[PC7] Concordant (x1) Classes Group
Accomplice
Level
| KXP
| Accomp A-H 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 3.3
| 2-- -- [-]
| 3
| 6.6
| 3-- -- [-]
|
4
| 13.2
| 4-- -- [-]
| 5
| 26.4
| 41- -- [-]
| 6
| 52.8
| 42- -- [-]
|
7
| 105.6
| 43- -- [-]
| 8
| 213
| 44- -- [-]
| 9
| 430
| 441 -- [-]
|
10
| 860
| 442 -- [-]
| 11
| 1290
| 443 -- [-]
| 12
| 1720
| 443 1- [-]
|
13
| 2150
| 444 1- [-]
| 14
| 2580
| 444 2- [-]
| 15
| 3010
| 444 3- [-]
|
16
| 3440
| 444 4- [-]
| 17
| 3870
| 544 4- [-]
| 18
| 4300
| 554 4- [-]
|
19
| 4730
| 555 4- [-]
| 20
| 5160
| 555 41 [-]
| 21
| 5590
| 555 51 [-]
|
22
| 6020
| 655 51 [-]
| 23
| 6450
| 655 52 [-]
| 24
| 6880
| 665 52 [-]
|
25
| 7310
| 666 52 [-]
| 26
| 7740
| 666 53 [-]
| 27
| 8170
| 666 63 [1]
|
28
| 8600
| 766 63 [1]
| 29
| 9030
| 766 64 [2]
| 30
| 9460
| 776 64 [2]
|
31
| 9890
| 777 64 [3]
| 32
| 10320
| 777 65 [3]
| 33
| 10750
| 777 75 [4]
|
34
| 11180
| 877 75 [4]
| 35
| 11610
| 887 76 [5]
| 36
| 12040
| 888 76 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+4
| 4 2 3 1 1 1 1 0
| +5
| 5 2 4 2 1 1 1 0
| +5
| 5 3 4 3 2 2 2 1
|
+6
| 6 4 5 4 3 2 2 1
| +6
| 7 5 6 5 4 3 2 1
| +7
| 8 5 7 6 4 3 3 2
|
+7
| 8 6 7 7 5 4 3 2
| +8
| 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
| +9
| 11 9 10 11 8 6 5 3
| +10
| 12 10 11 12 9 6 5 4
|
+10
| 13 11 12 13 10 7 6 4
| +11
| 14 11 13 14 10 7 6 4
| +11
| 14 12 13 14 11 8 6 5
|
+12
| 14 12 14 14 11 8 7 5
| +12
| 14 13 14 14 12 9 7 5
| +13
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 16, Int 18, Logic 7
| Alignment:
| any E
| HD/level:
| ++d13
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| 4+level/2
| Save Table:
| War
| Reference:
| DM {Reduced Anti-Hero}
| Groups:
| Rogue, Concordant (x1), Mirror
|
|
|
|
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
| Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
| Can weapon specialize and uses the "Ranger" line for number of attacks.
| Gets 80 Rogue points per level.
| On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
| Your CCL with Anti-Hero spells is CL-26.
|
Lvl
| Ability
|
1
| Any Bandit1 level 2 ability
| 1
| Any Bounty Hunter1 level 2 ability
| 1
| Any Executioner1 level 1 ability
|
1
| Any Mercenary5 level 1 ability
| 1
| Any Scarlet Assassin level 1 ability
| 1
| Any The Hidden level 1 ability
|
5
| Any Bandit1 level 6 ability
| 5
| Any Bounty Hunter1 level 6 ability
| 5
| Any Executioner1 level 5 ability
|
5
| Any Mercenary5 level 5 ability
| 5
| Any Scarlet Assassin level 5 ability
| 5
| Any The Hidden level 5 ability
|
9
| Any Bandit1 level 10 ability
| 9
| Any Bounty Hunter1 level 10 ability
| 9
| Any Executioner1 level 9 ability
|
9
| Any Mercenary5 level 9 ability
| 9
| Any Scarlet Assassin level 9 ability
| 9
| Any The Hidden level 9 ability
|
13
| Any Bandit1 level 16 ability
| 13
| Any Bounty Hunter1 level 15 ability
| 13
| Any Executioner1 level 13 ability
|
13
| Any Mercenary5 level 14 ability
| 13
| Any Scarlet Assassin level 13 ability
| 13
| Any The Hidden level 13 ability
|
|
[PC7] Concordant (x1) Classes Group
Accomplice Spells
Level
| #
| Spell
|
1
| 1
| 10*CL% iaIR
| 1
| 2
| +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| 1
| 3
| 1M: LVLd6 dmg, E=1 element, one target, no save
|
1
| 4
| 1M: Target is paralyzed (PPD save)
| 1
| 5
| 1M: Steal an action or memory (Will save)
| 1
| 6
| +CL/2 QV actions
|
1
| 7
| +LVL SL's in one spell progression (Wizard or Priest)
| 1
| 8
| +2 CL with psionics
| 1
| 9
| +1 Str, Dex, Con, Int, Wis, and Chr
|
2
| 1
| 10*CL% iaMR
| 2
| 2
| 1M, 2/d: Causeall
| 2
| 3
| +CL/3 QP actions
|
2
| 4
| Pick a psionic power you have. It does not give a saving throw.
| 2
| 5
| 1M: Remove one Resist to something (no save, use ER)
| 2
| 6
| 10*CL% ER
|
2
| 7
| 0, 3/d: Counter a counterspell
| 2
| 8
| 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
| 2
| 9
| 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
|
3
| 1
| 10*CL% iaPR
| 3
| 2
| +1 per damage die on your physical attacks; Enemies get --1 to hit you
| 3
| 3
| 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
|
3
| 4
| 1M: LVLd12 dmg, E=3 element, one target, no save
| 3
| 5
| 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
| 3
| 6
| +CL/4 QM actions
|
3
| 7
| 1M: Sporacle a group (a random [C] section effect)
| 3
| 8
| 1V: Lend a V action to someone
| 4
| 1
| Pick a spell you have. It costs half the number of actions it normally requires.
|
4
| 2
| Pick a psionic power you have. It costs half the number of actions it normally requires.
| 4
| 3
| +1 to number of segments per round (i.e. you get a segment 11)]
| 4
| 4
| +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
|
5
| 1
| 10*CL% aER
| 5
| 2
| +CL/5 Q0 actions
| 5
| 3
| Pick an action type. You are immune to actions of that type being locked down.
|
Anti-Hero 1 (11)
| 1
| 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
| Anti-Hero 1 (11)
| 2
| 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
| Anti-Hero 1 (11)
| 3
| 1M: Target is Capital P Paralyzed (no save, use XR to resist)
|
Anti-Hero 1 (11)
| 4
| 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
| Anti-Hero 1 (11)
| 5
| +1 QX action
| Anti-Hero 1 (11)
| 6
| +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
|
Anti-Hero 1 (11)
| 7
| 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
| Anti-Hero 1 (11)
| 8
| Duplicate a Level: ability of a non-Concordant class
| Anti-Hero 1 (11)
| 9
| Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.
|
|
[PC7] Concordant (x1) Classes Group
Admiral (SFB)
Level
| KXP
| Captain [LO] 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 6
| 2-- -- [-]
| 3
| 12
| 21- -- [-]
|
4
| 24
| 22- -- [-]
| 5
| 48
| 32- -- [-]
| 6
| 96
| 321 -- [-]
|
7
| 192
| 322 -- [-]
| 8
| 384
| 332 -- [-]
| 9
| 768
| 332 1- [-]
|
10
| 1536
| 332 2- [-]
| 11
| 3000
| 333 2- [-]
| 12
| 3360
| 333 21 [-]
|
13
| 3720
| 333 22 [-]
| 14
| 4080
| 333 32 [-]
| 15
| 4440
| 333 33 [-]
|
16
| 4800
| 433 33 [-]
| 17
| 5160
| 443 33 [-]
| 18
| 5520
| 444 33 [-]
|
19
| 5880
| 444 43 [-]
| 20
| 6240
| 444 44 [-]
| 21
| 6600
| 544 44 [-]
|
22
| 6960
| 554 44 [-]
| 23
| 7320
| 555 44 [-]
| 24
| 7680
| 555 54 [-]
|
25
| 8040
| 555 55 [-]
| 26
| 8400
| 555 55 [1]
| 27
| 8760
| 555 55 [2]
|
28
| 9120
| 555 55 [3]
| 29
| 9480
| 555 55 [4]
| 30
| 9840
| 555 55 [5]
|
31
| 10200
| 655 55 [5]
| 32
| 10560
| 665 55 [5]
| 33
| 10920
| 666 55 [5]
|
34
| 11280
| 666 65 [5]
| 35
| 11640
| 666 66 [5]
| 36
| 12000
| 666 66 [6]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
| +3
| 6 4 5 4 3 2 2 1
|
+5
| 8 5 7 6 4 3 3 2
| +6
| 8 6 7 7 5 4 3 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +11
| 12 10 11 12 9 6 5 4
| +12
| 13 11 12 13 10 7 6 4
|
+14
| 14 12 13 14 11 8 6 5
| +15
| 14 12 14 14 11 8 7 5
| +17
| 15 13 14 14 12 9 8 6
|
+18
| 15 14 14 14 13 10 8 6
| +20
| 15 14 15 15 14 11 9 7
| +21
| 15 14 15 15 14 11 9 7
|
+23
| 15 14 15 15 15 12 10 8
| +24
| 15 15 15 15 15 13 10 8
| +26
| 16 15 15 15 15 14 11 9
|
|
Requisites:
| Str 8, Dex 8, Con 13, Int 17, Wis 15, Chr 18
| Alignment:
| any
| HD/level:
| d12
| Weapon Prof.:
| 7+level
| To Hit Table:
| 1½xWar
| Save Table:
| 1½xWar
| Reference:
| SFB {Planeshifted Captain}
| Groups:
| Warrior, Concordant (x1), Technology
|
|
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
| Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
| This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).
|
|
[PC7] Concordant (x1) Classes Group
Angel5
Level
| KXP
| Pri:Healing 123 456 789
|
1
| 7 (owe)
| 1-- --- ---
| 2
| 10.5
| 2-- --- ---
| 3
| 14
| 21- --- ---
|
4
| 21
| 22- --- ---
| 5
| 35
| 221 --- ---
| 6
| 63
| 222 --- ---
|
7
| 119
| 322 1-- ---
| 8
| 231
| 332 2-- ---
| 9
| 343
| 333 21- ---
|
10
| 567
| 333 32- ---
| 11
| 791
| 433 321 ---
| 12
| 1000
| 444 321 ---
|
13
| 1250
| 444 322 ---
| 14
| 1500
| 444 432 ---
| 15
| 1750
| 544 432 1--
|
16
| 2000
| 555 432 2--
| 17
| 2250
| 655 443 2--
| 18
| 2500
| 655 443 21-
|
19
| 2750
| 655 543 22-
| 20
| 3000
| 655 544 32-
| 21
| 3250
| 655 544 321
|
22
| 3500
| 665 554 322
| 23
| 3750
| 666 654 332
| 24
| 4000
| 776 655 432
|
25
| 4250
| 776 655 443
| 26
| 4500
| 777 665 543
| 27
| 4750
| 777 665 554
|
28
| 5000
| 887 666 654
| 29
| 5250
| 887 776 655
| 30
| 5500
| 888 777 665
|
31
| 5750
| 888 777 766
| 32
| 6000
| 988 887 776
| 33
| 6250
| 999 888 777
|
34
| 6500
| 999 988 887
| 35
| 6750
| 999 999 888
| 36
| 7000
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 2 2 2 2 2 2 2 2
| +3
| 2 2 2 2 2 2 2 2
| +4
| 3 3 3 3 3 3 3 3
|
+5
| 3 3 3 3 3 3 3 3
| +6
| 4 4 4 4 4 4 4 4
| +7
| 4 4 4 4 4 4 4 4
|
+8
| 5 5 5 5 5 5 5 5
| +9
| 5 5 5 5 5 5 5 5
| +10
| 6 6 6 6 6 6 6 6
|
+11
| 6 6 6 6 6 6 6 6
| +12
| 7 7 7 7 7 7 7 7
| +13
| 7 7 7 7 7 7 7 7
|
+14
| 8 8 8 8 8 8 8 8
| +15
| 8 8 8 8 8 8 8 8
| +16
| 9 9 9 9 9 9 9 9
|
+17
| 9 9 9 9 9 9 9 9
| +18
| 10 10 10 10 10 10 10 10
| +19
| 10 10 10 10 10 10 10 10
|
|
Requisites:
| Str 12, Int 12, Con 6, Wis 14, Chr 19
| Alignment:
| LG
| HD/level:
| & +++d7
| Weapon Prof.:
| 7+/3
| To Hit Table:
| Mon +1 level
| Save Table:
| Mon +3 levels
| Reference:
| DM
| Groups:
| Monster, Concordant (x1)
|
|
| Can cast Priest Healing spells. Doesn't get a stat bonus to progression.
| Can weapon specialize using Non-War column.
| "rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
|
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Flying LVL*2+5" (B)
| B
| 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
| C
| 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
| D
| 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
| E
| DR (7*LVL)/+LVL
|
Level 4:
| Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
|
Level 5-7:
| F
| 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
| G
| 1N, 1/reset: Escape the party back to home (except for you)
| H
| 1V: Summon a good DL 1d7 Outer planar creature
| I
| Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
| J
| iIR LVL*10%
|
Level 8:
| Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
|
Level 9-12:
| K
| 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
| L
| 1F: Holy Bolt
| M
| 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
| N
| Pick a Sphere. Can cast Priest spells of that Sphere.
| O
| iXR LVL*5%
|
Level 13:
| Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand
|
|
[PC7] Concordant (x1) Classes Group
Antemortal0
Level
| KXP
| Mortal0 Imm0 9 {9}
|
1
| 0
| 2 {-}
| 2
| 3.5
| 4 {-}
| 3
| 7
| 6 {-}
|
4
| 14
| 8 {-}
| 5
| 28
| 10 {-}
| 6
| 56
| 12 {-}
|
7
| 112
| 14 {-}
| 8
| 224
| 16 {-}
| 9
| 448
| 18 {-}
|
10
| 996
| 20 {-}
| 11
| 1600
| 22 {-}
| 12
| 2300
| 24 {-}
|
13
| 3000
| 26 {-}
| 14
| 3700
| 28 {-}
| 15
| 4400
| 30 {-}
|
16
| 5100
| 32 {-}
| 17
| 5800
| 34 {-}
| 18
| 6500
| 36 {-}
|
19
| 7200
| 38 {-}
| 20
| 7900
| 40 {-}
| 21
| 8600
| 42 {-}
|
22
| 9300
| 44 {-}
| 23
| 10000
| 46 {-}
| 24
| 10700
| 48 {-}
|
25
| 11400
| 50 {-}
| 26
| 12100
| 52 {-}
| 27
| 12800
| 54 {1}
|
28
| 13500
| 56 {1}
| 29
| 14200
| 58 {2}
| 30
| 14900
| 60 {2}
|
31
| 15600
| 62 {3}
| 32
| 16300
| 64 {3}
| 33
| 17000
| 66 {4}
|
34
| 17700
| 68 {4}
| 35
| 18400
| 70 {5}
| 36
| 19100
| 72 {5}
|
|
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)
|
+9
| (total = 54, max = 18)
| +10
| (total = 57, max = 19)
| +11
| (total = 60, max = 20)
|
+12
| (total = 63, max = 21)
| +13
| (total = 66, max = 22)
| +14
| (total = 69, max = 23)
|
+15
| (total = 72, max = 24)
| +16
| (total = 75, max = 25)
| +17
| (total = 78, max = 26)
|
|
Requisites:
| Two 18's
| Alignment:
| any
| HD/level:
| & d10
| Weapon Prof.:
| 5+level/2
| To Hit Table:
| War
| Save Table:
| Cust
| Reference:
| MTG {Mirror Mortal0}
| Groups:
| Custom, Concordant (x1), Mirror
|
|
|
|
Antemortal0 class gets 9th level spells (nothing lower level).
| Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).
|
|
[PC7] Concordant (x1) Classes Group
Antemortal0 Spells
Level
| #
| Spell Name
| Spell Description
|
9
| 1
| Acidic Bite/Sting
| Once per round can bite or sting for acid damage (CL*20 acid dmg)
| 9
| 2
| Acrobat Abilities
| Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
| 9
| 3
| Call Strange
| 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
|
9
| 4
| Conceal Location
| You can't be targetted
| 9
| 5
| Create Psionic Items
| 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
| 9
| 6
| Create Variant
| One Class Adjective (it's free, but the max XP divisor increase = CL/10)
|
9
| 7
| Degeneration
| A group degenerates CL hp per segment
| 9
| 8
| Destroy Undead
| Turn Undead (turn/destroy only) at LVL=CL+2
| 9
| 9
| Eel Breath
| Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
|
9
| 10
| Eel Form
| 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
| 9
| 11
| Extra Attacks
| +1 number of attacks with each weapon
| 9
| 12
| Grant Effect Points
| Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
|
9
| 13
| Growl
| Mouth's P: All targets in a group lose half current hp (no save)
| 9
| 14
| Improve Ability Score
| +CL*2 to one stat
| 9
| 15
| Increase Group
| Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
|
9
| 16
| Increased Movement
| +CL" Move Rate; +2V actions
| 9
| 17
| Innate Resistance
| 35+3*CL% IR
| 9
| 18
| Lab
| 1M, CL/d: Legend Lore
|
9
| 19
| Lightning Spit
| Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
| 9
| 20
| Luch
| Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
| 9
| 21
| Manifestation Short
| The death of target person will not cause his next clone to stand up
|
9
| 22
| Mortal Vulnerability
| 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
| 9
| 23
| Necromantic Suite
| 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
| 9
| 24
| Nonweapon Mastery
| +LVL*2 Nonweapon proficiencies
|
9
| 25
| Psionic Resistance
| 40+4*CL% PR
| 9
| 26
| Reduce
| 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
| 9
| 27
| Relic Creation
| 10F, 1/reset: Create a random x2 item of XP value LVL*500
|
9
| 28
| Saves
| +LVL*3 Saves
| 9
| 29
| Second Life
| 1D: Resurrect self back in town (1 turn delay)
| 9
| 30
| Shape Reality, Alt. Loop
| 25F, 1/reset: Loop Travel (shift LF by 1)
|
9
| 31
| Shape Reality, Cr. Building
| 20F, 1/reset: Create a building (CL*10000 cubic ft.)
| 9
| 32
| Shape Reality, Cr. Pocket
| 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
| 9
| 33
| Shape Reality, Mv. Building
| 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
|
9
| 34
| Shape Reality, Mv. Door
| 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
| 9
| 35
| Shift Powers
| 1M, CL/d: Plane Shift (CL/3 planes, round up)
| 9
| 36
| Slap
| 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
|
9
| 37
| Swipe
| Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
| 9
| 38
| To Hit
| +LVL*2 To Hit
| 9
| 39
| Transmute
| 1M: Polymorph Any Object
|
9
| 40
| Weapon Counted
| Count as an additional +CL-1 weapon to hit others
| 9
| 41
| Wizard Options
| Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
| 9
| 42
| Zero Spell Duration
| 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)
|
|
[PC7] Concordant (x1) Classes Group
Aspirant
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 75
| 2½- --- --- --
| 2
| 550
| 31½ --- --- --
| 3
| 1025
| 421 --- --- --
|
4
| 1500
| 532 ½-- --- --
| 5
| 1975
| 643 1½- --- --
| 6
| 2450
| 754 21- --- --
|
7
| 2925
| 865 32½ --- --
| 8
| 3400
| 976 43½ --- --
| 9
| 3875
| A87 541 ½-- --
|
10
| 4350
| A98 652 1-- --
| 11
| 4825
| AA9 763 2½- --
| 12
| 5300
| AAA 874 3½- --
|
13
| 5775
| AAA 985 4½- --
| 14
| 6250
| AAA A96 51½ --
| 15
| 6725
| AAA AA7 621 --
|
16
| 7200
| AAA AA8 732 --
| 17
| 7675
| AAA AA9 843 --
| 18
| 8150
| AAA AAA 954 ½-
|
19
| 8625
| AAA AAA A65 ½-
| 20
| 9100
| AAA AAA A76 1-
| 21
| 9575
| AAA AAA A87 1-
|
22
| 10050
| AAA AAA A98 2-
| 23
| 10525
| AAA AAA AA9 2-
| 24
| 11000
| AAA AAA AAA 3-
|
25
| 11475
| BBB BBB BBB 3-
| 26
| 11950
| BBB BBB BBB 4-
| 27
| 12425
| CCC CCC CCC 4½
|
28
| 12900
| CCC CCC CCC 5½
| 29
| 13375
| DDD DDD DDD 5½
| 30
| 13850
| DDD DDD DDD 51
|
31
| 14325
| DDD DDD DDD 61
| 32
| 14800
| EEE EEE EEE 61
| 33
| 15275
| EEE EEE EEE 71
|
34
| 15750
| FFF FFF FFF 71
| 35
| 16225
| FFF FFF FFF 81
| 36
| 16700
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Mon
| 0 0 0 0 0 0 0 0
| +1
| 1 1 1 1 1 1 1 1
| +1
| 1 1 1 1 1 1 1 1
|
+2
| 2 2 2 2 2 2 2 2
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+3
| 3 3 3 3 3 3 3 3
| +4
| 4 4 4 4 4 4 4 4
| +4
| 4 4 4 4 4 4 4 4
|
+5
| 5 5 5 5 5 5 5 5
| +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 6
| +7
| 7 7 7 7 7 7 7 7
| +7
| 7 7 7 7 7 7 7 7
|
+8
| 8 8 8 8 8 8 8 8
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Int 20, Wis 12, Chr 8
| Alignment:
| any E
| HD/level:
| +&d6
| Weapon Prof.:
| 0+level/2
| To Hit Table:
| ½xMon
| Save Table:
| Mon
| Reference:
| DM
| Groups:
| Wizard, Concordant (x1)
|
|
|
|
This gets the abilities (and spell progression) of Death Master1 and ArchMage.
