86 Karmic [Effect]: An effect you do causes damage direct to experience points
Atheist(-7) 4 87 L segments of talking: Hijack the level L follower of someone else, he becomes your follower
Divine3 4 88 Legendary [Ability Score]: Single ability score doubled
X(-7) 4 89 Lockdown All: Both you and a target get no actions; if you go below 0 hp this effect ends
Hero 4 90 Loop-Reality Stability
Divine3 4 91 Lord of Perfection: You gain the Paragon Template
Divine3 4 92 Lord of the Skull: You gain the Demilich Template
Lich 4 93 Lose (Lich level)d4 stat pts by touch
Divine3 4 94 Molymorph: You are immune to the attacks of any form you assume
Divine3 4 95 Numinous: Anti-magic aura that does not impede your own magic
Legend 4 96 One 1st-2nd lvl Hero or Lich or Villain spell
X21 4 97 Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
Pawn 4 98 Pawner lending you XP: +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
Divine3 4 99 Perfect Critical Multiplier: Your critical multiplier is quintipled
Divine3 4 100 Perfect Critical: Your critical threat range is quintupled
Divine3 4 101 Perfect Summoning: Hit Dice of summoned creatures increases by 200%
X14 4 102 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Divine3 4 103 Quivering Skin: Anyone touching you suffers the effects of the Quivering Palm
Divine3 4 104 Quixotic: You can re-roll any dice roll (yours or friend's) 1/s
Divine3 4 105 Redivivus: You can revive your opponents greatest enemy
Divine3 4 106 Sanctity: Your turning affects any being
X(-7) 4 107 Shell 5: Anti-Concordant Shell (0th-5th)
Divine3 4 108 Shroud of Death: Anyone attacking you must save versus death
Divine3 4 109 Slipstream: You are unaffected by temporal disturbances
Divine3 4 110 Soniferous (S): You double the power of any single magic item you use
Divine3 4 111 Spirited Away: You are saved from destruction (Avoid Fate once per day)
Lich 4 112 Steal all spells by touch
Divine3 4 113 Talismanic Effect: Channel effects through artifacts
Divine3 4 114 Time Dilation: Can use 2X actions per segment (if you have them)
X21 4 115 Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 4 116 Trade 6F to 1X
X21 4 117 Trade 9 of an action type for 1 Instantaneous (I) of that action type.
Divine3 4 118 Underhanded: You sneak attack (Backstab) with every hit, even while in melee
Villain 4 119 -VL actions of all types to everyone within VL*10' r (no resistance)
X21 4 120 x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 4 121 x10 hp.
X7 4 122 x2 ML (Memorization Level) in one class.
X7 4 123 x3 CL.
X14 4 124 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
X21 4 125 xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
X21 4 126 xx1.5 CL (doesn't stack with lower versions of this in X21)
X21 4 127 xx2 hp (doesn't stack with lower versions of this in X21)
Villain 4 128 You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
X7 4 129 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
X7 4 130 You can trade 3 of an action type for 1 Opposing version of that action type.
Atheist(-7) 4 131 You defend as a x11 being (this effect cannot be dispelled/twisted)
X7 4 132 You may "borrow" actions of any type (assuming you have them).
X7 4 133 You may "hold" actions of any type (assuming you have them).
X21 4 134 You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)
X21 4 135 You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
Legend 4 136 Your phys att do full dmg regardless of immunity
Legend 4 137 Your race unique; imm Genocide; Wear any # items
Hero 5 1 +(Hero level) infinitely Quick Opposing 0 (Zero) actions
Lich 5 2 +(Lich level) QOppM or QQQM or X actions
Lich 5 3 +10*(Lich level) iaMR that can't be ignored
Legend 5 4 +LL Opposing actions
Lich 5 5 0, 1/r: Any 5th-10th level Wizard spell
Lich 5 6 0, 1/r: Any 5th-9th level Priest spell
Villain 5 7 0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 5 8 0: Can trade a Legend SL N for N Legend SLs.
Legend 5 9 0: Lower all x1 effects on LL^2 targets