| In addition, each level Aspirant gains 1 spell level for Lich spells. This spell level may be spent immediately (for a 1st level Lich spell) or saved for a larger spell. The Aspirant's Lich "progression" must be decreasing, so the soonest the Aspirant could gain a 6th level Lich spell would be level 21 (progression = 111111).
| DM Note: Note that Aspirant is cheaper than ArchMage at high levels.
| Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
| Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
| Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
| Level 1: Have their own language called "The Language of Death".
| Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
| Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
| Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
| Level 1: 5% per level resistance to Charm spells.
| Level 2: +2 XP for putting a body to rest.
| Level 3: +3 XP for a properly embalmed body.
| Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
| Level 4: Speak with Undead at will.
| Level 7: Speak with Dead 1/d.
| Level 9: Immune to Paralysis, Hold, and any undead touch effect.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
| Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
| Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
| Level 11: Immune to all Energy/Stat drains.
| Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
| Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
| Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
| Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
|
|
[PC7] Concordant (x1) Classes Group
Atheist(-7)
Level
| KXP
| Priest X(-7) 123 456 78 mMG S
|
1
| 7
| --- a-- -- 1-- -
| 2
| 17
| --0 0a- -- 1-- -
| 3
| 27
| -a1 00- -- 1-- -
|
4
| 40
| -01 10- -- 2-- -
| 5
| 61
| a01 10a -- 2-- -
| 6
| 97
| 011 110 -- 21- -
|
7
| 159
| 111 111 -- 31- -
| 8
| 276
| 111 111 a- 31- -
| 9
| 513
| 111 111 0- 31- -
|
10
| 970
| 111 111 1- 42- -
| 11
| 1427
| 222 211 1- 42- -
| 12
| 1884
| 222 222 1- 42- -
|
13
| 2341
| 222 222 2- 521 -
| 14
| 2798
| 333 322 2- 531 -
| 15
| 3255
| 333 333 2- 531 -
|
16
| 3712
| 333 333 3- 631 -
| 17
| 4169
| 444 433 3- 631 -
| 18
| 4626
| 444 444 3- 642 -
|
19
| 5083
| 444 444 4- 742 -
| 20
| 5540
| 555 544 4- 742 -
| 21
| 5997
| 555 555 4- 742 -
|
22
| 6454
| 555 555 5- 852 -
| 23
| 6911
| 666 655 5- 853 -
| 24
| 7368
| 666 666 5- 853 1
|
25
| 7825
| 666 666 6- 953 1
| 26
| 8282
| 777 766 6- 963 1
| 27
| 8739
| 777 777 6- 963 1
|
28
| 9196
| 777 777 7- A64 1
| 29
| 9653
| 777 777 70 A64 1
| 30
| 10110
| 777 777 71 A74 2
|
31
| 10567
| 777 777 72 B74 2
| 32
| 11024
| 777 777 73 B74 2
| 33
| 11481
| 777 777 74 B75 2
|
34
| 11938
| 777 777 75 C85 2
| 35
| 12395
| 777 777 76 C85 2
| 36
| 12852
| 777 777 77 C85 3
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+5
| 11 7 9 6 6 2 2 6
| +6
| 12 8 9 6 7 3 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+9
| 14 9 11 8 9 5 4 9
| +10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
+13
| 16 12 13 11 12 7 6 12
| +14
| 16 13 14 12 12 8 7 13
| +15
| 16 14 14 13 13 9 8 14
|
+17
| 16 14 15 14 14 10 8 15
| +18
| 17 15 16 14 14 10 9 16
| +19
| 17 15 16 15 15 11 10 17
|
+21
| 17 16 16 15 16 12 10 18
| +22
| 17 16 16 16 16 13 11 19
| +23
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Con 19, Wis 26
| Alignment:
| non-S
| HD/level:
| 0d0+13
| Weapon Prof.:
| -1+level*2
| To Hit Table:
| 2xPri
| Save Table:
| 2xPri
| Reference:
| DM
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Cannot have a specialty priest choice in any classes.
| Gets Con bonus to spells.
| The [X(-7)] progression is not automatically provided. Each power you choose costs you one "pick" below (minor=a-l, major=m-v, grand=w-aa, super=bb-ii). The [X(-7)] progression cannot have any kind of bonus (stat or magic item).
|
|
Levels
| Pick
| Description
|
Level 1-5:
| a
| 1M (can borrow): Counter a Divine Intervention
| b
| Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
| c
| 1M: Turn off all specialty priest abilities on target for 1 turn
| d
| LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
| e
| You defend as a x2 being (this effect cannot be dispelled/twisted)
| f
| 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
| g
| The "Lady's Smile" ability does not function within sight
| h
| Opposing actions cannot be used within sight. (Drop this only at reset)
| i
| 0, LVL/d: Anti-Concordant Shell (0th-1st)
| j
| Specials of x2 or greater have their effect's multiplier dropped to x1
| k
| iXR CL*10% (iXR is irreducible Spirit Resistance)
| l
| 0, LVL/d: Halve hp on a creature with at least 1000 hp
|
Level 6-10:
| m
| Undead divide their HD by your LVL when calculating what they turn as
| n
| 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
| o
| 1M (can borrow): Counter an Avoid Fate
| p
| +1 QOpp0 only for Atheist powers
| q
| You defend as a x5 being (this effect cannot be dispelled/twisted)
| r
| 0, 2*LVL/d: Dispel a Concordant effect
| s
| Artifacts divide their ego by their multiplier when picked up by you
| t
| 0, LVL/d: Target creature is not Time/Reality Stable
| u
| 0, LVL/d: Anti-Concordant Shell (0th-3rd)
| v
| 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
|
Level 11-15:
| w
| Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
| x
| You defend as a x8 being (this effect cannot be dispelled/twisted)
| y
| 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
| z
| 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
| aa
| 0, LVL/d: Anti-Concordant Shell (0th-5th)
|
Level 16-20:
| bb
| 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
| cc
| Immune to Forbiddance Zones, Alignment Change, Opposition
| dd
| Abilities as per Anti-Druid of half level
| ee
| Ignore non-racial immunity to fear, suggestion, possession, charm
| ff
| L segments of talking: Hijack the level L follower of someone else, he becomes your follower
| gg
| 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
| hh
| You defend as a x11 being (this effect cannot be dispelled/twisted)
| ii
| 0, LVL/d: Anti-Concordant Shell (0th-7th)
|
|
[PC7] Concordant (x1) Classes Group
Wild Talents: Psi(-7) PSPs = (Lowest stat) + (HNCL)/2 + (LNCL = Lowest Non-Concordant Level)
| Take your LNCL, and read on the Atheist(-7) progression for number of X-7 powers.
|
| This frequency has no minors or majors.
| 1 Psi(-7) PSP = 20 Psi1 PSPs.
| This frequency is resisted using aXR or aGR.
|
|
[PC7] Concordant (x1) Classes Group
X-7 Grand Powers
#
| Name
| Cost
| Power
|
1
| Defender 2
| 2/d
| You defend as a x2 being (this effect cannot be dispelled/twisted)
| 2
| Ignore Immunity
| 2
| Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
| 3
| Lady's Frown
| 2/d
| The "Lady's Smile" ability does not function within sight
|
4
| Lockdown Opp
| 2/d
| Opposing actions cannot be used within sight. (Drop this only at reset)
| 5
| Shell 1
| 1/t
| Anti-Concordant Shell (0th-1st)
| 6
| Special Prot.
| 2/d
| Specials of x2 or greater have their effect's multiplier dropped to x1
|
7
| Spirit Resistance
| 1/t
| iXR CL*10%
| 8
| XCell Adjust. 1
| 1
| Halve hp on a creature with at least 1000 hp
|
|
X-7 Super Powers
#
| Name
| Cost
| Power
|
1
| Action Accel.
| 4/t
| +1 OppM only for Psi(-7)
| 2
| Defender 5
| 5/d
| You defend as a x5 being (this effect cannot be dispelled/twisted)
| 3
| Dispel Conc.
| 3
| Dispel a Concordant effect
|
4
| Ego Prot.
| 3/d
| Artifacts divide their ego by their multiplier when picked up by you
| 5
| Instability
| 3
| Target creature is not Time/Reality Stable
| 6
| Shell 3
| 1/t
| Anti-Concordant Shell (0th-3rd)
|
7
| XCell Adjust. 2
| 3
| Deal 1 idmg to a creature with at least 1 ihp
|
|
X-7 Ultra Powers
#
| Name
| Cost
| Power
|
1
| Defender 8
| 8/d
| You defend as a x8 being (this effect cannot be dispelled/twisted)
| 2
| Go Away
| 8
| Target defeated creature is put in the hole, no escape for M years (M=Mult)
| 3
| Lockdown All
| 8/r
| Both you and a target get no actions; if you go below 0 hp this effect ends
|
4
| Shell 5
| 1/t
| Anti-Concordant Shell (0th-5th)
|
|
X-7 Ultra+1 (V) Powers
#
| Name
| Cost
| Power
|
1
| Defender 11
| 11/d
| You defend as a x11 being (this effect cannot be dispelled/twisted)
| 2
| Shell 7
| 1/t
| Anti-Concordant Shell (0th-7th)
|
|
[PC7] Concordant (x1) Classes Group
Baron
Level
| KXP
| Baron Duke 123 456 789 [1]
|
1
| 0
| 1-- --- --- [-]
| 2
| 3.3
| 2-- --- --- [-]
| 3
| 6.6
| 21- --- --- [-]
|
4
| 13
| 32- --- --- [-]
| 5
| 33
| 421 --- --- [-]
| 6
| 66
| 422 --- --- [-]
|
7
| 99
| 432 1-- --- [-]
| 8
| 166
| 433 2-- --- [-]
| 9
| 266
| 433 21- --- [-]
|
10
| 666
| 443 22- --- [-]
| 11
| 966
| 444 33- --- [-]
| 12
| 1366
| 444 441 --- [-]
|
13
| 1666
| 555 442 --- [-]
| 14
| 2066
| 555 442 1-- [-]
| 15
| 2466
| 555 552 1-- [-]
|
16
| 2666
| 555 553 21- [-]
| 17
| 2866
| 555 553 32- [-]
| 18
| 3066
| 555 553 321 [-]
|
19
| 3266
| 555 553 331 [-]
| 20
| 3466
| 555 554 332 [-]
| 21
| 3666
| 555 554 442 [-]
|
22
| 3866
| 555 555 443 [-]
| 23
| 4066
| 555 555 553 [-]
| 24
| 4266
| 555 555 554 [-]
|
25
| 4466
| 555 555 555 [-]
| 26
| 4666
| 666 655 555 [-]
| 27
| 4866
| 666 666 655 [1]
|
28
| 5066
| 666 666 666 [1]
| 29
| 5266
| 777 766 666 [1]
| 30
| 5466
| 777 777 766 [1]
|
31
| 5666
| 777 777 777 [1]
| 32
| 5866
| 888 877 777 [1]
| 33
| 6066
| 888 888 877 [2]
|
34
| 6266
| 888 888 888 [2]
| 35
| 6466
| 999 988 888 [2]
| 36
| 6666
| 999 999 999 [3]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +1
| 5 4 8 2 3 1 0 2
| +2
| 6 4 8 3 4 2 0 2
|
+3
| 6 5 8 3 4 2 1 3
| +4
| 6 5 9 3 4 2 1 3
| +5
| 6 6 9 4 5 3 1 4
|
+6
| 7 6 9 4 5 3 2 4
| +7
| 7 7 9 4 5 4 2 5
| +8
| 7 7 10 5 6 4 2 5
|
+9
| 7 8 10 5 6 4 3 6
| +10
| 8 8 10 5 6 5 3 6
| +11
| 8 9 10 6 7 5 3 7
|
+12
| 8 9 11 6 7 6 4 7
| +13
| 8 10 11 6 7 6 4 8
| +14
| 9 10 11 7 8 6 4 8
|
+15
| 9 11 11 7 8 7 5 9
| +16
| 9 11 12 7 9 7 5 9
| +17
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Con 13, Int 13, Wis 13
| Alignment:
| any E
| HD/level:
| 3d2
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| Psi
| Reference:
| DM {Reduced Duke / ArchDuke}
| Groups:
| Concordant (x1), Planar
|
|
|
|
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
| Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
| Level 1: RMR level*13% .
| Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
| Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
| Level 6: Troll-like regen LVL hp/s
| Level 9: +1S action per round.
| Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
| Level 18: +1QF action per round.
| Level 27: +1X action per round.
|
|
[PC7] Concordant (x1) Classes Group
Baron Spells
Level
| #
| Name
| Effect
| Source
|
1
| 1
| Ashes
| Half of your weapon dmg is vile dmg (perm hp)
| Psi-6E
| 1
| 2
| Darkbolt
| Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
| Psi-6E
| 1
| 3
| Detect Demons
| Detect Evil Outer (reverse is Good)
| RADemons-28
|
1
| 4
| Dismiss Minion
| Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
| RADemons-29
| 1
| 5
| Drain Life
| Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
| Psi-6E
| 1
| 6
| Immunity I
| Immune to poison, non-silver weapons
| Psi6E
|
1
| 7
| Intimidate
| Fear a group (Will save)
| RADemonsII-87
| 1
| 8
| Larva Life
| Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
| Psi6E
| 1
| 9
| Lesser Invocation
| Use an innate ability of an Evil Outer you've summoned
| RADemons-29
|
1
| 10
| Minor Personal Ward
| Evil Outer cannot attack you unless you're offensive (reverse is Good)
| RADemons-29
| 1
| 11
| Protection from Demons
| Immune to Evil Outer innates (reverse is Good)
| RADemons-29
| 1
| 12
| Summon Minion
| Summons a DL II Evil Outer
| RADemons-30
|
1
| 13
| Taint / Dispel Taint
| Curse (no save, IR), DM rolls in [C] section for effect
| RADemonsII-87
| 2
| 1
| Call Minion
| Summons a DL III Evil Outer
| RADemons-31
| 2
| 2
| Charm Demon
| Charm an Evil Outer (Will save, no BlahR) (reverse is Good)
| RADemons-31
|
2
| 3
| Darkbeam
| 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
| Psi-6E
| 2
| 4
| Detect Demonic Influence
| Detect Evil Charm/Domination/Possession/etc.
| RADemons-31
| 2
| 5
| Dismiss Denizen
| Dismiss an Evil Outer of any DL (Fort save) (reverse is Good)
| RADemons-31
|
2
| 6
| Evil Eye
| Target's AC becomes 66-CL^2 (Petrif save at -CL)
| Psi-6E
| 2
| 7
| Immunity II
| Immune to fire or cold, +1 weapon to hit
| Psi6E
| 2
| 8
| Lesser Pact
| Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear)
| RADemons-31
|
2
| 9
| Minor Ward 10' r
| As Minor Personal Ward (SL=1) except 10'r
| RADemons-32
| 2
| 10
| Summon Demon Warriors
| Summons CL/3 DL II Evil Outer
| RADemons-32
| 2
| 11
| Summon Soul Hounds
| Summons CL DL I Soul Hounds (they energy drain 1 level)
| RADemons-33
|
2
| 12
| Temptation
| 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated
| RADemonsII-88
| 2
| 13
| Torment Body
| Target degenerates at CL hp/s
| RADemonsII-88
| 3
| 1
| Banish Minions
| Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good)
| RADemons-33
|
3
| 2
| Call Soul Hounds
| Summons CL DL II Soul Hounds (they energy drain 2 levels)
| RADemons-33
| 3
| 3
| Call Demon Warriors
| Summons CL/4 DL III Evil Outer
| RADemons-33
| 3
| 4
| Darkcone
| 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
| Psi-6E
|
3
| 5
| Dismiss Demon
| Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good)
| RADemons-33
| 3
| 6
| Gaze of Ice
| PP Save (for 13*CL damage) or petrified to ice
| Psi6E
| 3
| 7
| Hold Demon
| Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good)
| RADemons-34
|
3
| 8
| Infernal Communion
| Contact Other Plane (Evil), or Commune (to Evil god)
| RADemons-34
| 3
| 9
| Major Personal Ward
| Evil Outer cannot attack you until this is dispelled (reverse is Good)
| RADemons-34
| 3
| 10
| Possession
| Similar to wizard spell "Magic Jar"
| Psi6E
|
3
| 11
| Protection from Demons 10'r
| As Protection from Demons (SL=1) except 10'r
| RADemons-34
| 3
| 12
| Summon Minion
| Summons a DL IV Evil Outer
| RADemons-34
| 3
| 13
| Summon Nightmare
| Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp)
| RADemons-34
|
|
[PC7] Concordant (x1) Classes Group
Baron Spells (cont.)
Level
| #
| Name
| Effect
| Source
|
4
| 1
| Banish Denizen
| Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good)
| RADemons-35
| 4
| 2
| Bind Minion
| Gates in a DL IV Evil Outer, it is not a summon (it's just here)
| RADemons-36
| 4
| 3
| Call Minions
| Summons CL/5 DL IV Evil Outer
| RADemons-36
|
4
| 4
| Call Nightmare Beast
| Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp)
| RADemons-36
| 4
| 5
| Cloak of Darkness
| Imp.Invis., Immune to Detection/Location
| Psi6E
| 4
| 6
| Major Ward 10'r
| As Major Personal Ward (SL=3) but 10'r
| RADemons-36
|
4
| 7
| Multi-Twist
| Twist (dispel) CL effects
| Psi-6E
| 4
| 8
| Power Word Blind
| 200 hp of creatures blinded (no save)
| Psi6E
| 4
| 9
| Summon Demon
| Summons a DL V Evil Outer
| RADemons-36
|
4
| 10
| Summon Gatekeeper
| Summons a DL IV Evil Outer with the Hell's Caretaker class
| RADemons-37
| 4
| 11
| Summon Scourge
| Summons a DL IV Evil Outer with the Scarlet Torturer class
| RADemons-37
| 4
| 12
| Summon Succubus/Incubus
| Summons a DL IV Succubus/Incubus with the Slut1 class
| RADemons-38
|
4
| 13
| Teleport Without Error
| Teleport Without Error
| Psi6E
| 5
| 1
| Banish Demon
| Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good)
| RADemons-38
| 5
| 2
| Beacon of Unrest
| Bring a defeated monster back to life under your control (counts as a "Revive")
| Psi-6E
|
5
| 3
| Defile Consecrated Ground
| Destroys one good-aligned area's Aura
| Psi6E
| 5
| 4
| Evil Haste
| +level B actions
| Psi-6E
| 5
| 5
| Gate
| Gate
| Psi6E
|
5
| 6
| Immunity III
| Immune:lightning/acid, +2 weapon to hit
| Psi6E
| 5
| 7
| Infernal Spawn of Evil
| Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target
| Psi-6E
| 5
| 8
| Planeport
| As TWE but up to 6 planes removed
| Psi6E
|
5
| 9
| Summon Minion Horde
| Summons CL DL II Evil Outer
| RADemons-38
| 6
| 1
| Bringer
| Immune Illusions; Immune Disease; Immune Reverse Healing
| Psi-6E
| 6
| 2
| Immunity IV
| Globe/Invuln., Immune:1st-2nd Dominions
| Psi6E
|
6
| 3
| Infernal Spawn of I.S. of Evil
| Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target
| Psi-6E
| 6
| 4
| Reveal Sin
| Target must Atone or lose a Specialty God pick (RSW Save)
| RADemonsII-89
| 6
| 5
| Steal Soul III
| Transforms unwilling target to a larva (no save, IR)
| Psi6E
|
6
| 6
| Summon Shapeless Horror
| Sumons a DL VI Shapeless Horror
| RADemons-39
| 7
| 1
| Hellfire Storm
| (5*CL)d6 Unholy Brimstone dmg to a group (no save)
| BoVD-81
| 7
| 2
| Summon Leviathan
| Summons a DL VIII Leviathan
| RADemons-39
|
7
| 3
| Trap the Soul
| Trap the Soul (no save)
| BoVD-80
| 8
| 1
| Summon Demon Lord
| Summons a DL IX Demon Lord (low level Duke)
| RADemons-40
| 8
| 2
| Summon Diabolical Wyrm
| Summons a DL IX Demonic Dragon
| RADemons-40
|
8
| 3
| Utterdark
| Capital D Darkness (even to Cosmic Awareness, True Sight)
| BoVD3-81
| 9
| 1
| Eternity of Torture
| Target is helpless, all ability scores except Con drop to 0 (Fort save)
| BoVD3-81
| 9
| 2
| Mindrape
| Capital E Extract, Forget (no save)
| BoVD3-83
|
Duke 1 (11)
| 1
| Eternal Night
| x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
| RADemons-41
| Duke 1 (11)
| 2
| Genocide
| Kills all of a race on a single plane (can reduce area)
| RADemons-41
| Duke 1 (11)
| 3
| Lesser Apocalypse
| Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save)
| RADemons-42
|
|
[PC7] Concordant (x1) Classes Group
Battlelord
Level
| KXP
| Battlelord Warlord 123 456 78 [24]
|
1
| 0
| --- 1-- -- [--]
| 2
| 1
| --- 2-- -- [--]
| 3
| 3
| --- 3-- -- [--]
|
4
| 9
| --- 4-- -- [--]
| 5
| 27
| --- 5-- -- [--]
| 6
| 81
| --- 6-- -- [--]
|
7
| 243
| --- 7-- -- [--]
| 8
| 500
| --- 8-- -- [--]
| 9
| 900
| --- 8-- -1 [--]
|
10
| 1300
| --- 8-- -2 [--]
| 11
| 1700
| --- 8-- -3 [--]
| 12
| 2100
| --- 8-- -4 [--]
|
13
| 2500
| --- 8-- -5 [--]
| 14
| 2900
| --- 8-- -6 [--]
| 15
| 3300
| --- 8-- -7 [--]
|
16
| 3700
| --- 8-- -8 [--]
| 17
| 4100
| --- 9-- -8 [--]
| 18
| 4500
| --- 9-- -9 [--]
|
19
| 4900
| --- A-- -9 [--]
| 20
| 5300
| --- A-- -A [--]
| 21
| 5700
| --- A-- -A [--]
|
22
| 6100
| --- A-- -A [--]
| 23
| 6500
| --- A-- -A [--]
| 24
| 6900
| --- A-- -A [--]
|
25
| 7300
| --- A-- -A [--]
| 26
| 7700
| --- A-- -A [--]
| 27
| 8100
| --- A-- -A [1-]
|
28
| 8500
| --- A-- -A [11]
| 29
| 8900
| --- A-- -A [11]
| 30
| 9300
| --- A-- -A [-2]
|
31
| 9700
| --- A-- -A [-2]
| 32
| 10100
| --- A-- -A [-3]
| 33
| 10500
| --- A-- -A [-3]
|
34
| 10900
| --- A-- -A [-4]
| 35
| 11300
| --- A-- -A [-4]
| 36
| 11700
| --- A-- -A [-5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 4 2 3 1 1 1 1 0
| +3
| 5 2 4 2 1 1 1 0
| +5
| 5 3 4 3 2 2 2 1
|
+7
| 6 4 5 4 3 2 2 1
| +9
| 7 5 6 5 4 3 2 1
| +11
| 8 5 7 6 4 3 3 2
|
+13
| 8 6 7 7 5 4 3 2
| +15
| 9 7 8 8 6 4 4 2
| +17
| 10 8 9 9 7 5 4 3
|
+19
| 11 8 10 10 7 5 4 3
| +21
| 11 9 10 11 8 6 5 3
| +23
| 12 10 11 12 9 6 5 4
|
+25
| 13 11 12 13 10 7 6 4
| +27
| 14 11 13 14 10 7 6 4
| +29
| 14 12 13 14 11 8 6 5
|
+31
| 14 12 14 14 11 8 7 5
| +33
| 14 13 14 14 12 9 7 5
| +35
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 23, Dex 17, Con 19
| Alignment:
| any
| HD/level:
| & 2d4
| Weapon Prof.:
| 7+level
| To Hit Table:
| 2xWar
| Save Table:
| War
| Reference:
| DM {Reduced Warlord}
| Groups:
| Warrior, Concordant (x1)
|
|
|
|
Gets Barbarian Str, Dex, or Con.
| Battlelords get 4th level and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 27.
| Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
| Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
| Level 3: Get another Barbarian Stat.
| Level 9: Get another Barbarian Stat.
|
|
[PC7] Concordant (x1) Classes Group
Battlelord Spells
Level
| #
| Spell
|
2 *
| 1 *
| +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
| 4
| 1
| +LVL TH
| 4
| 2
| +CL dmg
|
4
| 3
| +CL AC
| 4
| 4
| +LVL saves
| 4
| 5
| +LVL P actions
|
4
| 6
| +CL*2 max hp
| 4
| 7
| +CL B actions
| 4
| 8
| +LVL set Str. Hold Str.
|
4
| 9
| +LVL set Dex. Hold Dex.
| 4
| 10
| +LVL set Con. Hold Con.
| 8
| 1
| +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
|
8
| 2
| +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
| 8
| 3
| +LVL to CL for 4th level Warlord spells
| 8
| 4
| +CL% iBR (irreducible BlahR = iRMPIR)
|
8
| 5
| +LVL M actions
| 8
| 6
| +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
| 8
| 7
| +CL C actions
|
Warlord 2 (12)
| 1 *
| +WCL Q∞V actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
| Warlord 4 (14)
| 1
| +WL iTH
| Warlord 4 (14)
| 2
| +WCL idmg
|
Warlord 4 (14)
| 3
| +WCL iAC
| Warlord 4 (14)
| 4
| +WL isaves
| Warlord 4 (14)
| 5
| +WCL Q∞P actions (infinitely quick P actions)
|
Warlord 4 (14)
| 6
| +WCL ihp
| Warlord 4 (14)
| 7
| +WL X actions
| Warlord 4 (14)
| 8
| +25*WCL set Str. Hold Str.
|
Warlord 4 (14)
| 9
| +25*WCL set Dex. Hold Dex.
| Warlord 4 (14)
| 10
| +25*WCL set Con. Hold Con.
|
|
[PC7] Concordant (x1) Classes Group
Brain in a Jar / Living Brain
Level
| KXP
| Psi mMG SU
| TH
|
1
| 0.3
| 6-- --
| --1
| 2
| 14.1
| 7-- --
| --1
| 3
| 59.2
| 83- --
| --1
|
4
| 65.3
| 94- --
| --1
| 5
| 589.7
| A5- --
| --1
| 6
| 932.4
| B62 --
| --1
|
7
| 1275.1
| C73 --
| --1
| 8
| 1617.8
| D84 --
| --1
| 9
| 1960.5
| E95 --
| --1
|
10
| 2303.2
| FA6 1-
| --1
| 11
| 2645.9
| GB7 2-
| --1
| 12
| 2988.6
| HC8 3-
| --1
|
13
| 3331.3
| ID9 4-
| --1
| 14
| 3674
| JEA 5-
| --1
| 15
| 4016.7
| KFB 61
| --1
|
16
| 4359.4
| LGC 72
| --1
| 17
| 4702.1
| MHD 83
| --1
| 18
| 5044.8
| NIE 94
| --1
|
19
| 5387.5
| OJF A5
| --1
| 20
| 5730.2
| PKG B6
| --1
| 21
| 6072.9
| QLH C7
| --1
|
22
| 6415.6
| RMI D8
| --1
| 23
| 6758.3
| SNJ E9
| --1
| 24
| 7101
| TOK FA
| --1
|
25
| 7443.7
| UPL GB
| --1
| 26
| 7786.4
| VQM HC
| --1
| 27
| 8129.1
| WRN ID
| --1
|
28
| 8471.8
| XSO JE
| --1
| 29
| 8814.5
| YTP KF
| --1
| 30
| 9157.2
| ZUQ LG
| --1
|
31
| 9499.9
| [VR MH
| --1
| 32
| 9842.6
| \WS NI
| --1
| 33
| 10185.3
| ]XT OJ
| --1
|
34
| 10528
| ^YU PK
| --1
| 35
| 10870.7
| _ZV QL
| --1
| 36
| 11213.4
| `[W RM1
| --1
|
37
| 22426.8
| `[W RM2
| --1
| 38
| 33640.2
| `[W RM3
| --1
| 39
| 44853.6
| `[W RM4
| --1
|
45
| 112134
| `[W RMA
| --1
| 54
| 213054.6
| `[W RMJ 1
| --1
| 63
| 313975.2
| `[W RMJ A
| --1
|
72
| 414895.8
| `[W RMJ J1
| --1
|
|
Requisites:
| Con 19, Int 22, Wis 25, Chr 19
| Alignment:
| L any
| HD/level:
| ½d1
| Weapon Prof.:
| 0
| To Hit Table:
| --1
| Reference:
| DM {Reduced Brain ina a Box}
| Groups:
| Psionicist, Concordant (x1)
| Complexity:
| CF=4
|
|
| Saving Throws:
|
| PPD:
| level-2
| RSW:
| level+6
| PP:
| level-2
| BW:
| level-2
| Spell:
| level+6
| Fort:
| level+7
| Reflex:
| level-2
| Will:
| level+9
|
|
|
Gets +1M action. You cannot use P actions at all. You have no limbs. You Fly at LVL*3" (D).
| Gets Exc Con, Barb Int, Barb Wis, Barb Chr.
| Brain a Jar PSPs = LVL*100
| Enemies require a +LVL*2 or better weapon to hit you.
| You may "material component" psionic powers, by spending 1V action.
| Level N (every level): +1 psionic frequency this class can pick from. You do not need to spend research points to learn a frequency.
| Level 1 ¶: Can use High Frequency Sampling, treat this as one category higher (if you use a minor, you get a major ability.)
| Level 1 ¶: Can use High SL Sampling, treat this as one category higher (if you use a minor, you get a major ability.)
|
|
[PC7] Concordant (x1) Classes Group
Brass Gnat
Level
| KXP
| BrassGnat [Bug] 123 456 789 [3]
|
1
| 0
| --2 --- --- [-]
| 2
| 6
| --3 --- --- [-]
| 3
| 12
| --4 --- --- [-]
|
4
| 24
| --5 --- --- [-]
| 5
| 48
| --6 --- --- [-]
| 6
| 96
| --7 --- --- [-]
|
7
| 192
| --8 --- --- [-]
| 8
| 384
| --9 --1 --- [-]
| 9
| 768
| --A --2 --- [-]
|
10
| 1200
| --B --3 --- [-]
| 11
| 1800
| --C --4 --- [-]
| 12
| 2400
| --D --5 --- [-]
|
13
| 3000
| --E --6 --- [-]
| 14
| 3600
| --F --7 --- [-]
| 15
| 4200
| --G --8 --- [-]
|
16
| 4800
| --H --8 --1 [-]
| 17
| 5400
| --I --9 --2 [-]
| 18
| 6000
| --J --9 --3 [-]
|
19
| 6600
| --K --A --4 [-]
| 20
| 7200
| --L --A --4 [-]
| 21
| 7800
| --M --B --4 [-]
|
22
| 8400
| --N --B --5 [-]
| 23
| 9000
| --O --C --5 [-]
| 24
| 9600
| --P --C --5 [-]
|
25
| 10200
| --Q --D --6 [-]
| 26
| 10800
| --R --D --6 [-]
| 27
| 11400
| --S --E --6 [1]
|
28
| 12000
| --T --E --7 [1]
| 29
| 12600
| --U --F --7 [2]
| 30
| 13200
| --V --F --7 [2]
|
31
| 13800
| --W --G --8 [3]
| 32
| 14400
| --X --G --8 [3]
| 33
| 15000
| --Y --H --8 [4]
|
34
| 15600
| --Z --H --9 [4]
| 35
| 16200
| --[ --I --9 [5]
| 36
| 16800
| --\ --I --9 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 4 4 4 4 4 4 4 4
| +5
| 5 5 5 5 5 5 5 5
| +6
| 6 6 6 6 6 6 6 6
|
+7
| 7 7 7 7 7 7 7 7
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
+10
| 10 10 10 10 10 10 10 10
| +11
| 11 11 11 11 11 11 11 11
| +12
| 12 12 12 12 12 12 12 12
|
+13
| 13 13 13 13 13 13 13 13
| +14
| 14 14 14 14 14 14 14 14
| +15
| 15 15 15 15 15 15 15 15
|
+16
| 16 16 16 16 16 16 16 16
| +17
| 17 17 17 17 17 17 17 17
| +18
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 17, Dex 17, Con 6
| Alignment:
| any
| HD/level:
| & d12
| Weapon Prof.:
| level/2
| To Hit Table:
| Mon
| Save Table:
| 2xMon
| Reference:
| MTG {Reduced Bug}
| Groups:
| Monster, Concordant (x1), Technology
|
|
|
|
In my universe, Brass Gnats are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
|
| Gets Brass Gnat spells, see Brass Gnat spell table (next page). Gets Bug spells starting at level 27, see [PC7].
| Brass Gnats get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Brass Gnat spells be of the proper SL when other classes use a "Wish" type effect to emulate a Brass Gnat spell.).
| Brass Gnat spells are resisted using TechR (Technological resistance).
|
| Some effects refer to "T" actions. These are "Technological actions". If you somehow have an "E" action, you can convert an E action to a T action.
|
| Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
| Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
| Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
|
|
[PC7] Concordant (x1) Classes Group
Brass Gnat Spells
Level
| #
| Spell
|
3
| 1
| 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
|
3
| 2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
|
3
| 3
| 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
|
3
| 4
| Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
|
3
| 5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
|
3
| 6
| Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
|
3
| 7
| Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
|
3
| 8
| 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
|
3
| 9
| 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
|
3
| 10
| 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
|
3
| 11
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
|
3
| 12
| "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
|
3
| 13
| 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
|
3
| 14
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
|
3
| 15
| 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
|
6
| 1
| 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
|
6
| 2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
|
6
| 3
| Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
|
6
| 4
| Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
|
6
| 5
| Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
|
6
| 6
| 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
|
6
| 7
| 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
|
6
| 8
| 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
|
6
| 9
| 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
|
6
| 10
| You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
|
9
| 1
| 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
|
9
| 2
| 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
|
9
| 3
| Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
|
9
| 4
| 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
|
9
| 5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
|
9
| 6
| You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
|
9
| 7
| 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
|
Bug 3 (13)
| 1
| 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
|
Bug 3 (13)
| 2
| +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
|
Bug 3 (13)
| 3
| 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
|
Bug 3 (13)
| 4
| Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
|
Bug 3 (13)
| 5
| 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
|
Bug 3 (13)
| 6
| Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
|
Bug 3 (13)
| 7
| DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
|
Bug 3 (13)
| 8
| 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
|
Bug 3 (13)
| 9
| 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
|
Bug 3 (13)
| 10
| 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
|
Bug 3 (13)
| 11
| 1M, can borrow from future: Counter a Concordant or XR-based effect
|
Bug 3 (13)
| 12
| The "Lady's Smile" effect doesn't work for anyone within sight
|
Bug 3 (13)
| 13
| May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
|
Bug 3 (13)
| 14
| 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
|
Bug 3 (13)
| 15
| Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
|
|
[PC7] Concordant (x1) Classes Group
Captain (SFB)
Level
| KXP
| Captain [LO] 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 5
| 2-- -- [-]
| 3
| 10
| 3-- -- [-]
|
4
| 20
| 31- -- [-]
| 5
| 40
| 32- -- [-]
| 6
| 80
| 42- -- [-]
|
7
| 160
| 421 -- [-]
| 8
| 320
| 431 -- [-]
| 9
| 640
| 432 -- [-]
|
10
| 1280
| 432 1- [-]
| 11
| 2500
| 542 1- [-]
| 12
| 2800
| 543 2- [-]
|
13
| 3100
| 543 21 [-]
| 14
| 3400
| 543 22 [-]
| 15
| 3700
| 543 32 [-]
|
16
| 4000
| 543 33 [-]
| 17
| 4300
| 544 33 [-]
| 18
| 4600
| 544 43 [-]
|
19
| 4900
| 544 44 [-]
| 20
| 5200
| 554 44 [-]
| 21
| 5500
| 555 44 [-]
|
22
| 5800
| 555 54 [-]
| 23
| 6100
| 555 55 [-]
| 24
| 6400
| 655 55 [-]
|
25
| 6700
| 665 55 [-]
| 26
| 7000
| 666 55 [-]
| 27
| 7300
| 666 65 [1]
|
28
| 7600
| 666 66 [1]
| 29
| 7900
| 766 66 [2]
| 30
| 8200
| 776 66 [2]
|
31
| 8500
| 777 66 [3]
| 32
| 8800
| 777 76 [3]
| 33
| 9100
| 777 77 [4]
|
34
| 9400
| 877 77 [4]
| 35
| 9700
| 887 77 [5]
| 36
| 10000
| 888 77 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 2 3 1 1 1 1 0
| +1
| 5 2 4 2 1 1 1 0
| +2
| 5 3 4 3 2 2 2 1
|
+3
| 6 4 5 4 3 2 2 1
| +4
| 7 5 6 5 4 3 2 1
| +5
| 8 5 7 6 4 3 3 2
|
+6
| 8 6 7 7 5 4 3 2
| +7
| 9 7 8 8 6 4 4 2
| +8
| 10 8 9 9 7 5 4 3
|
+9
| 11 8 10 10 7 5 4 3
| +10
| 11 9 10 11 8 6 5 3
| +11
| 12 10 11 12 9 6 5 4
|
+12
| 13 11 12 13 10 7 6 4
| +13
| 14 11 13 14 10 7 6 4
| +14
| 14 12 13 14 11 8 6 5
|
+15
| 14 12 14 14 11 8 7 5
| +16
| 14 13 14 14 12 9 7 5
| +17
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 9, Dex 9, Con 13, Int 16,
| Wis 13, Chr 16
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| SFB {Reduced Legendary Officer}
| Groups:
| Warrior, Concordant (x1), Technology
|
|
|
|
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
| Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
| This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).
|
|
[PC7] Concordant (x1) Classes Group
Captain (SFB) Spells
Level
| Field
| Spell
|
1
| Command
| Can identify and operate any TechL=LVL or lower technological device.
| 1
| Defense
| Can interpose self in front of any and everyone in your group, you take double damage though
| 1
| Engineering
| Your items that use charges use only half the number of charges (retain fractions)
|
1
| Helm/Nav.
| 0, while moving: Leave a group without generating any parting shots.
| 1
| Medic
| 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
| 1
| Pers.Combat
| Your summons gain XP (possibly levels) in the dungeon.
|
1
| Psionic
| 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
| 1
| Science
| Eidetic Memory, can "download" your thoughts/memories to computers
| 1
| Weapons
| No range penalties; Can shoot bows in your group without penalty
|
2
| Command
| Your summons and familiars can never betray you, regardless of what happens.
| 2
| Defense
| If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
| 2
| Engineering
| You can trade spells between your spell progressions and PSPs between psionic pools.
|
2
| Helm/Nav.
| Can move in reverse as fast as you can move forward.