Hero 5 10 10*(Hero level)% uXR (unadjustable XR, does shift, can't be lowered/halved)
Villain 5 11 10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
Lich 5 12 1F or 1X: Duplicate any level 4 Concordant spell
Lich 5 13 1F or 1X: Mental Fury
Villain 5 14 1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
Villain 5 15 1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Lich 5 16 1M: Contact Ultra Plane
Legend 5 17 1M: Disable any # of Psi Freq 800'r (exc. 7/14)
Lich 5 18 1M: Project Image Across Planes
Lich 5 19 1M: Teleport to Alternate Reality
Villain 5 20 1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
Legend 5 21 1V: Lower all x2 effects on 1 target
Pawn 5 22 Become NPC: You become an NPC immediately.
Lich 5 23 Conduct M actions through psi link
Lich 5 24 Death (capital S Slay) by touch
Legend 5 25 Immune Down a Hole, Clone Insanity, Kill @ Birth
Hero 5 26 Immune to your actions being locked down
Villain 5 27 Lockdown G actions continuous
Legend 5 28 MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
Lich 5 29 Steal all psionics by touch
Legend 5 30 You can attack Familiars even if they're immune
Villain 5 31 You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
Villain 5 32 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Villain 5 33 You ignore other people's immunities and resistances
Villain 5 34 You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
Villain 5 35 You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
Villain 5 36 Your effects have a -VL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
Legend 5 37 Your effects have no BlahR (except GR)
Lich 6 1 +(Lich level) QOppX actions or # segments per round
Lich 6 2 +10*(Lich level) iIR that can't be ignored
Lich 6 3 0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
Lich 6 4 0, 1/r: Any 6th-10th level Priest spell
Lich 6 5 0, 1/r: Any 6th-11th level Wizard spell
Lich 6 6 0, 1/r: Any psionic super
Villain 6 7 0, 1/s: Choose VL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 6 8 0: Zero & Opposing actions cannot be used 800'r
Lich 6 9 1F or 1X: Duplicate any level 5 Concordant spell
Villain 6 10 1F: Pawn VL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
Bug 6 11 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
Bug 6 12 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
Legend 6 13 1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
Villain 6 14 1M: All x2 and lower effects on VL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Legend 6 15 1M: Disable all non-Conc classes 800'r
Bug 6 16 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
Bug 6 17 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
Lich 6 18 1M: Teleport to Ultra Plane
Legend 6 19 1X, may borrow: Capital O Object
Bug 6 20 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
Divine3 6 21 Anti-Matter [Effect]: One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
Divine3 6 22 Astro [Effect]: One of your effects have a CCL% chance to erase the being from history
Legend 6 23 Casting multiple Wishes/Miracles doesn't harm MF
Bug 6 24 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
Lich 6 25 Conduct effects through psi link
Divine3 6 26 Cosmic Inspiration (S): 1X: Duplicate a 0th-4th level Divine3 spell
Divine3 6 27 Dead Zone: You can create a zone of dead-magic (MF 0) that does not impede you
Divine3 6 28 Edifying Presence: Your presence forces an alignment change (save)
Divine3 6 29 Enchanted Damage Induction: You are only affected by a weapons enchantment bonus
Divine3 6 30 Equilibrium: All ability scores match your highest ability score (among the basic 6 stats)
Lich 6 31 Erase Truename by touch
Legend 6 32 Get normal resistance to things with "No Resist"
Divine3 6 33 Greater Dominance: Foes with less than 1/3 your hit die automatically fail their saves
Legend 6 34 Immune to 1st-3rd level Conc spells (except Bug)
Bug 6 35 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
Bug 6 36 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