| 2
| Medic
| 0, 1/r: Cure or Cause 1d6 hp to one target
| 2
| Pers.Combat
| Need not breathe; Fly LVL" (C)
|
2
| Psionic
| 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
| 2
| Science
| Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
| 2
| Weapons
| 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
|
3
| Command
| 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
| 3
| Defense
| 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
| 3
| Engineering
| 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
|
3
| Helm/Nav.
| Roll 1d6+6 for initiative instead of 1d12.
| 3
| Medic
| 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
| 3
| Pers.Combat
| Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
|
3
| Psionic
| You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
| 3
| Science
| You get the opportunity to use an extra action in response to a nasty effect; Resist Time
| 3
| Weapons
| 0: Ignore the phrase "Cannot be targetted" for someone.
|
4
| Command
| Charm spells cannot be used by enemies in the room (x1 Special)
| 4
| Defense
| Immune Telekinesis
| 4
| Engineering
| You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
|
4
| Helm/Nav.
| You have a 50% chance of taking only half damage from gross effects (like fireballs)
| 4
| Medic
| Grant a person one Captain spell slot you have (any SL).
| 4
| Pers.Combat
| 1V, 1/d: Counter an effect that would cause someone to kill themself.
|
4
| Psionic
| You have two hit point totals, your second hp total is 10, need both to drop before dropping
| 4
| Science
| 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
| 4
| Weapons
| Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
|
5
| Command
| Wishoid for two SL 1-4 Concordant (x1) spells.
| 5
| Defense
| Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
| 5
| Engineering
| 1N, 1/reset: Retroactively buy a magic item from the magic shop.
|
5
| Helm/Nav.
| Immune Boulders, Gas, Space-Time Discontinuities
| 5
| Medic
| 0, 1/d: Mass Heal
| 5
| Pers.Combat
| 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
|
5
| Psionic
| Immune to the weird psionic effects of the T'kan Energy Barrier
| 5
| Science
| Considered 1 multiplier higher with one specific effect (by name)
| 5
| Weapons
| You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
|
L.O. 1 (11)
| Command
| Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
| L.O. 1 (11)
| Defense
| 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
| L.O. 1 (11)
| Engineering
| Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
|
L.O. 1 (11)
| Helm/Nav.
| ¼V: Move from one group to another group within LVL feet
| L.O. 1 (11)
| Medic
| 0, 1/r: Cureall
| L.O. 1 (11)
| Pers.Combat
| 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
|
L.O. 1 (11)
| Psionic
| 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
| L.O. 1 (11)
| Science
| You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
| L.O. 1 (11)
| Weapons
| Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
|
|
[PC7] Concordant (x1) Classes Group
Charonodaemon5
Level
| KXP
| Wiz:Enc/Cha 123 456 789
|
1
| 6.6 (owe)
| 1-- --- ---
| 2
| 9.9
| 2-- --- ---
| 3
| 13.2
| 21- --- ---
|
4
| 19.8
| 22- --- ---
| 5
| 33
| 221 --- ---
| 6
| 59.4
| 222 --- ---
|
7
| 112.2
| 322 1-- ---
| 8
| 217.8
| 332 2-- ---
| 9
| 323.4
| 333 21- ---
|
10
| 429
| 333 32- ---
| 11
| 633.6
| 433 321 ---
| 12
| 1000
| 444 321 ---
|
13
| 1250
| 444 322 ---
| 14
| 1500
| 444 432 ---
| 15
| 1750
| 544 432 1--
|
16
| 2000
| 555 432 2--
| 17
| 2250
| 655 443 2--
| 18
| 2500
| 655 443 21-
|
19
| 2750
| 655 543 22-
| 20
| 3000
| 655 544 32-
| 21
| 3250
| 655 544 321
|
22
| 3500
| 665 554 322
| 23
| 3750
| 666 654 332
| 24
| 4000
| 776 655 432
|
25
| 4250
| 776 655 443
| 26
| 4500
| 777 665 543
| 27
| 4750
| 777 665 554
|
28
| 5000
| 887 666 654
| 29
| 5250
| 887 776 655
| 30
| 5500
| 888 777 665
|
31
| 5750
| 888 777 766
| 32
| 6000
| 988 887 776
| 33
| 6250
| 999 888 777
|
34
| 6500
| 999 988 887
| 35
| 6750
| 999 999 888
| 36
| 7000
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+3
| 1 1 1 1 1 1 1 1
| +4
| 2 2 2 2 2 2 2 2
| +5
| 2 2 2 2 2 2 2 2
|
+6
| 3 3 3 3 3 3 3 3
| +7
| 3 3 3 3 3 3 3 3
| +8
| 4 4 4 4 4 4 4 4
|
+9
| 4 4 4 4 4 4 4 4
| +10
| 5 5 5 5 5 5 5 5
| +11
| 5 5 5 5 5 5 5 5
|
+12
| 6 6 6 6 6 6 6 6
| +13
| 6 6 6 6 6 6 6 6
| +14
| 7 7 7 7 7 7 7 7
|
+15
| 7 7 7 7 7 7 7 7
| +16
| 8 8 8 8 8 8 8 8
| +17
| 8 8 8 8 8 8 8 8
|
+18
| 9 9 9 9 9 9 9 9
| +19
| 9 9 9 9 9 9 9 9
| +20
| 10 10 10 10 10 10 10 10
|
|
Requisites:
| Str 7, Dex 5, Con 12, Int 19, Wis 19
| Alignment:
| NE
| HD/level:
| & ++d12
| Weapon Prof.:
| 6+/2
| To Hit Table:
| Mon +2 levels
| Save Table:
| Mon +2 levels
| Reference:
| DM
| Groups:
| Monster, Concordant (x1), Planar
|
|
| Can cast Wizard Enchantment/Charm spells. Doesn't get a stat bonus to progression.
| Can weapon specialize using Non-War column.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Half of your weapon dmg is vile dmg (perm hp)
| B
| Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
| C
| Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
| D
| Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
| E
| Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
|
Level 4:
| Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
|
Level 5-7:
| F
| Troll-like regen LVL hp/s
| G
| 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
| H
| Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
| I
| Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
| J
| 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
|
Level 8:
| Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
|
Level 9-12:
| K
| 1bM: "Phased out" this r, pass through obj, no affecting real things
| L
| 1M: Plane Shift or Plane Shift Other (Spell save)
| M
| 1M: Summon Evil Outer Planar DL=LVL/2
| N
| 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
| O
| Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
|
Level 13:
| Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
|
|
[PC7] Concordant (x1) Classes Group
Combatlord
Level
| KXP
| Battlelord Warlord 123 456 78 [24]
|
1
| 0
| -1- --- -- [--]
| 2
| 1.5
| --- 1-- -- [--]
| 3
| 4.5
| --- 2-- -- [--]
|
4
| 13.5
| --- 3-- -- [--]
| 5
| 40.5
| --- 3-- -½ [--]
| 6
| 121.5
| --- 3-- -1 [--]
|
7
| 364.5
| --- 4-- -1 [--]
| 8
| 750
| --- 4-- -2 [--]
| 9
| 1350
| --- 5-- -2 [--]
|
10
| 1950
| --- 5-- -3 [--]
| 11
| 2550
| --- 6-- -3 [--]
| 12
| 3150
| --- 6-- -4 [--]
|
13
| 3750
| --- 7-- -4 [--]
| 14
| 4350
| --- 7-- -5 [--]
| 15
| 4950
| --- 8-- -5 [--]
|
16
| 5550
| --- 8-- -6 [--]
| 17
| 6150
| --- 9-- -6 [--]
| 18
| 6750
| --- 9-- -6 [½-]
|
19
| 7350
| --- 9-- -6 [1-]
| 20
| 7950
| --- A-- -6 [1-]
| 21
| 8550
| --- A-- -7 [1-]
|
22
| 9150
| --- A-- -7 [1½]
| 23
| 9750
| --- A-- -7 [11]
| 24
| 10350
| --- A-- -8 [11]
|
25
| 10950
| --- A-- -8 [12]
| 26
| 11550
| --- A-- -9 [12]
| 27
| 12150
| --- A-- -9 [13]
|
28
| 12750
| --- A-- -A [13]
| 29
| 13350
| --- A-- -A [14]
| 30
| 13950
| --- A-- -A [-2]
|
31
| 14550
| --- A-- -A [-2]
| 32
| 15150
| --- A-- -A [-3]
| 33
| 15750
| --- A-- -A [-3]
|
34
| 16350
| --- A-- -A [-4]
| 35
| 16950
| --- A-- -A [-4]
| 36
| 17550
| --- A-- -A [-5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 4 2 3 1 1 1 1 0
| +3
| 5 2 4 2 1 1 1 0
| +5
| 5 3 4 3 2 2 2 1
|
+7
| 6 4 5 4 3 2 2 1
| +9
| 7 5 6 5 4 3 2 1
| +11
| 8 5 7 6 4 3 3 2
|
+13
| 8 6 7 7 5 4 3 2
| +15
| 9 7 8 8 6 4 4 2
| +17
| 10 8 9 9 7 5 4 3
|
+19
| 11 8 10 10 7 5 4 3
| +21
| 11 9 10 11 8 6 5 3
| +23
| 12 10 11 12 9 6 5 4
|
+25
| 13 11 12 13 10 7 6 4
| +27
| 14 11 13 14 10 7 6 4
| +29
| 14 12 13 14 11 8 6 5
|
+31
| 14 12 14 14 11 8 7 5
| +33
| 14 13 14 14 12 9 7 5
| +35
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 23, Dex 17, Con 19,
| Class slots 3
| Alignment:
| any
| HD/level:
| & 2d4
| Weapon Prof.:
| 7+level
| To Hit Table:
| 2xWar
| Save Table:
| War
| Reference:
| DM {Reduced Warlord}
| Groups:
| Warrior, Concordant (x1)
|
|
|
|
Gets Extra-Barbarian Str, Dex, or Con. [ bonus = (Stat-16)*5/2 ]
| Combatlords get 2nd, 4th, and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 18.
| There are three places where the spell progression is listed as "½". This is not half a spell, this is a spell at 1/2 your CL or LVL for effectiveness (round down).
| Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
| Level 2: Get another Extra-Barbarian Stat.
| Level 7: Get another Extra-Barbarian Stat.
|
|
[PC7] Concordant (x1) Classes Group
Concordant Dabbler
Level
| KXP
| Conc 1
|
1
| 0
| 2
| 2
| 3
| 4
| 3
| 9
| 6
|
4
| 21
| 8
| 5
| 45
| 10
| 6
| 93
| 12
|
7
| 141
| 14
| 8
| 189
| 16
| 9
| 285
| 18
|
10
| 400
| 20
| 11
| 700
| 22
| 12
| 1000
| 24
|
13
| 1300
| 26
| 14
| 1600
| 28
| 15
| 1900
| 30
|
16
| 2200
| 32
| 17
| 2500
| 34
| 18
| 2800
| 36
|
19
| 3100
| 38
| 20
| 3400
| 40
| 21
| 3700
| 42
|
22
| 4000
| 44
| 23
| 4300
| 46
| 24
| 4600
| 48
|
25
| 4900
| 50
| 26
| 5200
| 52
| 27
| 5500
| 54
|
28
| 5800
| 56
| 29
| 6100
| 58
| 30
| 6400
| 60
|
31
| 6700
| 62
| 32
| 7000
| 64
| 33
| 7300
| 66
|
34
| 7600
| 68
| 35
| 7900
| 70
| 36
| 8200
| 72
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| & +1 (all)
| +2
| & +2 (all)
| +3
| & +3 (all)
|
+4
| & +4 (all)
| +5
| & +5 (all)
| +6
| & +6 (all)
|
+7
| & +7 (all)
| +8
| & +8 (all)
| +9
| & +9 (all)
|
+10
| & +10 (all)
| +11
| & +11 (all)
| +12
| & +12 (all)
|
+13
| & +13 (all)
| +14
| & +14 (all)
| +15
| & +15 (all)
|
+16
| & +16 (all)
| +17
| & +17 (all)
| +18
| & +18 (all)
|
|
Requisites:
| Chr 20
| Alignment:
| any
| HD/level:
| d7
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Mon
| Save Table:
| & 2xMon
| Reference:
| DM {Reduced Demigod Dabbler}
| Groups:
| Concordant (x1)
|
|
|
|
Gets two 1st level x1 Concordant spells per level. Knows all x1 Concordant spells.
| Spells that refer to a class's name (e.g. "+10% in Henchman class") uses this class's name instead.
| Level 9 ¶: +1X action (total +1)
| Level 18 ¶: +1X action (total +2)
| Level 27 ¶: +1X action (total +3)
| Level 36 ¶: +1X action (total +4)
|
|
[PC7] Concordant (x1) Classes Group
Concordant Dabbler Spells
Class
| #
| Spell
|
Accomplice
| 1
| 10*CL% iaIR
| Accomplice
| 2
| +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Accomplice
| 3
| 1M: LVLd6 dmg, E=1 element, one target, no save
|
Accomplice
| 4
| 1M: Target is paralyzed (PPD save)
| Accomplice
| 5
| 1M: Steal an action or memory (Will save)
| Accomplice
| 6
| +CL/2 QV actions
|
Accomplice
| 7
| +LVL SL's in one spell progression (Wizard or Priest)
| Accomplice
| 8
| +2 CL with psionics
| Accomplice
| 9
| +1 Str, Dex, Con, Int, Wis, and Chr
|
Baron
| 10
| Ashes: Half of your weapon dmg is vile dmg (perm hp)
| Baron
| 11
| Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
| Baron
| 12
| Detect Demons: Detect Evil Outer (reverse is Good)
|
Baron
| 13
| Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
| Baron
| 14
| Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
| Baron
| 15
| Immunity I: Immune to poison, non-silver weapons
|
Baron
| 16
| Intimidate: Fear a group (Will save)
| Baron
| 17
| Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
| Baron
| 18
| Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
|
Baron
| 19
| Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
| Baron
| 20
| Protection from Demons: Immune to Evil Outer innates (reverse is Good)
| Baron
| 21
| Summon Minion: Summons a DL II Evil Outer
|
Baron
| 22
| Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
| Captain (SFB)
| 23
| Command: Can identify and operate any TechL=LVL or lower technological device.
| Captain (SFB)
| 24
| Defense: Can interpose self in front of any and everyone in your group, you take double damage though
|
Captain (SFB)
| 25
| Engineering: Your items that use charges use only half the number of charges (retain fractions)
| Captain (SFB)
| 26
| Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
| Captain (SFB)
| 27
| Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
|
Captain (SFB)
| 28
| Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
| Captain (SFB)
| 29
| Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
| Captain (SFB)
| 30
| Science: Eidetic Memory, can "download" your thoughts/memories to computers
|
Captain (SFB)
| 31
| Weapons: No range penalties; Can shoot bows in your group without penalty
| Fallen Angel5
| 32
| Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
| Fallen Angel5
| 33
| Disguise Self: Changes your appearance.
|
Fallen Angel5
| 34
| Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
| Fallen Angel5
| 35
| Obscuring Mist: Fog surrounds you.
| Fallen Angel5
| 36
| Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
Fallen Angel5
| 37
| Shield of Faith: Aura grants +2 or higher deflection bonus.
| Giant Robot8
| 38
| 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
| Giant Robot8
| 39
| MPIRR 5*LVL%
|
Giant Robot8
| 40
| +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Giant Robot8
| 41
| Resist all Elements
| Giant Robot8
| 42
| Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
|
Giant Robot8
| 43
| Resist Action/Memory/Ability Stealing
| Henchman
| 44
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| Henchman
| 45
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
|
Henchman
| 46
| 1M: Monster Summoning (CL+1)/2
| Henchman
| 47
| You adjust all BlahR by -5*level%
| Henchman
| 48
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
|
Henchman
| 49
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
| Henchman
| 50
| You ignore one level of Resist Hold/Stun/Para. on other people
| Henchman
| 51
| You ignore one level of Resist Action/Memory/Other Stealing on other people
|
Henchman
| 52
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
| Henchman
| 53
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| Henchman
| 54
| 1bF: Counter a counterspell effect.
|
Henchman
| 55
| You can have two summons (same group).
| Myth
| 56
| All your effects with saves require two saves (pick worst result)
| Myth
| 57
| Can use 3V /s instead of standard actions per segment
|
Myth
| 58
| 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
| Myth
| 59
| Your Personality score = Con+Int+Wis+Chr+Level.
| Myth
| 60
| Immune to Coup de grace and Mind Reading / ESP
|
Myth
| 61
| 1P: Lower all x0 and x1 effects on you and 1 target in your group
| Myth
| 62
| +1 V action
| Myth
| 63
| Immune to Rainbow Silver effect
|
Myth
| 64
| 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
| ProtoDracoLich
| 65
| 1M, 1/r: Any 0th level Warrior or Monster spell
| ProtoDracoLich
| 66
| 5*LVL% iWaWR
|
ProtoDracoLich
| 67
| +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
| ProtoDracoLich
| 68
| Your claw damage is CLd4
| ProtoDracoLich
| 69
| 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
|
ProtoDracoLich
| 70
| Immunity to disease
| ProtoDracoLich
| 71
| Fear aura (anyone who enters your group) (Will save)
| ProtoDracoLich
| 72
| Natural AT source = +CL*2
|
ProtoDracoLich
| 73
| Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
| SemiDivine3
| 74
| Combat Defense: -2 TH; +CL AC
| SemiDivine3
| 75
| Finesse: Use your dexterity bonus for damage instead of strength
|
SemiDivine3
| 76
| Improve Crit Multiplier: +2 critical multiplier
| SemiDivine3
| 77
| Improve Crit Range: +2 critical threat range
| SemiDivine3
| 78
| Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
|
SemiDivine3
| 79
| Resist Fall: Resist falling and TK damage
| SemiDivine3
| 80
| Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
| SemiDivine3
| 81
| Toughness: +CL max hp
|
SemiDivine3
| 82
| Weapon Resistance: You resist the first successful blow dealt from a weapon
| Sidekick
| 83
| 10*CL% IR (Innate resistance)
| Sidekick
| 84
| +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
|
Sidekick
| 85
| Resist all Elements
| Sidekick
| 86
| Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
| Sidekick
| 87
| Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
|
Sidekick
| 88
| +CL V actions
| Sidekick
| 89
| +1 CL in one class
| Sidekick
| 90
| x1.5 max PSPs in one psionic frequency
|
Sidekick
| 91
| 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
| Sidekick
| 92
| Pick a Level 1 Rogue Ability, you have 10*LVL points in it
| Sidekick
| 93
| Can combine Martial Arts & Specialization
|
Sidekick
| 94
| +LVL to one ability score
| Sidekick
| 95
| xLVL Personality score (for Ego checks)
| Sidekick
| 96
| Duplicate a "Level 1:" ability of a Warrior class
|
Sidekick
| 97
| Free wild talent in Psi72
| Warden
| 98
| Chaos SL=1: You cast chaos spells at +1 caster level.
| Warden
| 99
| Charity SL=1: You cast magical boons upon others at +2 caster level.
|
Warden
| 100
| Community SL=1: Use calm emotions as a spell-like ability 1/day.
| Warden
| 101
| Darkness SL=1: You gain blind-fight as a bonus feat.
| Warden
| 102
| Death SL=1: You cast necromancy spells at +1 caster level.
|
Warden
| 103
| Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| Warden
| 104
| Disease SL=1: You cast necromancy spells at +1 caster level.
| Warden
| 105
| Elf SL=1: You gain point blank shot as a bonus feat.
|
Warden
| 106
| Entropy SL=1: You cast necromancy spells at +1 caster level.
| Warden
| 107
| Evil SL=1: You cast evil spells at +1 caster level.
| Warden
| 108
| Fear SL=1: You cast necromancy spells at +1 caster level.
|
Warden
| 109
| Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| Warden
| 110
| Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| Warden
| 111
| Good SL=1: You cast good spells at +1 caster level.
|
Warden
| 112
| Healing SL=1: You cast healing spells at +1 caster level.
| Warden
| 113
| Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| Warden
| 114
| Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
|
Warden
| 115
| Law SL=1: You cast law spells at +1 caster level.
| Warden
| 116
| Love SL=1: You cast enchantment spells at +1 caster level.
| Warden
| 117
| Luck SL=1: You gain a +1 luck bonus on all saving throws.
|
Warden
| 118
| Madness SL=1: You cast enchantment spells at +1 caster level.
| Warden
| 119
| Magic SL=1: Use scrolls as a wizard at one half your cleric level.
| Warden
| 120
| Metalworking SL=1: Divide the cost of unusual materials by CL.
|
Warden
| 121
| Moon SL=1: You can turn or destroy lycanthropes.
| Warden
| 122
| Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| Warden
| 123
| Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
|
Warden
| 124
| Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
| Warden
| 125
| Peace SL=1: You gain a +2 Charisma bonus.
| Warden
| 126
| Revenge SL=1: 1D: Cast a priest spell against an enemy.
|
Warden
| 127
| Science SL=1: You gain a +2 bonus to Intelligence.
| Warden
| 128
| Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
| Warden
| 129
| Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
|
Warden
| 130
| Skill SL=1: You gain a +2 bonus to Dexterity.
| Warden
| 131
| Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Warden
| 132
| Stoicism SL=1: You gain a +2 bonus to Constitution.
|
Warden
| 133
| Strength SL=1: You gain a +2 bonus to Strength.
| Warden
| 134
| Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
| Warden
| 135
| Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
|
Warden
| 136
| Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
| Warden
| 137
| Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Warden
| 138
| Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
|
Warden
| 139
| Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
| Warden
| 140
| War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
| Warden
| 141
| Wealth SL=1: You cast conjuration spells at +1 caster level.
|
Warden
| 142
| Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| Warden
| 143
| Wisdom SL=1: You gain a +2 Wisdom bonus.
|
|
[PC7] Concordant (x1) Classes Group
Concordant Opposer / Outlander / Rilmani
Level
| KXP
| ConcOpp 246 8AC
|
1
| 4 (owe)
| 2-- ---
| 2
| 8
| 4-- ---
| 3
| 12
| 6-- ---
|
4
| 20
| 8-- ---
| 5
| 36
| 81- ---
| 6
| 68
| 83- ---
|
7
| 132
| 85- ---
| 8
| 260
| 87- ---
| 9
| 388
| 871 ---
|
10
| 644
| 872 ---
| 11
| 900
| 873 ---
| 12
| 1184
| 874 ---
|
13
| 1468
| 874 1--
| 14
| 1752
| 874 2--
| 15
| 2036
| 874 3--
|
16
| 2320
| 874 4--
| 17
| 2604
| 874 41-
| 18
| 2888
| 874 42-
|
19
| 3172
| 874 43-
| 20
| 3456
| 874 44-
| 21
| 3740
| 874 441
|
22
| 4024
| 874 442
| 23
| 4308
| 874 443
| 24
| 4592
| 874 444
|
25
| 4876
| 974 444
| 26
| 5160
| 984 444
| 27
| 5444
| 985 444
|
28
| 5728
| 985 544
| 29
| 6012
| 985 554
| 30
| 6296
| 985 555
|
31
| 6580
| A85 555
| 32
| 6864
| A95 555
| 33
| 7148
| A96 555
|
34
| 7432
| A96 655
| 35
| 7716
| A96 665
| 36
| 8000
| A96 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 3 3 3 3 3 3 3 3
| +3
| 4 4 4 4 4 4 4 4
|
+4
| 6 6 6 6 6 6 6 6
| +5
| 7 7 7 7 7 7 7 7
| +6
| 9 9 9 9 9 9 9 9
|
+7
| 10 10 10 10 10 10 10 10
| +8
| 12 12 12 12 12 12 12 12
| +9
| 13 13 13 13 13 13 13 13
|
+10
| 15 15 15 15 15 15 15 15
| +11
| 16 16 16 16 16 16 16 16
| +12
| 18 18 18 18 18 18 18 18
|
+13
| 19 19 19 19 19 19 19 19
| +14
| 21 21 21 21 21 21 21 21
| +15
| 22 22 22 22 22 22 22 22
|
+16
| 24 24 24 24 24 24 24 24
| +17
| 25 25 25 25 25 25 25 25
| +18
| 27 27 27 27 27 27 27 27
|
|
Requisites:
| Dex 26, Con 18, Int 12, Wis 29
| Alignment:
| TN
| HD/level:
| 2d8
| Weapon Prof.:
| 4+level/4
| To Hit Table:
| Mon
| Save Table:
| 3xMon
| Reference:
| DM
| Groups:
| Concordant (x1), Planar
|
|
|
|
Level 1: Enemies need a +1 weapon to hit you.
| Level 1: Resist Acid, Gas, Poison; Immune Lightning
| Level 1: aMR (LVL*10+40)%
| Level 1: 1M: Know Alignment (or Obscure Alignment)
| Level 2: 1M: Continual Light or Continual Darkness
| Level 3: 1M: Polymorph Self
| Level 4: 1M: Hold Monster (Spell save) or Remove Paralysis
| Level 5: 1M: Telepathy that allows communication with any intelligent creature
| Level 6: 1M: Dismissal (dismisses any summon or elemental, no save)
| Level 7: 1M: Teleport without Error
| Level 8: 1M: Dispel a psionic effect up to x4 multiplier
| Level 9: 1M: Gate or Summon a DL=(LVL-7)/2 Rilmani
|
|
[PC7] Concordant (x1) Classes Group
Concordant Opposer Spells
SL
| #
| Spell
| Effect
|
2
| 1
| Bring Animals II
| Summon CL Animals using ML II chart, you pick the result
| 2
| 2
| Dispel Anti-Magic
| Dispels one anti-Magic effect (or) Halve ER (no ER or save)
| 2
| 3
| Dust Aura
| Enemies in your group takes CL dust dmg /s (no save)
|
2
| 4
| Earth Bolt
| Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
| 2
| 5
| Effects Preservation
| +10*CL% aMR; +4*CL% ER
| 2
| 6
| Forget/Remember
| Forget/Remember
|
2
| 7
| Hold Blast
| One group is held (Will save)
| 2
| 8
| Locate Scrying
| You know location where someone is scrying for you
| 2
| 9
| Stay Conscious
| You stay conscious up to -10-CLxCL hp (defensive acts only)
|
4
| 1
| Adaptation
| NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
| 4
| 2
| Bring Animals IV
| Summon CL Animals using ML IV chart, you pick the result
| 4
| 3
| Earth Storm
| Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
|
4
| 4
| Effect Familiarity
| Pick any spell/power. You resist it; and at +50% when using it.
| 4
| 5
| Erase Question Mark
| Erases one "question mark" (hostile/wandering encounter)
| 4
| 6
| Feeblemind Blast
| One group is feebleminded (Will save)
|
4
| 7
| Globe of Mid Resistance
| Immune to SL 2-4 (all types), Resist SL 1 & 5 (all types)
| 4
| 8
| Tenser's Transformation
| Tenser's Transformation
| 4
| 9
| Wall of Element
| Wall of a normal/para/quasi element. Dmg is CLxCL.
|
6
| 1
| Bring Animals VI
| Summon CL*3 Animals using ML VI chart, you pick the result
| 6
| 2
| Contact Other Plane
| Contact Other Plane, no insanity
| 6
| 3
| Gaea’s Herald
| When your summoned creatures go below -10 hp, they don't disappear (you can cure)
|
6
| 4
| Null Field I
| All spells of SL 12 or higher don't work in 100'r
| 6
| 5
| Telekinesis
| Telekinesis CL*30' (assuming size M target)
| 6
| 6
| True Seeing
| True Seeing
|
8
| 1
| Bring Animals VIII
| Summon CL*4 Animals using ML VIII chart, you pick the result
| 8
| 2
| Dispel Technology
| Dispel one Technological item or effect
| 8
| 3
| Dual Nature
| Whenever you summon or create creatures, you get twice as many of them
|
8
| 4
| Freedom
| [0 action to use] Reverse Imprisonment (can be used on self)
| 8
| 5
| Mass Energy Drain
| One group is energy drained CL levels (no save)
| 8
| 6
| Null Field II
| All spells of SL 10 or higher don't work in 100'r
|
10
| 1
| Bring Animals X
| Summon CL*5 Animals using ML X chart, you pick the result
| 10
| 2
| Crapulence Aura
| Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
| 10
| 3
| Create/Destroy Conduit
| Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
|
12
| 1
| Bring Animal XII
| Summons 1 DL XII Animal that you can comprehend
| 12
| 2
| Null Field II
| All spells of SL 8 or higher don't work in 100'r
| 12
| 3
| Spirit Preservation
| +5*CL% aXR
|
|
[PC7] Concordant (x1) 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.
|
|
[PC7] Concordant (x1) 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 Q∞V 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 Q∞V 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 Q∞P 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 Q∞P 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.
|
|
[PC7] Concordant (x1) Classes Group
Darkling2
Level
| KXP
| Darkling 124 6 [1]
|
1
| 0
| 1-- - [-]
| 2
| 4
| 2-- - [-]
| 3
| 8
| 3-- - [-]
|
4
| 16
| 31- - [-]
| 5
| 32
| 32- - [-]
| 6
| 64
| 33- - [-]
|
7
| 128
| 43- - [-]
| 8
| 256
| 44- - [-]
| 9
| 500
| 441 - [-]
|
10
| 1000
| 442 - [-]
| 11
| 1500
| 443 - [-]
| 12
| 2000
| 444 - [-]
|
13
| 2500
| 544 - [-]
| 14
| 3000
| 554 - [-]
| 15
| 3500
| 555 - [-]
|
16
| 4000
| 655 - [-]
| 17
| 4500
| 665 - [-]
| 18
| 5000
| 666 - [-]
|
19
| 5500
| 666 1 [-]
| 20
| 6000
| 666 2 [-]
| 21
| 6500
| 666 3 [-]
|
22
| 7000
| 666 4 [-]
| 23
| 7500
| 666 5 [-]
| 24
| 8000
| 666 6 [-]
|
25
| 8500
| 766 6 [-]
| 26
| 9000
| 776 6 [-]
| 27
| 9500
| 777 6 [-]
|
28
| 10000
| 777 7 [-]
| 29
| 10500
| 877 7 [1]
| 30
| 11000
| 887 7 [1]
|
31
| 11500
| 888 7 [1]
| 32
| 12000
| 888 8 [1]
| 33
| 12500
| 988 8 [1]
|
34
| 13000
| 998 8 [1]
| 35
| 13500
| 999 8 [1]
| 36
| 14000
| 999 9 [21]
|
37
| 28000
| 999 9 [22]
| 38
| 42000
| 999 9 [32]
| 39
| 56000
| 999 9 [33]
|
45
| 140000
| 999 9 [66]
| 54
| 266000
| AAA 9 [99]
| 63
| 392000
| BBB B [BB]
|
72
| 518000
| DDD C [CC1]
|
|
TH
| Requisites:
|
+1
| Alignment:
| +3
| HD/level:
| +5
| Weapon Prof.:
|
+7
| To Hit Table:
| +9
| Reference:
| +11
| Groups:
|
+13
| Complexity:
| +15
|
| +17
| Saving Throws:
|
+19
| PPD:
| +21
| RSW:
| +23
| PP:
|
+25
| BW:
| +27
| Spell:
| +29
| Fort:
|
+31
| Reflex:
| +33
| Will:
| +35
|
|
+37
| ]
| +39
|
| +41
|
|
+43
|
| +45
|
| +47
|
|
+49
|
| +51
|
| +53
|
|
+55
|
| +57
| 1
| +59
| 2
|
+61
| 3
| +63
| 4
| +65
| 5
|
+67
| 6
| +69
| 7
| +71
|
|
+73
|
| +75
|
| +77
|
|
+89
|
| +107
|
| +125
|
|
+143
|
|
|
Str 13, Con 15, Wis 15, Chr 16
| Barbarian Str, Con, and Chr.
| any
| You may replace the base number of attacks you get with each weapon with CCL/2.
| 3d5
| You may roll 1d30 to hit like a 30th edition class. Automatically hits on a natural 29-30. Automatically misses on a 1.
| 6+level
| Level N (every level): +1 Kit.
| 2xWar
| Level 1: +1 Limb.
| DM {Reduced Dark Lord2}
| Level 9, 18, 27, 36: +1 Limb.
| Warrior, Concordant (x1)
|
| CF=5
|
|
|
|
|
| 4+level*2
|
| 2+level*2
|
| 3+level*2
|
| 1+level*2
|
| 1+level*2
|
| 4+level*2
|
| 2+level*2
|
| 0+level*2
|
|
|
[PC7] Concordant (x1) Classes Group
Darkling2 Spells (SL=1)
#
| Spell
| Effect
|
1
| Damage Threshold
| DT 108-CL*3 (Damage Threshold; if you take more than 143-CL*3 dmg from a source, you take nothing)
| 2
| Dark Platoon
| Summon an army of 2^CL DL=(CL+4)/5 Humanoids, Undead, or Henchmen (your choice)
| 3
| Dark Helm
| +1 Henchmen slot; can have LVL^2 Henchmen in it; divide cost of Henchmen by LVL
|
4
| Evil Dominion
| Create a x1 Terrain Feature (Continuous any effect of SL 0 to CL/2, or you can Banhammer something that's x1)
| 5
| Physical Enhancement
| Get +1 additional level of Exceptionalness in Str, Dex, or Con
| 6
| Domination
| Dominate one target (Will save, CR to resist)
|
|
Darkling2 Spells (SL=2)
#
| Spell
| Effect
|
1
| Dark Legion
| Get +1 summon slot (yes, this works with the Dark Army power above)
| 2
| Infuse
| Can "Barbarian Smash" Artifacts
| 3
| Mind Scanner
| Capital E Extract (Will save, CR to resist)
|
4
| Misdirect
| 0, 1/r: Redirect damage from any effect (or attack) to one of your subordinates.
| 5
| Multi Domination
| Dominate CL/2 targets (Will save, CR to resist)
|
|
Darkling2 Spells (SL=4)
#
| Spell
| Effect
|
1
| Dark Mount
| You have a DL=CL/4 Mount
| 2
| Fast Attack
| +1 IP (Instantaneous P) Action
| 3
| I am somewhat EVIL
| Wishoid (non-Channeling) for a SL 1-3 Evil Underling spell (force the DM to write one if Evil Underling not written)
|
4
| Battlelord 4
| Choose one Battlelord SL=4 spell (this can be taken only once)
|
|
Darkling2 Spells (SL=6)
#
| Spell
| Effect
|
1
| House of Darkness
| (cast 1/d) Adds 10'x10' to your House of Darkness, which has a DL=CL/4 Monster Generator.
| 2
| Improved Redirect
| 0, 1/s: Redirect damage from any effect (or attack) to one of your subordinates.
| 3
| Mass Domination
| Dominate 1 group (Will save, CR to resist)
|
|
Dark Lord2 Spells (SL=11 / CSL=1)
#
| Spell
| Effect
|
1
| Damage Threshold
| DT 72-CCL*2 (Damage Threshold; if you take more than 72-CCL*2 dmg from a source, you take nothing)
| 2
| Dark Army
| Summon an army of 10^CCL DL=(CCL+3)/4 Humanoids, Undead, or Henchmen (your choice)
| 3
| Dark Helmet :)
| Get a x1 mirroring of the base XP (with no mods) in the Meat Helm class (costs no class slots)
|
4
| Evil Dominion
| Create a x2 Terrain Feature (Continuous any effect of SL 0 to CCL, or you can Banhammer something)
| 5
| Physical Enhancement
| Get +CCL additional levels of Exceptionalness in Str, Dex, or Con (may distribute as you like)
| 6
| Super Domination
| Dominate one target (no resistance, do not need to actually target him)
|
|
Dejuvenator
Level
| KXP
| Dejuv Bre End 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 4.5
| 2-- - [-] [-]
| 3
| 9
| 3-- - [-] [-]
|
4
| 18
| 4-- - [-] [-]
| 5
| 36
| 41- - [-] [-]
| 6
| 72
| 42- - [-] [-]
|
7
| 144
| 43- - [-] [-]
| 8
| 288
| 44- - [-] [-]
| 9
| 500
| 441 - [-] [-]
|
10
| 900
| 442 - [-] [-]
| 11
| 1350
| 443 - [-] [-]
| 12
| 1800
| 444 - [-] [-]
|
13
| 2250
| 444 1 [-] [-]
| 14
| 2700
| 444 2 [-] [-]
| 15
| 3150
| 444 3 [-] [-]
|
16
| 3600
| 444 4 [-] [-]
| 17
| 4050
| 544 4 [-] [-]
| 18
| 4500
| 554 4 [-] [-]
|
19
| 4950
| 555 4 [-] [-]
| 20
| 5400
| 555 5 [-] [-]
| 21
| 5850
| 655 5 [-] [-]
|
22
| 6300
| 665 5 [-] [-]
| 23
| 6750
| 666 5 [-] [-]
| 24
| 7200
| 666 5 [1] [-]
|
25
| 7650
| 666 6 [1] [-]
| 26
| 8100
| 666 6 [2] [-]
| 27
| 8550
| 766 6 [2] [-]
|
28
| 9000
| 766 6 [3] [-]
| 29
| 9450
| 776 6 [3] [-]
| 30
| 9900
| 776 6 [3] [1]
|
31
| 10350
| 776 6 [4] [1]
| 32
| 10800
| 777 6 [4] [1]
| 33
| 11250
| 777 6 [4] [2]
|
34
| 11700
| 777 6 [5] [2]
| 35
| 12150
| 777 7 [5] [2]
| 36
| 12600
| 777 7 [5] [3]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 11 11 11 11 11 11 11 11
| +1
| 12 12 12 12 12 12 12 12
| +2
| 13 13 13 13 13 13 13 13
|
+3
| 14 14 14 14 14 14 14 14
| +4
| 15 15 15 15 15 15 15 15
| +5
| 16 16 16 16 16 16 16 16
|
+6
| 17 17 17 17 17 17 17 17
| +7
| 18 18 18 18 18 18 18 18
| +8
| 19 19 19 19 19 19 19 19
|
+9
| 20 20 20 20 20 20 20 20
| +10
| 21 21 21 21 21 21 21 21
| +11
| 22 22 22 22 22 22 22 22
|
+12
| 23 23 23 23 23 23 23 23
| +13
| 24 24 24 24 24 24 24 24
| +14
| 25 25 25 25 25 25 25 25
|
+15
| 26 26 26 26 26 26 26 26
| +16
| 27 27 27 27 27 27 27 27
| +17
| 28 28 28 28 28 28 28 28
|
|
Requisites:
| Chr 28, Str 23, Class Slots 3
| Alignment:
| any
| HD/level:
| d30
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| level+10
| Reference:
| DM { Reduced Breaker / Ender }
| Groups:
| Concordant (x1), Technology, Mirror
|
|
|
|
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
| This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
| This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
| Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
| Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.
|
|
[PC7] Concordant (x1) Classes Group
Dejuvenator Spells
Level
| #
| Spell
|
3
| 1
| 1V: Harm (1 target, PPD save)
| 3
| 2
| 1V: Charm or Domination (1 target, Will save)
| 3
| 3
| 1P: Paralysis, Stun, or Hold (1 target, PPD save)
|
3
| 4
| 1M: Stop, Slow, or Web (1 target, no save)
| 3
| 5
| 1M: Target's next Clone will not trigger upon his death (no save)
| 3
| 6
| 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
|
5
| 1
| 1P: Place a (non-major) [C] section effect (1 target, RSW save)
| 5
| 2
| 1M: Harm (1 target, no save)
| 5
| 3
| Lockdown D Actions in the room continuous (does not affect "dead" Actions).
|
5
| 4
| Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
| 5
| 5
| 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
| 5
| 6
| 1M: Super Slow: Target loses next LVL A Actions (no save)
|
7
| 1
| 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
| 7
| 2
| 1F: Turn Undead with CL=LVL*2.
| 7
| 3
| 1P: Causeall (1 target, no save)
|
7
| 4
| 1M: Destruction (1 target, no save)
| 7
| 5
| Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
| 7
| 6
| 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
|
9
| 1
| 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
| 9
| 2
| 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
| 9
| 3
| 1M: True Destruction (1 target, no save)
|
9
| 4
| 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
| 9
| 5
| Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
| 9
| 6
| 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
|
Breaker 1 (11)
| 1
| 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
| Breaker 1 (11)
| 2
| 1V: Target takes (CCL+1)/3 idmg
| Breaker 1 (11)
| 3
| 1V: Target loses (CCL+1)/3 iAC
|
Breaker 1 (11)
| 4
| 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
| Breaker 1 (11)
| 5
| You may destroy Indestructible items as if they weren't Indestructible.