Divine3 6 37 Interdimensional: You have a 75% chance of avoiding any attack or spell
Legend 6 38 LL of your non-Conc classes are put to level 36
Divine3 6 39 Multidimensional (S): You can exist in two places at once
Divine3 6 40 Omega [Effect]: One of your effects causes permanent hp damage
Divine3 6 41 Perfect Defence: iAC CCL
Divine3 6 42 Polymath: Your non-Concordant class levels can be changed at will (you can shift XP around)
Divine3 6 43 Rectify: Anyone slain by you is completely erased from ever existing
Lich 6 44 Steal all powers by touch
Divine3 6 45 Superluminal: You can move at the speed of light
Divine3 6 46 Transattack Period: Your attacks double each round
Divine3 6 47 Transcendental Toughness: Hit Die become d1000s (all classes)
Divine3 6 48 Transilient Fortitude: You always succeed in Fortitude saves (+1 PSave)
Divine3 6 49 Transilient Reflexes: You always succeed in Reflex saves (+1 PSave)
Divine3 6 50 Transilient Will: You always succeed in Will saves (+1 MSave)
Divine3 6 51 Transmortality: You cannot be permanently destroyed
Divine3 6 52 Transtemporal: You can travel freely in time
Divine3 6 53 Transversal: You can attack any target you can perceive
Lich 6 54 Troll-like regen all hp (including vile) every s
Divine3 6 55 Ultimate Weapon Focus: +CCL iTH
Bug 6 56 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
Legend 6 57 Your non-Conc classes' spells/psi cost only ¼M
X14 7 1 +1 CCL (Concordant Caster Level) in one class
X14 7 2 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
Lich 7 3 +10*(Lich level) iER & iaER that can't be ignored
X14 7 4 +1QQX action
X14 7 5 +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 7 6 0, 1/r: Any 7th-11th level Priest spell
Lich 7 7 0, 1/r: Any 7th-12th level Wizard spell
Legend 7 8 0,LL/d: Avoid Fate of multiplier = LL/3
X7 7 9 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
Lich 7 10 1F or 1X: Duplicate any level 6 Concordant spell
Legend 7 11 1F: Sever Sentinel/Bug/Lich's power connection
Legend 7 12 1M: Target loses this segment's actions
Legend 7 13 1P: Target cannot use F, S, M, or Opp actions
Legend 7 14 1V: Retroactively stop an action within last r
Legend 7 15 1X, may borrow: Capital I Insist
X14 7 16 Add 1 to number of HD per level in one Concordant class (+1d+0)
Lich 7 17 Annihilation by touch (cannot be Avoid Fated)
X14 7 18 Change "Save" category of your Concordant class to 2xConc
X14 7 19 Change "To Hit" category of your Concordant class to 2xConc
X(-7) 7 20 Defender 11: You defend as a x11 being (this effect cannot be dispelled/twisted)
X14 7 21 Duplicate the effects of one Psi7 power (Ultra or lower)
X21 7 22 Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
X21 7 23 Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
Lich 7 24 Incursion by touch (2 successful touches = Loop Incursion)
X14 7 25 iunXR 5*CCL%
Legend 7 26 No time paradox/oddities while time travelling
Legend 7 27 One 3rd-4th level Hero or Lich or Villain spell
X21 7 28 Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
X(-7) 7 29 Shell 7: Anti-Concordant Shell (0th-7th)
X21 7 30 Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 7 31 Trade 4F to 1X
X21 7 32 Trade 7 of an action type for 1 Instantaneous (I) of that action type.
X21 7 33 x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 7 34 x2.5 ML (Memorization Level) in one class.
X7 7 35 x4 CL.
X7 7 36 x50 hp.
X21 7 37 xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
X21 7 38 xx1.7 CL (doesn't stack with lower versions of this in X21)
X21 7 39 xx3 hp (doesn't stack with lower versions of this in X21)
X7 7 40 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
X7 7 41 You can trade 2 of an action type for 1 Opposing version of that action type.
Legend 7 42 You can use +LL segments /r
X21 7 43 You may "material component" Concordant spells by spending an F action (in addition to the normal X action).
X21 7 44 You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.