| Breaker 1 (11)
| 6
| You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
|
Ender 1 (11)
| 1
| 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
| Ender 1 (11)
| 2
| 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
| Ender 1 (11)
| 3
| You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
|
Ender 1 (11)
| 4
| 1X: Capital B Break (1 target, XR to resist)
| Ender 1 (11)
| 5
| You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
| Ender 1 (11)
| 6
| 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)
|
|
[PC7] Concordant (x1) Classes Group
Doomlegion3
Level
| KXP
| ConcX1 1
| TH
|
1
| 0
| 1
| & +1
| 2
| 10
| 2
| & +1
| 3
| 30
| 3
| & +1
|
4
| 60
| 4
| & +2
| 5
| 100
| 5
| & +2
| 6
| 150
| 6
| & +2
|
7
| 210
| 7
| & +3
| 8
| 280
| 8
| & +3
| 9
| 360
| 9
| & +3
|
10
| 450
| A
| & +4
| 11
| 550
| B
| & +4
| 12
| 660
| C
| & +4
|
13
| 780
| D
| & +5
| 14
| 910
| E
| & +5
| 15
| 1050
| F
| & +5
|
16
| 1200
| G
| & +6
| 17
| 1360
| H
| & +6
| 18
| 1530
| I
| & +6
|
19
| 1710
| J
| & +7
| 20
| 1900
| K
| & +7
| 21
| 2100
| L
| & +7
|
22
| 2310
| M
| & +8
| 23
| 2530
| N
| & +8
| 24
| 2760
| O
| & +8
|
25
| 3000
| P
| & +9
| 26
| 3250
| Q
| & +9
| 27
| 3510
| R
| & +9
|
28
| 3780
| S
| & +10
| 29
| 4060
| T
| & +10
| 30
| 4350
| U
| & +10
|
31
| 4650
| V
| & +11
| 32
| 4960
| W
| & +11
| 33
| 5280
| X
| & +11
|
34
| 5610
| Y
| & +12
| 35
| 5950
| Z
| & +12
| 36
| 6300
| Z1
| & +12
|
37
| 12600
| Z2
| & +13
| 38
| 18900
| Z3
| & +13
| 39
| 25200
| Z4
| & +13
|
45
| 63000
| ZA
| & +15
| 54
| 119700
| ZI1
| & +18
| 63
| 176400
| ZIA
| & +21
|
72
| 233100
| ZII 1
| & +24
|
|
Requisites:
| Chr 0, (Concordant 7)
| Alignment:
| any
| HD/level:
| & d7
| Weapon Prof.:
| & level
| Reference:
| DM
| Groups:
| Concordant (x1), Planar
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| & +level
| Fort:
| & +level
| RSW:
| & +level
| Reflex:
| & +level
| PP:
| & +level
| Will:
| & +level
| BW:
| & +level
| Spell:
| & +level
|
|
Gets one 1st level x1 Concordant spell per level.
| +LVL HNCL; this works when trying to qualify for x2 classes.
|
| Planar Feats:
| Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
| (Feats marked with * are new to this printing.)
| Air Heritage: Immune Air; Flying 12"; +2 Dex checks
| * Astral Tracking: You can track someone through the Astral plane. 1F: Teleport Trace.
| Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
| Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
| Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
| Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
| Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
| Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
| Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
| * Home Defense: If you are HNCL 9, you defend as a x2 being on your home plane.
| Natural Heavyweight: Immune Gravity
| Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
| * Naturalized Denizen: If you are extra-planar, you cannot be turned because of this status.
| Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
| Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
| Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
| Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
| Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
| Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
| Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
| * Warden Initiate: 1F, inscribe a circle, hex, or pentacle on the ground, 1/d: Protection from Demons [or] Cacodemon.
| Water Heritage: Immune Water; Water Breathing; Swim 18"
|
|
[PC7] Concordant (x1) Classes Group
Doomlegion3 Spells
Class
| #
| Spell
|
Accomplice
| 1
| 10*CL% iaIR
| Accomplice
| 2
| +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Accomplice
| 3
| 1M: LVLd6 dmg, E=1 element, one target, no save
|
Accomplice
| 4
| 1M: Target is paralyzed (PPD save)
| Accomplice
| 5
| 1M: Steal an action or memory (Will save)
| Accomplice
| 6
| +CL/2 QV actions
|
Accomplice
| 7
| +LVL SL's in one spell progression (Wizard or Priest)
| Accomplice
| 8
| +2 CL with psionics
| Accomplice
| 9
| +1 Str, Dex, Con, Int, Wis, and Chr
|
Baron
| 10
| Ashes: Half of your weapon dmg is vile dmg (perm hp)
| Baron
| 11
| Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
| Baron
| 12
| Detect Demons: Detect Evil Outer (reverse is Good)
|
Baron
| 13
| Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
| Baron
| 14
| Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
| Baron
| 15
| Immunity I: Immune to poison, non-silver weapons
|
Baron
| 16
| Intimidate: Fear a group (Will save)
| Baron
| 17
| Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
| Baron
| 18
| Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
|
Baron
| 19
| Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
| Baron
| 20
| Protection from Demons: Immune to Evil Outer innates (reverse is Good)
| Baron
| 21
| Summon Minion: Summons a DL II Evil Outer
|
Baron
| 22
| Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
| Captain (SFB)
| 23
| Command: Can identify and operate any TechL=LVL or lower technological device.
| Captain (SFB)
| 24
| Defense: Can interpose self in front of any and everyone in your group, you take double damage though
|
Captain (SFB)
| 25
| Engineering: Your items that use charges use only half the number of charges (retain fractions)
| Captain (SFB)
| 26
| Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
| Captain (SFB)
| 27
| Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
|
Captain (SFB)
| 28
| Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
| Captain (SFB)
| 29
| Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
| Captain (SFB)
| 30
| Science: Eidetic Memory, can "download" your thoughts/memories to computers
|
Captain (SFB)
| 31
| Weapons: No range penalties; Can shoot bows in your group without penalty
| Fallen Angel5
| 32
| Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
| Fallen Angel5
| 33
| Disguise Self: Changes your appearance.
|
Fallen Angel5
| 34
| Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
| Fallen Angel5
| 35
| Obscuring Mist: Fog surrounds you.
| Fallen Angel5
| 36
| Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
Fallen Angel5
| 37
| Shield of Faith: Aura grants +2 or higher deflection bonus.
| Giant Robot8
| 38
| 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
| Giant Robot8
| 39
| MPIRR 5*LVL%
|
Giant Robot8
| 40
| +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Giant Robot8
| 41
| Resist all Elements
| Giant Robot8
| 42
| Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
|
Giant Robot8
| 43
| Resist Action/Memory/Ability Stealing
| Henchman
| 44
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| Henchman
| 45
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
|
Henchman
| 46
| 1M: Monster Summoning (CL+1)/2
| Henchman
| 47
| You adjust all BlahR by -5*level%
| Henchman
| 48
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
|
Henchman
| 49
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
| Henchman
| 50
| You ignore one level of Resist Hold/Stun/Para. on other people
| Henchman
| 51
| You ignore one level of Resist Action/Memory/Other Stealing on other people
|
Henchman
| 52
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
| Henchman
| 53
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| Henchman
| 54
| 1bF: Counter a counterspell effect.
|
Henchman
| 55
| You can have two summons (same group).
| Myth
| 56
| All your effects with saves require two saves (pick worst result)
| Myth
| 57
| Can use 3V /s instead of standard actions per segment
|
Myth
| 58
| 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
| Myth
| 59
| Your Personality score = Con+Int+Wis+Chr+Level.
| Myth
| 60
| Immune to Coup de grace and Mind Reading / ESP
|
Myth
| 61
| 1P: Lower all x0 and x1 effects on you and 1 target in your group
| Myth
| 62
| +1 V action
| Myth
| 63
| Immune to Rainbow Silver effect
|
Myth
| 64
| 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
| ProtoDracoLich
| 65
| 1M, 1/r: Any 0th level Warrior or Monster spell
| ProtoDracoLich
| 66
| 5*LVL% iWaWR
|
ProtoDracoLich
| 67
| +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
| ProtoDracoLich
| 68
| Your claw damage is CLd4
| ProtoDracoLich
| 69
| 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
|
ProtoDracoLich
| 70
| Immunity to disease
| ProtoDracoLich
| 71
| Fear aura (anyone who enters your group) (Will save)
| ProtoDracoLich
| 72
| Natural AT source = +CL*2
|
ProtoDracoLich
| 73
| Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
| SemiDivine3
| 74
| Combat Defense: -2 TH; +CL AC
| SemiDivine3
| 75
| Finesse: Use your dexterity bonus for damage instead of strength
|
SemiDivine3
| 76
| Improve Crit Multiplier: +2 critical multiplier
| SemiDivine3
| 77
| Improve Crit Range: +2 critical threat range
| SemiDivine3
| 78
| Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
|
SemiDivine3
| 79
| Resist Fall: Resist falling and TK damage
| SemiDivine3
| 80
| Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
| SemiDivine3
| 81
| Toughness: +CL max hp
|
SemiDivine3
| 82
| Weapon Resistance: You resist the first successful blow dealt from a weapon
| Sidekick
| 83
| 10*CL% IR (Innate resistance)
| Sidekick
| 84
| +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
|
Sidekick
| 85
| Resist all Elements
| Sidekick
| 86
| Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
| Sidekick
| 87
| Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
|
Sidekick
| 88
| +CL V actions
| Sidekick
| 89
| +1 CL in one class
| Sidekick
| 90
| x1.5 max PSPs in one psionic frequency
|
Sidekick
| 91
| 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
| Sidekick
| 92
| Pick a Level 1 Rogue Ability, you have 10*LVL points in it
| Sidekick
| 93
| Can combine Martial Arts & Specialization
|
Sidekick
| 94
| +LVL to one ability score
| Sidekick
| 95
| xLVL Personality score (for Ego checks)
| Sidekick
| 96
| Duplicate a "Level 1:" ability of a Warrior class
|
Sidekick
| 97
| Free wild talent in Psi72
| Warden
| 98
| Chaos SL=1: You cast chaos spells at +1 caster level.
| Warden
| 99
| Charity SL=1: You cast magical boons upon others at +2 caster level.
|
Warden
| 100
| Community SL=1: Use calm emotions as a spell-like ability 1/day.
| Warden
| 101
| Darkness SL=1: You gain blind-fight as a bonus feat.
| Warden
| 102
| Death SL=1: You cast necromancy spells at +1 caster level.
|
Warden
| 103
| Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| Warden
| 104
| Disease SL=1: You cast necromancy spells at +1 caster level.
| Warden
| 105
| Elf SL=1: You gain point blank shot as a bonus feat.
|
Warden
| 106
| Entropy SL=1: You cast necromancy spells at +1 caster level.
| Warden
| 107
| Evil SL=1: You cast evil spells at +1 caster level.
| Warden
| 108
| Fear SL=1: You cast necromancy spells at +1 caster level.
|
Warden
| 109
| Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| Warden
| 110
| Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| Warden
| 111
| Good SL=1: You cast good spells at +1 caster level.
|
Warden
| 112
| Healing SL=1: You cast healing spells at +1 caster level.
| Warden
| 113
| Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| Warden
| 114
| Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
|
Warden
| 115
| Law SL=1: You cast law spells at +1 caster level.
| Warden
| 116
| Love SL=1: You cast enchantment spells at +1 caster level.
| Warden
| 117
| Luck SL=1: You gain a +1 luck bonus on all saving throws.
|
Warden
| 118
| Madness SL=1: You cast enchantment spells at +1 caster level.
| Warden
| 119
| Magic SL=1: Use scrolls as a wizard at one half your cleric level.
| Warden
| 120
| Metalworking SL=1: Divide the cost of unusual materials by CL.
|
Warden
| 121
| Moon SL=1: You can turn or destroy lycanthropes.
| Warden
| 122
| Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| Warden
| 123
| Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
|
Warden
| 124
| Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
| Warden
| 125
| Peace SL=1: You gain a +2 Charisma bonus.
| Warden
| 126
| Revenge SL=1: 1D: Cast a priest spell against an enemy.
|
Warden
| 127
| Science SL=1: You gain a +2 bonus to Intelligence.
| Warden
| 128
| Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
| Warden
| 129
| Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
|
Warden
| 130
| Skill SL=1: You gain a +2 bonus to Dexterity.
| Warden
| 131
| Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Warden
| 132
| Stoicism SL=1: You gain a +2 bonus to Constitution.
|
Warden
| 133
| Strength SL=1: You gain a +2 bonus to Strength.
| Warden
| 134
| Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
| Warden
| 135
| Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
|
Warden
| 136
| Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
| Warden
| 137
| Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Warden
| 138
| Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
|
Warden
| 139
| Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
| Warden
| 140
| War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
| Warden
| 141
| Wealth SL=1: You cast conjuration spells at +1 caster level.
|
Warden
| 142
| Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| Warden
| 143
| Wisdom SL=1: You gain a +2 Wisdom bonus.
|
|
[PC7] Concordant (x1) Classes Group
Elemental Cleric2
Level
| KXP
| Priest [ClrEle] 123 456 789 [1]
|
1
| 0
| 1a- --- --- [-]
| 2
| 3
| 20- --- --- [-]
| 3
| 6
| 21a --- --- [-]
|
4
| 12
| 320 --- --- [-]
| 5
| 26
| 421 a-- --- [-]
| 6
| 55
| 422 0-- --- [-]
|
7
| 110
| 432 1a- --- [-]
| 8
| 220
| 433 20- --- [-]
| 9
| 450
| 443 21a --- [-]
|
10
| 900
| 444 320 --- [-]
| 11
| 1350
| 444 431 a-- [-]
| 12
| 1800
| 555 442 0-- [-]
|
13
| 2250
| 555 442 1a- [-]
| 14
| 2700
| 555 552 10- [-]
| 15
| 3150
| 555 553 21a [-]
|
16
| 3600
| 555 553 320 [-]
| 17
| 4050
| 555 553 321 [-]
| 18
| 4500
| 555 553 331 [1]
|
19
| 4950
| 555 554 332 [1]
| 20
| 5400
| 555 554 442 [1]
| 21
| 5850
| 555 555 443 [1]
|
22
| 6300
| 555 555 553 [2]
| 23
| 6750
| 555 555 554 [2]
| 24
| 7200
| 555 555 555 [2]
|
25
| 7650
| 666 655 555 [2]
| 26
| 8100
| 666 666 655 [3]
| 27
| 8550
| 666 666 666 [3]
|
28
| 9000
| 777 766 666 [3]
| 29
| 9450
| 777 777 766 [3]
| 30
| 9900
| 777 777 777 [4]
|
31
| 10350
| 888 877 777 [4]
| 32
| 10800
| 888 888 877 [4]
| 33
| 11250
| 888 888 888 [4]
|
34
| 11700
| 999 988 888 [5]
| 35
| 12150
| 999 999 988 [5]
| 36
| 12600
| 999 999 999 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 10, Con 8, Wis 10, Chr 6
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM {Reduced Clerical Elemental2}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Gets your choice of Str, Con, or Wis bonus to spell progression.
| Gets Exceptional Wis and Con bonus.
| Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
| You do not age physically.
| Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
| Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
| Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
| Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
| Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
| Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
|
| Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
| 1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
| 2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
| 3. Your Priest spells are resisted using XR instead of MR.
| 4. You may double material component Priest spells by using +1V action.
| 5. ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
| 6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
| 7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
| 8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
| 9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
| 10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
| 11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
| 12 (new). Drugs are considered elements for you; with E=(SL of the drug).
| 13 (new). 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.
| 14 (new). 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.)
| 15 (new). 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.
|
|
[PC7] Concordant (x1) Classes Group
Basic Psi2 Information
Psi2 Psionicists:
| PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
|
| Wild Talents:
| PSPs = Int+Wis+Con+4*level
|
|
Wild Talents
| Potential Number of:
| Int+Wis+Con
| Devotions (Minors)
| Sciences (Majors)
| High Sci (Grands)
| Att+Def
|
0-14
| 1
| 0
| 0
| 1
| 15-29
| 2
| 0
| 0
| 2
| 30-44
| 3
| 1
| 0
| 3
|
45-59
| 4
| 2
| 0
| 4
| 60-74
| 5
| 3
| 1
| 5
| 75+
| 6
| 4
| 2
| 6
|
Minimum Level:
| 0
| 3
| 8
| 0
|
|
| It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
|
| There are no prerequisites for any power for both Wild Talents and Psionicists.
|
| A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
|
| Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
| 1. Roll an extra 1d20 for check, and choose best roll.
| 2. Get a +1 on the target check number.
| 3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).
|
|
[PC7] Concordant (x1) Classes Group
Psi2 Combat
MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
| Use Int as if it was Balance (under Dex) to adjust MAC.
|
| MTHAC0 (Mental THAC0) = 21-(Psi2 level)
| Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
|
|
|
|
| MAC adjustment for defenses ("-" means better MAC)
|
| #Att
| dmg
| Mind Blank
| Thought Shield
| Mental Barrier
| Intellect Fortress
| Tower of Iron Will
| Ultra- Shield
|
Psionic Blast
| 4
| 1
| -3
| +2
| -5
| +4
| +3
| -6
| Mind Thrust
| 3
| 1
| +5
| +3
| -2
| -3
| -5
| -5
| Ego Whip
| 2
| 2
| +3
| +4
| +2
| -4
| -3
| -4
|
Id Insinuation
| 3
| 2
| -5
| -3
| -1
| +2
| +5
| -7
| Psychic Crush
| 2
| 3
| +1
| -4
| +4
| -1
| -2
| -8
| Ultrablast
| 3
| 3
| +8
| +7
| +6
| +5
| +4
| 0
|
|
| "dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
| There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
|
| PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
|
|
|
Spell Level, Wizard:
| 0
| 1
| 2-10
| 11
| 12
| 13
| 14
| 15
| 16
| Spell Level, Priest:
| 0
| 1
| 2-9
| 9
| 10
| 11
| 12
| 13
| 14
|
Upgrade Cost:
| 200
| 400
| 100
| 400
| 900
| 1600
| 2500
| 3600
| 4900
|
|
[PC7] Concordant (x1) Classes Group
Psi2 Devotions (Minors)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Absorb Disease
| Metab
| Con-3
| 12
| Moves a disease to psionic
| Destroys a disease
| PHBR5
| 2
| Accelerate
| Metab
| Con-2
| 10+10/m
| Haste
| Super Haste (+2 P/V)
| WatW2
| 3
| Acceptance
| Telep
| Int
| 10+2/t
| Captives become passive/docile
| Betray each other
| DSDK2
|
4
| Adrenalin Control
| Metab
| Con-3
| 8+4/r
| +1d6 Str,Dex,or Con
| +1d6 to all three
| PHBR5
| 5
| Aging
| Metab
| Con-7
| 15
| (level)d4 years aged
| (level)d10 years
| PHBR5
| 6
| Alignment Stabilization
| Telep
| Wis-1
| 15+10/d
| Keeps alignment from changing
| Maintenance 5/d
| DSDK2
|
7
| All-Round Vision
| Clair
| Wis-3
| 6+4/m
| Can see in all directions
| Infravision gained
| PHBR5
| 8
| Alter Features
| Metab
| Con-1
| 6+3/t
| Alter Self
| Change Self
| WatW2
| 9
| Amnesia
| Telep
| Wis-2
| C+5/r
| Amnesia
| Free Maint. 1d10 d
| WatW2
|
10
| Animate Object
| Kinet
| Int-3
| 8+3/m
| Animates object;move rate 6
| Animation is smooth
| PHBR5
| 11
| Animate Shadow
| Kinet
| Wis-3
| 7+3/m
| Animates shadow;no effect
| Range is 100y
| PHBR5
| 12
| Astral Projection
| Port
| Int
| 6+2/h
| Go to Astral with silver cord
| Color pool nearby
| PHBR5
|
13
| Attraction
| Telep
| Wis-4
| C+8/m
| Strong attraction for thing
| Obsession for thing
| PHBR5
| 14
| Aversion
| Telep
| Wis-4
| C+8/t
| Strong aversion for thing
| Afraid of thing
| PHBR5
| 15
| Awe
| Telep
| Chr-2
| C+4/r
| Won't attack caster (save)
| No save
| PHBR5
|
16
| Ballistic Attack
| Kinet
| Con-2
| 5
| Roll TH; (level)d4 damage
| (level)d8 damage
| PHBR5
| 17
| Beast Mastery
| Telep
| Wis-3
| 20+H/d
| Control beast (Max.Int=level)
| 5 PSPs initial cost
| DSDK2
| 18
| Biofeedback
| Metab
| Con-2
| 6+3/r
| -2 dmg/att;+level/3 AC bonus
| +level AC bonus
| PHBR5
|
19
| Blink
| Port
| Int+1
| 7+3/r
| Blink
| Blink Wounding 1/r
| WatW2
| 20
| Body Control
| Metab
| Con-4
| 7+5/m
| Breathe,move normally; 0 dmg terrain
| Can change environ.
| PHBR5
| 21
| Body Equilibrium
| Metab
| Con-3
| 2+2/m
| Water Walking, Feather Fall
| 1 d w/o Maintenance
| PHBR5
|
22
| Body Weaponry
| Metab
| Con-3
| 9+4/r
| Convert arm to weapon
| Weapon is +1/+0
| PHBR5
| 23
| Bone Reading
| Clair
| Wis-1
| 15
| Know who died in this spot
| See last 10 min of life
| WatW2
| 24
| Cannibalize
| M-Psi
| Con
| -8*Con
| +8 PSPs/Con;Con returns 1/w
| +8 PSPs
| PHBR5
|
25
| Carapace
| Metab
| Int
| 5+1/r
| +level AC; -(11-level) Dex
| No Dex loss
| DSDK2
| 26
| Catfall
| Metab
| Dex-2
| 4
| 30'fall:no dmg;other @ h dmg
| 50'fall:no dmg
| PHBR5
| 27
| Cause Decay
| Metab
| Con-2
| 4
| Item falls apart(save vs.acid)
| No save allowed
| PHBR5
|
28
| Cause Sleep
| Metab
| Wis-2
| 9+2/r
| Sleep (save)
| No memory of sleep
| WatW2
| 29
| Cell Adjustment
| Metab
| Con-3
| 1/hp
| 20*level hp:1r;disease=+5 PSPs
| Half cost in PSPs
| PHBR5
| 30
| Chameleon Power
| Metab
| Con-1
| 6+3/m
| Can match surroundings well
| +15% HS
| PHBR5
|
31
| Chemical Stimulation
| Metab
| Con-4
| 9+6/r
| level dmg acid (items save)
| No item saves
| PHBR5
| 32
| Cognitive Trance
| M-Psi
| Int
| 4
| Photographic Memory; cannot use V
| +4 Int checks 1 d
| WatW2
| 33
| Combat Mind
| Clair
| Int-4
| 5+4/r
| +level/3(round up) group init.
| Psionic:+level/3 AC
| PHBR5
|
34
| Compact
| Kinet
| Wis-1
| 4
| Reduce object volume 90%
| Reduce volume 95%
| DSDK2
| 35
| Conceal Thoughts
| Telep
| Wis
| 5+3/m
| Gain contest vs.ESP,Probe,etc.
| Imm to those powers
| PHBR5
| 36
| Concentrate Water
| Kinet
| Con-3
| 10
| Make 1-9 gal.water from area
| Double water amount
| DSDK2
|
37
| Contact
| Telep
| Wis
| Int+1/r
| -2 check if resisting
| Maintained 4r for free
| PHBR5
| 38
| Control Body
| Kinet
| Con-2
| 8+8/r
| Control all P,V actions
| Auto. win Contest
| PHBR5
| 39
| Control Flames
| Kinet
| Wis-1
| 6+3/r
| x2/ 2 fire; move 9; (level)d4
| x3/ 3 fire; (level)d6
| PHBR5
|
40
| Control Light
| Kinet
| Int
| 12+4/m
| Dim or brighten light
| Maintenance 1/r
| PHBR5
| 41
| Control Sound
| Kinet
| Int-5
| 5+2/m
| Dampen,disguise,increase sound
| Maintenance 1/r
| PHBR5
| 42
| Control Wind
| Kinet
| Con-4
| 16+10/r
| 5*level Mph; change dir.
| 10*level Mph
| PHBR5
|
43
| Convergence
| M-Psi
| Wis
| 8
| 10y: All PSPs in link combine
| CLs in link combine
| PHBR5
| 44
| Create Sound
| Kinet
| Int-7
| 8+3/r
| Audible Glamer (as spell)
| Double level
| PHBR5
| 45
| Cryokinesis
| Kinet
| Wis
| 8+7/r
| Molecular Agitation but cold 1d3/r
| 2d3/r
| WatW2
|
46
| Danger Sense
| Clair
| Wis-3
| 4+3/t
| Know if danger nearby
| Know distance
| PHBR5
| 47
| Daydream
| Telep
| Wis
| C+3/r
| Mind wanders;+20% Thief Abil.
| +30% Thief Abilities
| PHBR5
| 48
| Deflect
| Kinet
| Int
| 4
| Deflect a missile
| --
| WatW2
|
49
| Dimension Blade
| Port
| Con-1
| 6+5/r
| Weapon ignores natural AC; +2/+2
| x2 dmg
| WatW2
| 50
| Dimension Walk
| Port
| Con-2
| 8+4/t
| Move 30 miles in (40-level)m
| Halve time
| PHBR5
| 51
| Dimensional Door
| Port
| Con-1
| 4+2/r
| Can't see destination:stun 1r
| No stun
| PHBR5
|
52
| Dimensional Screen
| Port
| Con-3
| 9+6/r
| Spherical Dim Door around you
| --
| WatW2
| 53
| Displacement
| Metab
| Con-3
| 6+3/r
| As per Displacer Beast
| AC bonus is +4
| PHBR5
| 54
| Double Pain
| Metab
| Con-3
| 7
| All dmg phantom x2 for 1t
| SS or unc. each hit
| PHBR5
|
55
| Dream Travel
| Port
| Wis-4
| 1/25M/P
| Move up to 500M in (48-lvl)t
| Halve time
| PHBR5
| 56
| Duo-Dimension
| Port
| Con-2
| 11+4/r
| No thickness
| Wpn is Dim Blade
| WatW2
| 57
| Ectoplasmic Form
| Metab
| Con-4
| 9+9/r
| Pass through solid objects
| Maintenance 3/r
| PHBR5
|
58
| Ego Whip [C]
| Telep
| Wis-3
| 4
| -5 rolls; Max spell=3rd: 1d4r
| Max spell=1st: 1d6 r
| PHBR5
| 59
| Empathy
| Telep
| Wis
| C+1/r
| Sense emotions
| Subject of emotions
| PHBR5
| 60
| Empower (weak version)
| M-Psi
| Wis-12
| 25+50X
| Object PSP=(Dev+2*Sci+3)*L
| --
| PAoA2
|
61
| Enhanced Strength
| Metab
| Wis-3
| 2S+S/r
| Increase strength, Max=level
| Max=2*level
| PHBR5
| 62
| Enhancement
| M-Psi
| Wis-3
| 30+8/m
| +2 check in 1 Disc;others -1
| Others not reduced
| PHBR5
| 63
| Environment
| Clair
| Int-2
| 5
| Mental image of object's loc.
| 1m of observation
| DSDK2
|
64
| ESP
| Telep
| Wis-4
| C+6/r
| Know surface thoughts
| Maintained 1r for free
| PHBR5
| 65
| Ethereal Traveler
| Port
| Wis-4
| 15+2/r
| Wraithform (as spell)
| Maintained free 24h
| DSDK2
| 66
| Expansion
| Metab
| Con-2
| 6+1/r
| Increase dimension by 50%/r
| Increase by 100%/r
| PHBR5
|
67
| False Sensory Input
| Telep
| Int-3
| C+4/m
| Change sensory input slightly
| Any false perception
| PHBR5
| 68
| Feel Light
| Clair
| Wis-3
| 7+5/m
| Can feel light;+4 vs. gaze
| Feel in all directions
| PHBR5
| 69
| Feel Moisture
| Clair
| Wis-3
| 5+1/m
| Can detect water & amount
| Maintained free 4h
| DSDK2
|
70
| Feel Sound
| Clair
| Wis-3
| 5+3/m
| Can feel sound;+2 vs. sonic
| Thief DN 10*level%
| PHBR5
| 71
| Fighting Trance
| M-Psi
| Wis-1
| 4+1/r
| +1 AC/saves/TH; -1 power checks
| another +1
| WatW2
| 72
| Flesh Armor
| Metab
| Con-3
| 8+4/r
| +roll AC, Max=level
| +1 more AC
| PHBR5
|
73
| Focus Forgiveness
| Telep
| Wis-3
| 10+2/h
| Temporarily forget Quest,Geas
| Maintenance cost 1/h
| DSDK2
| 74
| Forced Symmetry
| Metab
| Int-2
| 12
| Makes 2 halves of body same
| Change is permanent
| DSDK2
| 75
| Ghost Writing
| Kinet
| Wis-2
| 8+3/m
| Write 5 words/r:remote paper
| Write 15 words/r
| DSDK2
|
76
| Gird
| M-Psi
| Int-3
| 2*M/m
| Maintain powers w/o conc.
| Maintain in sleep
| PHBR5
| 77
| Graft Weapon
| Metab
| Con-5
| 10+1/r
| Connect weapon to body; +1/+1
| Bonus is +4/+4
| PHBR5
| 78
| Hear Light
| Clair
| Wis-3
| 6+3/m
| Can hear light
| Can hear infrared
| PHBR5
|
79
| Heightened Senses
| Metab
| Con
| 5+1/m
| Triple sensory sensitivity
| 1 sense increased 1d
| PHBR5
| 80
| Hivemind
| M-Psi
| Wis-1
| 2
| Gain 4*level PSPs from insects
| Gain 8*level PSPs
| DSDK2
| 81
| Identity Penetration
| Telep
| Wis-3
| C+6/m
| See through polymorph,illusion
| --
| PHBR5
|
82
| Immovability
| Metab
| Con-5
| 9+6/r
| Need 10*roll in Str to move
| Impossible to move
| PHBR5
| 83
| Impossible Task
| Telep
| Wis-1
| 10+5/d
| Believes task is impossible
| Maintained free 1m
| DSDK2
| 84
| Incarnation Awareness
| Telep
| Wis-4
| C+13/r
| Gain info. about 1 past life/r
| All past lives in 1r
| PHBR5
|
85
| Inertial Barrier
| Kinet
| Con-3
| 7+5/r
| Melee:delay 1r;Mis.:-dice dmg
| Mis.:-dice-1 dmg
| PHBR5
| 86
| Inflict Pain
| Telep
| Con-4
| C+2/r
| -4 TH; no spells (save)
| unc. 1d10r (save)
| PHBR5
| 87
| Insect Mind
| Telep
| Int-2
| 7+1/m
| +2 Chr with insects
| Maintained free 1d
| DSDK2
|
88
| Intensify
| M-Psi
| ***-3
| 5S+1/r
| +S Int,Wis,or Con,-S other 2
| Cost is 3S+1/r
| PHBR5
| 89
| Invincible Foes
| Telep
| Wis-3
| C+5/r
| Next hit drops target 1t
| --
| PHBR5
| 90
| Invisibility
| Telep
| Int-5
| C+2/r/P
| Makes someone invisible
| Superior Invisibility
| PHBR5
|
91
| Iron Will
| M-Psi
| Wis
| 8+3/m
| Can fully act up to -10 hp
| Can act up to -15 hp
| WatW2
| 92
| Know Course
| Clair
| Int-2
| 5+4/h
| Find the Path
| Radial Navigation
| WatW2
| 93
| Know Direction
| Clair
| Int
| 1
| Know which way is North
| Maintained for 1 day
| PHBR5
|
94
| Know Location
| Clair
| Int
| 10
| Gives simple idea of location
| Learn exact location
| PHBR5
| 95
| Levitation
| Kinet
| Wis-3
| 12+2/m
| Up/down move rate 6
| Move rate 12
| PHBR5
| 96
| Lend Health
| Metab
| Con-1
| 4
| Transfer hp from psionic
| Target gets double
| PHBR5
|
97
| Life Detection
| Telep
| Int-2
| 3+3/m
| Detect Life (as spell)
| --
| PHBR5
| 98
| Magnetize
| Kinet
| Int-1
| 2W
| Metal obj magnetised L r (W=weight)
| No Str check allowed
| WatW2
| 99
| Magnify
| M-Psi
| Wis-5
| 25M+M/r
| Mult. power (Max=level/5+1)
| M+1, no extra cost
| PHBR5
|
100
| Martial Trance
| M-Psi
| Wis-3
| 7
| +1 checks; no P,V actions
| Only lose P actions
| PHBR5
| 101
| Mass Manipulation
| Kinet
| Int-3
| 9+9/r
| Modify weight -75% to +100%
| -90% to +300%
| WatW2
| 102
| Mental Barrier [H]
| Telep
| Wis-2
| 3
| Costs no action to use
| No contact for 2r
| PHBR5
|
103
| Mind Bar
| Telep
| Int-2
| 6+4/m
| 75% vs. Ench/Cha;immune Telep.
| +5 in contests
| PHBR5
| 104
| Mind Blank [F]
| Telep
| Wis-7
| 0
| Costs no action to use
| --
| PHBR5
| 105
| Mind Over Body
| Metab
| Wis-3
| 10/d/P
| Don't need food,water,sleep
| Don't need rest after
| PHBR5
|
106
| Mind Thrust [B]
| Telep
| Wis-2
| 2
| Lose 1 power 2d6d
| --
| PHBR5
| 107
| Molecular Agitation
| Kinet
| Wis
| 7+6/r
| Destroy object in 5r (save-10)
| Destroy in 3r
| PHBR5
| 108
| Molecular Bonding
| Kinet
| Int-1
| 5+4/m
| Join 2 objects at molecular level 6 sq" /r
| 24 sq" /r
| WatW2
|
109
| Molecular Manipulation
| Kinet
| Int-3
| 6+5/m
| Object is weakened (-2 save/r)
| (-4 save/r)
| PHBR5
| 110
| Momentum Theft
| Kinet
| Int-2
| 5+
| Stop (200 lbs, each x2 is +5 PSPs)
| Held for 1r
| WatW2
| 111
| Mysterious Traveler
| Telep
| Wis-1
| 2
| False rumors about his travels
| Rumors continue 3d
| DSDK2
|
112
| Opposite Reaction
| Kinet
| Con-1
| 5
| Missile returns at attacker
| Breaks missile
| DSDK2
| 113
| Passive Contact
| Telep
| Wis-1
| 2*Int+1/h
| Like Contact, cheaper to maintain
| Empathy with target
| WatW2
| 114
| Phase
| Port
| Wis-1
| 6+6/r
| Out of phase; cannot attack
| x2 move rate
| WatW2
|
115
| Phase Object
| Port
| Wis-3
| 10+5/r
| Object out of phase
| May disintegrate
| WatW2
| 116
| Pheromone Discharge
| Metab
| Int
| 5+1/m
| Smells like an insect
| Maintained free 4d6h
| DSDK2
| 117
| Phobia Amplification
| Telep
| Wis-2
| C+4/r
| Strong Fear of thing (save)
| No save
| PHBR5
|
118
| Photosynthesis
| Metab
| Con+1
| 5+2/t
| Regen 1 hp/r in sunlight
| Sustenence in sun
| WatW2
| 119
| Plant Mind
| Telep
| Int-4
| 11+2/m
| +2 Chr when dealing with plants
| Free maint. 1 d
| WatW2
| 120
| Pocket Dimension
| Port
| Wis
| 14+3/t
| 5' cube extradimensional space
| 10' cube
| WatW2
|
121
| Poison Sense
| Clair
| Wis
| 1
| Detects presence of poison
| Gives type of poison
| PHBR5
| 122
| Post-Hyp. Suggestion
| Telep
| Int-3
| C+Lvl
| Long-term Suggestion
| Check not reduced
| PHBR5
| 123
| Predestination
| Clair
| Wis-3
| 20+5/yD
| Gives vague feeling of destiny
| Can peer twice as far
| DSDK2
|
124
| Probability Manipulation
| M-Psi
| Int-4
| 10
| +4 to next die roll
| +4 next 3 die rolls
| WatW2
| 125
| Prolong
| M-Psi
| Con-4
| 5+2/r
| Range & area of powers +50%
| Range & area +100%
| PHBR5
| 126
| Psionic Inflation
| M-Psi
| Wis-5
| 20+3/m
| All powers double cost & main.
| Triple cost & main.
| PHBR5
|
127
| Psionic Residue
| M-Psi
| Wis-3
| 15
| Get 10% PSPs spent by others
| +10 PSPs
| DSDK2
| 128
| Psionic Sense
| M-Psi
| Wis-3
| 4+1/m
| Detect Psi: PSPs,Dir.,Dist.
| Does all frequencies
| PHBR5
| 129
| Psionic Vampirism
| M-Psi
| Wis-3
| C+8+3/r
| Drain CL PSPs from target /r
| Double effect
| WatW2
|
130
| Psychic Blade
| M-Psi
| Con-2
| 7+X+X/r
| Blade: 1d6/1d6 +2/+X, stun 1d6r (save)
| 1d10/1d10
| WatW2
| 131
| Psychic Drain
| M-Psi
| Wis-6
| 10P+C
| Drain W,I,C:10 PSPs;Amnesia 2w
| No Amnesia
| PHBR5
| 132
| Psychic Impersonation
| Telep
| Wis
| 10+3/h
| Match other's thought patterns
| Cannot be detected
| PHBR5
|
133
| Psychic Messenger
| Telep
| Con-4
| 4+3/r
| Send Illusion of self to area
| Can look like other
| PHBR5
| 134
| Radial Navigation
| Clair
| Int-3
| 4+7/h
| Know dist./dir. to start point
| Can retrace to start
| PHBR5
| 135
| Receptacle
| M-Psi
| Wis-5
| 1/r
| Gem:1/100gp;Item:(2W+I+C-40)*L
| --
| PHBR5
|
136
| Reduction
| Metab
| Con-2
| D+1/r
| -1' per PSP until 1', then halve
| Double effect
| PHBR5
| 137
| Repugnance
| Telep
| Wis-5
| C+8/r
| Hatred for something (save)
| No save
| PHBR5
| 138
| Reptile Mind
| Telep
| Int-1
| 5+1/m
| +2 Chr with reptiles
| Charms reptiles
| DSDK2
|
139
| Retrospection
| M-Psi
| Wis-4
| 120
| Similir to Commune spell
| --
| PHBR5
| 140
| Return Flight
| Kinet
| Con-1
| 3
| Missile becomes returning
| Attack again if miss
| DSDK2
| 141
| Rigidity
| Metab
| Con-2
| 8+3/r
| -1/r TH,Init,AC penalty
| Start at -3
| DSDK2
|
142
| Safe Path
| Clair
| Wis-4
| 8+5/m
| +4 Dex checks; Resist Traps
| Auto make next save
| WatW2
| 143
| See Ethereal
| Clair
| Wis-5
| 4+2/m
| Can see into border Ethereal
| See into full Ethereal
| WatW2
| 144
| See Magic
| Clair
| Wis-3
| 6+6/m
| Detect Magic
| Know exact type
| WatW2
|
145
| See Sound
| Clair
| Wis-3
| 6+3/m
| Can see sound
| Maintenance 1/r
| PHBR5
| 146
| Send Thoughts
| Telep
| Int-1
| C+2/r
| Send thoughts;no spells (save)
| No save
| PHBR5
| 147
| Sensitivity to Observation
| Clair
| Wis
| 5
| Know when you're watched
| Knows location
| WatW2
|
148
| Sensory Suppression
| Telep
| Int-2
| C+4/r
| Blindness and Deafness
| Loses all 5 senses
| WatW2
| 149
| Shadow Walk
| Port
| Con+1
| 9
| Travel between shadows 1000 yd
| 2 miles
| WatW2
| 150
| Share Strength
| Metab
| Con-4
| 6+2/r
| Transfer 2 Str:1 target Str
| Transfer 1:1
| PHBR5
|
151
| Sight Link
| Telep
| Con-3
| C+5/m
| Can see through other eyes
| Sound Link gained
| PHBR5
| 152
| Soften
| Kinet
| Int
| 4+3/r
| Weapon -1TH,-1dmg,-1save/r
| Double rate
| PHBR5
| 153
| Sound Link
| Telep
| Con-2
| C+4/t
| Can hear through other ears
| Sight Link gained
| PHBR5
|
154
| Spatial Distortion
| Port
| Int-4
| 8+4/m
| Distance Distortion 20'cu
| Double effect
| WatW2
| 155
| Spider Touch
| Metab
| Dex-1
| 4+2/m
| Spider Climb
| +2 Dex
| WatW2
| 156
| Spirit Sense
| Clair
| Wis-3
| 10
| Senses presence of spirits
| Knows exact location
| PHBR5
|
157
| Splice
| M-Psi
| Int-2S
| 5S+S/r
| Do combined powers as 1 Mental
| +2 checks when used
| PHBR5
| 158
| Stasis Field
| M-Psi
| Con-3
| 20+X/r
| Slows down time by x60
| --
| PHBR5
| 159
| Static Discharge
| Kinet
| Int-3
| 5+5/r
| 1d4+1 dmg lightning, cumulative per r
| 1d6+1 instead
| WatW2
|
160
| Strength of the Land
| Metab
| Con-2
| 10+2/r
| +25 hp,+3 TH,+3 dmg,25% MR
| Lasts 5r after maint.