[PC18] Futureshifted Classes Group


Exponenter


Level

KXP
Spells
TH
1 [ ((N-1)*0.5+1)*orig. ] (orig.^N) (orig.*N)
2 [ ((N-1)*1.5+1)*orig. ] (orig.^N) (orig.*N)
3 [ ((N-1)*2.5+1)*orig. ] (orig.^N) (orig.*N)
4 [ ((N-1)*3.5+1)*orig. ] (orig.^N) (orig.*N)
5 [ ((N-1)*4.5+1)*orig. ] (orig.^N) (orig.*N)
6 [ ((N-1)*5.5+1)*orig. ] (orig.^N) (orig.*N)
7 [ ((N-1)*6.5+1)*orig. ] (orig.^N) (orig.*N)
8 [ ((N-1)*7.5+1)*orig. ] (orig.^N) (orig.*N)
9 [ ((N-1)*8.5+1)*orig. ] (orig.^N) (orig.*N)
10 [ ((N-1)*9.5+1)*orig. ] (orig.^N) (orig.*N)
11 [ ((N-1)*10.5+1)*orig. ] (orig.^N) (orig.*N)
12 [ ((N-1)*11.5+1)*orig. ] (orig.^N) (orig.*N)
13 [ ((N-1)*12.5+1)*orig. ] (orig.^N) (orig.*N)
14 [ ((N-1)*13.5+1)*orig. ] (orig.^N) (orig.*N)
15 [ ((N-1)*14.5+1)*orig. ] (orig.^N) (orig.*N)
16 [ ((N-1)*15.5+1)*orig. ] (orig.^N) (orig.*N)
17 [ ((N-1)*16.5+1)*orig. ] (orig.^N) (orig.*N)
18 [ ((N-1)*17.5+1)*orig. ] (orig.^N) (orig.*N)
19 [ ((N-1)*18.5+1)*orig. ] (orig.^N) (orig.*N)
20 [ ((N-1)*19.5+1)*orig. ] (orig.^N) (orig.*N)
21 [ ((N-1)*20.5+1)*orig. ] (orig.^N) (orig.*N)
22 [ ((N-1)*21.5+1)*orig. ] (orig.^N) (orig.*N)
23 [ ((N-1)*22.5+1)*orig. ] (orig.^N) (orig.*N)
24 [ ((N-1)*23.5+1)*orig. ] (orig.^N) (orig.*N)
25 [ ((N-1)*24.5+1)*orig. ] (orig.^N) (orig.*N)
26 [ ((N-1)*25.5+1)*orig. ] (orig.^N) (orig.*N)
27 [ ((N-1)*26.5+1)*orig. ] (orig.^N) (orig.*N)
28 [ ((N-1)*27.5+1)*orig. ] (orig.^N) (orig.*N)
29 [ ((N-1)*28.5+1)*orig. ] (orig.^N) (orig.*N)
30 [ ((N-1)*29.5+1)*orig. ] (orig.^N) (orig.*N)
31 [ ((N-1)*30.5+1)*orig. ] (orig.^N) (orig.*N)
32 [ ((N-1)*31.5+1)*orig. ] (orig.^N) (orig.*N)
33 [ ((N-1)*32.5+1)*orig. ] (orig.^N) (orig.*N)
34 [ ((N-1)*33.5+1)*orig. ] (orig.^N) (orig.*N)
35 [ ((N-1)*34.5+1)*orig. ] (orig.^N) (orig.*N)
36 [ ((N-1)*35.5+1)*orig. ] (orig.^N) (orig.*N)
37 [ ((N-1)*36.5+1)*orig. ] (orig.^N) (orig.*N)
38 [ ((N-1)*37.5+1)*orig. ] (orig.^N) (orig.*N)
39 [ ((N-1)*38.5+1)*orig. ] (orig.^N) (orig.*N)
45 [ ((N-1)*44.5+1)*orig. ] (orig.^N) (orig.*N)
54 [ ((N-1)*53.5+1)*orig. ] (orig.^N) (orig.*N)
63 [ ((N-1)*62.5+1)*orig. ] (orig.^N) (orig.*N)
72 [ ((N-1)*71.5+1)*orig. ] (orig.^N) (orig.*N)
Requisites: Original +9*N each,
  Class Slots xN
Alignment: as original
HD/level: (*N)d(*N) original (no &'s)
Weapon Prof.: As original base *N
To Hit Table: As original base *N
Reference: RM {Futureshifted Conjugator}
Groups: Custom, Futureshifted, PC Designed
Complexity: CF=5
   
Saving Throws:
PPD: (as original *N)
RSW: (as original *N)
PP: (as original *N)
BW: (as original *N)
Spell: (as original *N)
Fort: (as original *N)
Reflex: (as original *N)
Will: (as original *N)
 
For abilities, see next page.

[PC18] Futureshifted Classes Group


Exponenter Abilities

Pick an N for this class. N must be positive and cannot be greater than LVL.
Pick another class you know. The class chosen cannot be Custom group, and must be a x1 multiplier class.
This class does not benefit from "Min Level" in the current campaign. (Conjugator does not have this restriction; this is an important difference between Conjugator and Exponenter).
The Hit Dice is *N the number of dice and *N the die size (e.g. 2d3 would become 4d6 at N=2).
Your "CL" and "LVL" for abilities is equal to your level to the Nth power instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level ^N instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level ^N) line, but your max SL is based only on ML=(level). For example, a level 4 Exponenter (N=2) emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level ^N. GGL powers that are LVL based use level ^N, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level ^N), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level ^N.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC18] Futureshifted Classes Group


Fighter30

Level KXP Psi9
mMG S
1 0 1-- -
2 7 2-- -
3 28 3-- -
4 70 4-- -
5 140 5-- -
6 245 6-- -
7 392 7-- -
8 588 8-- -
9 840 9-- -
10 1155 A-- -
11 1540 B-- -
12 2002 B1- -
13 2548 B2- -
14 3185 B3- -
15 3920 B4- -
16 4760 B5- -
17 5712 B6- -
18 6783 B7- -
19 7980 B8- -
20 9310 B9- -
21 10780 BA- -
22 12397 BB- -
23 14168 BB1 -
24 16100 BB2 -
25 18200 BB3 -
26 20475 BB4 -
27 22932 BB5 -
28 25578 BB6 -
29 28420 BB7 -
30 31465 BB8 -
31 34720 BB9 -
32 38192 BBA -
33 41888 BBB -
34 45815 BBB 1
35 49980 BBB 2
36 54390 BBB 3
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 20, Dex 10, Con 10
Alignment: any
HD/level: d30
Weapon Prof.: 4+level*2
To Hit Table: War(d30)
Save Table: War(d30)
Reference: wizards
Groups: Warrior, Futureshifted
 
Has Psi9 powers.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.

[PC18] Futureshifted Classes Group


Magic-User30

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 6 310 bc- --- --
3 24 421 ab- --- --
4 60 532 0ac --- --
5 120 643 10b --- --
6 210 754 21a c-- --
7 336 865 320 b-- --
8 504 976 430 ac- --
9 720 A87 541 0b- --
10 990 A98 652 1a- --
11 1320 AA9 763 20c --
12 1716 AAA 874 30b --
13 2184 AAA 985 40a --
14 2730 AAA A96 510 --
15 3360 AAA AA7 621 c-
16 4080 AAA AA8 732 b-
17 4880 AAA AA9 843 a-
18 5680 AAA AAA 954 0-
19 6480 AAA AAA A65 0-
20 7280 AAA AAA A76 1-
21 8080 AAA AAA A87 1-
22 8880 AAA AAA A98 2-
23 9680 AAA AAA AA9 2-
24 10480 AAA AAA AAA 3c
25 11280 BBB BBB BBB 3b
26 12080 BBB BBB BBB 4a
27 12880 CCC CCC CCC 40
28 13680 CCC CCC CCC 50
29 14480 DDD DDD DDD 50
30 15280 DDD DDD DDD 51
31 16080 DDD DDD DDD 61
32 16880 EEE EEE EEE 61
33 17680 EEE EEE EEE 71
34 18480 FFF FFF FFF 71
35 19280 FFF FFF FFF 81
36 20080 FFF FFF FFF 82
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 20, Wis 10
Alignment: any
HD/level: d30/4
Weapon Prof.: 0+level*2
To Hit Table: Wiz(d30)
Save Table: Wiz(d30)
Reference: (wizards)
Groups: Wizard, Futureshifted
 
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
Rolls 1d30-10 for proficiency checks.
Level N (every level): +1 school of specialization (no opposite)

[PC18] Futureshifted Classes Group


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[PC18] Futureshifted 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".

[PC18] Futureshifted 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.

[PC18] Futureshifted Classes Group


Thief30

Level KXP
Spells
1 0 (none)
2 4 (none)
3 16 (none)
4 40 (none)
5 80 (none)
6 140 (none)
7 224 (none)
8 336 (none)
9 480 (none)
10 660 (none)
11 880 (none)
12 1144 (none)
13 1456 (none)
14 1820 (none)
15 2240 (none)
16 2720 (none)
17 3264 (none)
18 3876 (none)
19 4560 (none)
20 5320 (none)
21 6160 (none)
22 7084 (none)
23 8096 (none)
24 9200 (none)
25 10400 (none)
26 11700 (none)
27 13104 (none)
28 14616 (none)
29 16240 (none)
30 17980 (none)
31 19840 (none)
32 21824 (none)
33 23936 (none)
34 26180 (none)
35 28560 (none)
36 31080 (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 10, Dex 20, Int 10
Alignment: any
HD/level: d30/3
Weapon Prof.: 2+level*2
To Hit Table: Rog(d30)
Save Table: Rog(d30)
Reference: wizards
Groups: Rogue, Futureshifted
 
Has all rogue abilities on all charts. Gets 90 Rogue points per level.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 1: 1V: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 1V if you want)
Level 1: +LVL QZ actions /r; Can convert 2 QZ -> 1 OppQZ
Level 9: 0: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 0 actions if you want)

[PC18] Futureshifted Classes Group


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Unfinisher3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Unfinisher3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Unfinisher3 class beyond level 1, all you have to meet is the Int 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC18] Futureshifted Classes Group


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC18] Futureshifted Classes Group


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]