| DSDK2
| 161
| Summon Object
| Port
| Int-4
| 30
| Summon a simple object max 100 lbs.
| Half PSP cost
| WatW2
| 162
| Suppress Fear
| Telep
| Wis+1
| 5
| Remove Fear; +4 vs. fear for 1 t
| +1 TH
| WatW2
|
163
| Suspend Animation
| Metab
| Con-3
| 12
| Suspend animation (level)w
| Aware; can awaken
| PHBR5
| 164
| Synaptic Static
| Telep
| Int-4
| 15+10/r
| Must contest to use psionics
| +1 contest for static
| PHBR5
| 165
| Taste Link
| Telep
| Con-2
| C+4/t
| Can taste through other mouth
| Scent Link gained
| PHBR5
|
166
| Telempathic Projection
| Telep
| Wis-2
| C+4/r
| Send emotions
| Can change emotion
| PHBR5
| 167
| Teleport Lock
| Port
| Int-1
| 8+2/r
| Target cannot teleport (no save)
| --
| WatW2
| 168
| Teleport Object
| Port
| Int-3
| T+20
| Teleports 1 nonliving object
| Automake saves 2d
| DSDK2
|
169
| Teleport Trigger
| Port
| Int+1
| 2/h
| Activates Teleport (no action)
| No dist. Check Mod.
| PHBR5
| 170
| Thought Shield [G]
| Telep
| Wis-3
| 1
| Costs no action to use
| --
| PHBR5
| 171
| Time Dilation
| Port
| Int-7
| 54/r
| +3 M, +3 P, +3 V; not cumul. w/ Haste
| +1 more each type
| WatW2
|
172
| Time Duplicate
| Port
| Int-1
| 22/s
| Can use 2M/2P/2V/6Z next segment
| +4 AC/save; +2 TH
| WatW2
| 173
| Time Shift
| Port
| Int
| 16+3/rS
| Move into future;Max=(level)r
| Add 1r to Max
| PHBR5
| 174
| Time/Space Anchor
| Port
| Int
| 5+1/m
| Cannot be teleported
| --
| PHBR5
|
175
| Trail of Destruction
| Clair
| Wis-2
| 10+3/m
| Detect use of Defiling magic
| Know which spells
| DSDK2
| 176
| True Worship
| Telep
| Wis-1
| 5
| Tells god worshiped & temple
| Knows all in range
| DSDK2
| 177
| Truthear
| Telep
| Wis
| 4+2/m
| Detect Lie (as spell)
| Knows real truth
| PHBR5
|
178
| Watcher's Ward
| Clair
| Int-2
| 6+2/h
| Can't be surprised; Detect Danger
| Know location danger
| WatW2
| 179
| Weather Prediction
| Clair
| Int-2
| 10
| Accurate weather forecast 24h
| Weather forecast 1w
| DSDK2
| 180
| Wrench
| M-Psi
| Wis-4
| 15+8/r
| Undead:-level AC;cannot drain
| -2 init. penalty
| PHBR5
|
|
[PC7] Concordant (x1) Classes Group
Psi2 Sciences (Majors)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Animal Affinity
| Metab
| Con-4
| 15+4/m
| Take random animal's attribute
| Take 2 attributes
| PHBR5
| 2
| Appraise
| M-Psi
| Int-4
| 14
| Gives chances of success
| Reroll 3 future dice
| PHBR5
| 3
| Aura Alteration
| M-Psi
| Wis-4
| 10
| Disguise AL,level (level)h
| --
| PHBR5
|
4
| Aura Sight
| Clair
| Wis-4
| 9+9/m
| Learn 2 auras (AL or level)
| Learn 4 auras
| PHBR5
| 5
| Banishment
| Port
| Int-1
| 30+10/r
| Target in pocket;returns @ end
| Cannot gate/teleport
| PHBR5
| 6
| Clairaudience
| Clair
| Wis-3
| 6+4/m
| Clairaudience (as spell)
| Gain Clairvoyance
| PHBR5
|
7
| Clairvoyance
| Clair
| Wis-4
| 7+4/m
| Clairvoyance (as spell)
| Gain Clairaudience
| PHBR5
| 8
| Complete Healing
| Metab
| Con
| 30
| Heal (as spell) in (24-level)h
| Heal in (60-3*level)m
| PHBR5
| 9
| Create Object
| Kinet
| Int-4
| 16+3/r
| Creates temporary small object
| Object is permanent
| PHBR5
|
10
| Death Field
| Metab
| Con-8
| 40
| Set amount of dmg(others save)
| You take ½ amount
| PHBR5
| 11
| Detection
| Clair
| Wis-2
| 15+6/m
| Detect Object 90', expands 30'/r
| Know concentration
| WatW2
| 12
| Detonate
| Kinet
| Con-3
| 18
| (level)d6 damage (save:½)
| (2*level)d6 damage
| PHBR5
|
13
| Domination
| Telep
| Wis-4
| 2C+2C/r
| Get control of all actions
| Maintenance halved
| PHBR5
| 14
| Disintegrate
| Kinet
| Wis-4
| 40
| Disintegrate 8 cu.' (save)
| (save-5);16 cu.'
| PHBR5
| 15
| Ejection
| Telep
| Wis-4
| 2S
| Break contact;lose 1 power 1t
| Opp. lose 1 power 1t
| PHBR5
|
16
| Empower
| M-Psi
| Wis-12
| 50+100X
| Object PSP=(4*Dev+6*Sci+10)*L
| --
| PHBR5
| 17
| Endorphin Control
| Metab
| Chr-6
| 16+8/r
| +1d6 Int,Wis,or Chr
| +1d6 to all three
| DM
| 18
| Energy Containment
| Metab
| Con-2
| 1/die
| Absorb max 1 die/lvl;glow:-2AC
| 0 dmg from energy
| PHBR5
|
19
| Fate Link
| Telep
| Con-5
| C+5/t
| Both take same dmg
| Range unlimited
| PHBR5
| 20
| Hallucination
| Telep
| Int-3
| C+6/r
| Create image in target's mind
| 20% of dmg is real
| WatW2
| 21
| Id Insinuation [D]
| Telep
| Wis-4
| 5
| Target loses all actions 1d4r
| Turn on allies 1d4r
| PHBR5
|
22
| Intellect Fortress [I]
| Telep
| Wis-3
| 4
| Costs no action to use
| --
| PHBR5
| 23
| Kinetic Control
| Kinet
| Int-3
| 15+7/r
| Take only 2+leak vs. physical attacks
| Reflect 1d10 dmg
| WatW2
| 24
| Life Draining
| Metab
| Con-3
| 11+5/r
| Drain level hp/r;add to caster
| level*3 hp/r
| PHBR5
|
25
| Mass Domination
| Telep
| Wis-6
| C+2L/r
| Up to 5 creatures Dominated
| Range 100y
| PHBR5
| 26
| Metamorphosis
| Metab
| Con-6
| 21+1/t
| Polymorph Self(even to object)
| Max 3*caster's mass
| PHBR5
| 27
| Mindflame
| Telep
| Wis-6
| 30
| <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r
| <=16 HD; >16 HD
| WatW2
|
28
| Mindlink
| Telep
| Wis-5
| C+8/m
| Send thoughts to each other
| 1 Probe question
| PHBR5
| 29
| Mindwipe
| Telep
| Int-6
| C+8/r
| -level/4 Int/Wis/Level (save)
| No save
| PHBR5
| 30
| Molecular Rearrangement
| Kinet
| Int-5
| 20+10/h
| Change an object 1 ounce/hr
| Become extraordinary
| PHBR5
|
31
| Nerve Manipulation
| Metab
| Con-3
| 14
| Touch: Pain 1d3 r
| Stun 1d2 r
| WatW2
| 32
| Object Reading
| Clair
| Wis-5
| 16
| Detect Psi. Imp. of owners
| Know race,AL,age
| PHBR5
| 33
| Poison Simulation
| Metab
| Con-2
| 16
| Resist Poison; next attack is poisonous
| -2 on save
| WatW2
|
34
| Precognition
| Clair
| Wis-5
| 24
| Sees a possible future outcome
| Reroll 3 future dice
| PHBR5
| 35
| Probability Travel
| Port
| Int
| 20+8/h
| Go to Astral physically
| Color pool nearby
| PHBR5
| 36
| Probe
| Telep
| Wis-5
| C+9/r
| True answer:1 question/r (save)
| 2 questions/r
| PHBR5
|
37
| Project Force
| Kinet
| Con-2
| 10
| (level)d6 damage (save:½)
| Knock down M target
| PHBR5
| 38
| Psionic Blast [A]
| Telep
| Wis-5
| 10
| Lose 80% hp in mind (save)
| Unc. 1t (save)
| PHBR5
| 39
| Psychic Clone
| M-Psi
| Wis-8
| 50+5/r
| Ghostly mental body;can move
| Ectoplasmic Form
| PHBR5
|
40
| Psychic Crush [E]
| Telep
| Wis-4
| 7
| (level)d8 damage (save)
| No save
| PHBR5
| 41
| Psychic Surgery
| M-Psi
| Wis-5
| C+10/t
| Make Perm./Remove Telep. (1/t)
| 1 power/5r
| PHBR5
| 42
| Regenerate
| Metab
| Con-4
| 18+6/t
| Regenerate
| Natural healing x2
| WatW2
|
43
| Sens. to Psychic Imp.
| Clair
| Wis-4
| 12+2/m
| Detect Psi. Imp. of Area
| Gets very clear vision
| PHBR5
| 44
| Shadow-form
| Metab
| Con-6
| 12+3/m
| Become normal shadow (mv 6)
| Monster shadow
| PHBR5
| 45
| Spirit Lore
| Clair
| Int-3
| 30+8/r
| Can Commune with Spirits
| Knowledgeable spirit
| WatW2
|
46
| Split Personality
| M-Psi
| Wis-5
| 40+6/r
| +1 Mental action
| +1 more M action
| PHBR5
| 47
| Subjective Reality
| M-Psi
| Wis-5
| 35+7/m
| Immune to 1 specific type of effect
| Can change /r
| WatW2
| 48
| Summon Planar Creature
| Port
| Int-4
| 45*#PL
| Choice of plane but not exact
| Creature not angry
| PHBR5
|
49
| Summon Planar Energies
| Port
| Int
| 32
| 3d12 dmg no resistance
| 4d12 dmg no resist
| WatW2
| 50
| Superior Invisibility
| Telep
| Int-5
| C+5/r/P
| No sound,smell; attack breaks
| Improved Invisibility
| PHBR5
| 51
| Suppress Magic
| M-Psi
| Con-4
| 30+X/r
| Anti-Magic Shell (SL=X) 60' r
| Dispel-Magic Zone
| WatW2
|
52
| Switch Personality
| Telep
| Con-4
| C+30
| Switch bodies (perm.);-1Con/d
| -1 Con/w
| PHBR5
| 53
| Telekinesis
| Kinet
| Wis-3
| W+hW/r
| Object move rate 6
| Can move 2nd object
| PHBR5
| 54
| Telekinetic Barrier
| Kinet
| Con-3
| 18+10/r
| Wall of Force
| Free maintain 3r
| WatW2
|
55
| Telekinetic Flight
| Kinet
| Wis-4
| 15+4/m
| Fly 18"
| Fly 24"
| WatW2
| 56
| Teleport
| Port
| Int
| 20+
| Teleport (same plane)
| PSP cost -20%
| PHBR5
| 57
| Teleport Other
| Port
| Int-2
| 20+
| +10 PSPs per creature moved
| PSP cost -20%
| PHBR5
|
58
| Time Travel
| Port
| Int-3
| 50+8/h
| Travel 1 yr; each x10 is +10 PSPs
| --
| WatW2
| 59
| Tower of Iron Will [J]
| Port
| Wis-2
| 6
| Costs no action to use
| Area 10' radius
| PHBR5
| 60
| True Sight
| Clair
| Wis-4
| 15+9/m
| True Sight
| Know Alignment
| WatW2
|
61
| Ultrablast [U]
| Telep
| Wis-10
| 75
| Fail1:Unc.2d6t;Fail2:lose Psi
| <= 3HD:death (save)
| PHBR5
| 62
| Wormhole
| Port
| Int-2
| 48+16/r
| Dim Door 10 mi; Each x10 is +12 PSPs
| Half maintenance
| WatW2
|
|
[PC7] Concordant (x1) Classes Group
Psi2 High Sciences (Grands)
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Alter Reality
| All
| Any-10
| 250
| Alter Reality or Psi1 major
| Double CL effect
| DM
| 2
| Conductive Clairvoyance
| Clair
| Wis-9
| 15/r
| Can use Psi powers through it
| Move effect at 18"
| DM
| 3
| Cosmic Awareness
| Clair
| Wis-6
| 10/r
| Detect "Everything" CL*30'
| Range is sight
| WatW2
|
4
| Elemental Composition
| Metab
| Con-4
| 24+3/r
| Can be any Normal/Para/Quasi Ele
| Can be Semi Ele
| WatW2
| 5
| Energy Cancel
| Metab
| Con-6
| 1/die
| Cancels entire energy effect
| Autocancel all this s
| DM
| 6
| Grand Detonate
| Kinet
| Con-5
| 27
| CLd20 shards damage
| Use d30's
| DM
|
7
| Legendary Control
| Metab
| Chr-24
| 24+12/r
| +1d6 Cml, Luck, or CL
| +1d6 all three
| DM
| 8
| Lend Actions
| M-Psi
| *Auto*
| 0/perm
| [0 action]: Lend an action
| --
| DM
| 9
| Mass Contact
| Telep
| Wis
| L+1/r
| L=sum of targets' levels
| PSP cost halved
| WatW2
|
10
| Megakinesis
| Kinet
| Wis-4
| X/r
| TK, X=(lbs.)*(speed in ")/lvl^2
| PSP cost halved
| WatW2
| 11
| Nonweapon Familiarity
| Clair
| Int-8
| 200/d
| +1 slot in every nonweapon prof
| +1 every weapon prof
| DM
| 12
| Physical Acceleration
| Metab
| Con-6
| 20/r
| +1 P action /r (range sight)
| +1 QP action /r
| DM
|
13
| Planar Transportation
| Port
| Int-4
| 65
| Teleport anywhere in multiverse
| No summ. sickness
| WatW2
| 14
| Strength of the World
| Metab
| Con-6
| 10/r
| +9/+9 AC/saves, +25% RR/MR/PsiR
| Lasts 5r after maint.
| DM
| 15
| Time Shift Other
| Port
| Int-S*3
| S*6
| Time Shift other S r (no save)
| -CL*5% to PsiR roll
| DM
|
16
| Ultrashield [X]
| Telep
| Chr-5
| 20
| Cannot attack / be attacked w/ Psi
| Can still attack
| DM
| 17
| Weapon Familiarity
| Clair
| Int-4
| 100/d
| Proficient with all weapons
| Single Spec with all
| DM
|
|
Psi2 Supers
#
| Power
| Disip.
| Check
| PSPs
| Effect
| Power Score
| Source
|
1
| Cellular Heal/Harm
| Metab
| Con-13
| X
| X targets: Heal/Harm X% of max
| X*2% of max
| DM
| 2
| Change Reality
| All
| Any-20
| 400
| Change Reality or Psi1 grand
| Double CL effect
| DM
| 3
| Fluidity
| M-Psi
| *Auto*
| 0/perm
| [0 action]: Swap 2 stats
| --
| DM
|
4
| Lady's Smirk
| M-Psi
| Chr-15
| 400/d
| Autoroll 1 on Prof.& Psi2 checks
| Auto power score
| DM
| 5
| Magic Inertial Barrier
| Port
| Dex-18
| 70/r
| Spell delayed 1 s if hitting you
| Delayed 2 s
| DM
| 6
| Mental Acceleration
| Metab
| Chr-10
| 30/r
| +1 M action /r (range sight)
| +1 QM action /r
| DM
|
7
| Personal Acceleration
| Metab
| Chr-10
| 30/r
| +1 Swing action /r (range 0)
| +2 S actions
| DM
| 8
| Planetary Detonate
| Kinet
| Con-25
| 3600
| Detonates 1 planet or moon (!)
| 2 planets or moons!
| DM
| 9
| Public Access Key
| Clair
| Int-20
| 90/r
| Target's Truename is visual (!)
| Thoughts visible too
| DM
|
10
| Spirit in the Sky
| Telep
| Chr-15
| 1/week
| No physical body, can use 2 M /s
| Can use 3 M /s
| DM
| 11
| Superblast [V]
| Telep
| Str-20
| 250
| All in 1 mile insane (no PsiR)
| 2 mile radius
| DM
| 12
| Trans-Planar Contact
| Telep
| Wis
| N+2/r
| N=(lvl)*(# planes +1); (no PsiR)
| PSP cost halved
| DM
|
|
[PC7] Concordant (x1) Classes Group
Basic Psi15 Information
Psi15 PSPs (Wild Talents) = Str*2+Con+Int+Chr*2-80+level*20
| Psi15 PSPs (Psi15 class) = (Str*2+Con+Int+Chr*2-60)*level
|
| Wild Talent progression is as follows. You must meet all the requirements of a line (HNCL, Str, Con, Int, Chr) in order to be able to read that line.
| (a=Minor Alteration, m=Minor Power, A=Major Alteration, M=Major Power, g=Grand Alteration, G=Grand Power, s=Super Alteration, S=Super Power)
|
|
|
HNCL
| Str
| Con
| Int
| Chr
| am AM gG sS
|
1
| 4
| 7
| 6
| 3
| 1- -- -- --
| 2
| 8
| 9
| 7
| 6
| 21 -- -- --
| 3
| 12
| 11
| 8
| 9
| 31 -- -- --
|
4
| 16
| 13
| 9
| 12
| 31 1- -- --
| 5
| 20
| 15
| 10
| 15
| 42 1- -- --
| 6
| 24
| 17
| 11
| 18
| 52 21 -- --
|
7
| 28
| 19
| 12
| 21
| 53 31 -- --
| 8
| 32
| 21
| 13
| 24
| 53 32 -- --
| 9
| 36
| 23
| 14
| 27
| 63 32 1- --
|
10
| 40
| 25
| 15
| 30
| 64 42 2- --
| 11
| 44
| 27
| 16
| 33
| 65 43 21 --
| 12
| 48
| 29
| 17
| 36
| 75 53 31 --
|
13
| 52
| 31
| 18
| 39
| 75 54 31 --
| 14
| 56
| 33
| 19
| 42
| 75 54 32 --
| 15
| 60
| 35
| 20
| 45
| 76 54 32 1-
|
16
| 64
| 37
| 21
| 48
| 76 54 32 11
| 17
| 68
| 39
| 22
| 51
| 76 54 33 21
| 18
| 72
| 41
| 23
| 54
| 77 55 33 22
|
|
[PC7] Concordant (x1) Classes Group
Psi15 Minor Alterations/Powers
Psi15 Minor Alterations
| Effect
|
Add Breath Weapon [1st]
| Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
| Add Breath Weapon [2nd]
| Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
| Add Resistance
| Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
|
Add Scales
| Natural AT source = +CL
| Add Tail
| Tail does 1d(CL*2) damage
| Add Wings
| Flight at (CL+1)*3" rate
|
Alter Resistances
| Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
| Improve Breath Freq.
| Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
| Improve Breath Element
| Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
|
Increase Bite Damage
| (+1)d(+2) with bite attacks
| Increase Breath Damage
| +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
| Increase Claw Damage
| (+2)d(+0) with claw/hand attacks
|
Increase Tail Damage
| (+0)d(+4) with tail attacks
| Versatile Breath Element
| Your can alternatively use a second element, with E factor equal or less than your normal breath.
|
|
Psi15 Minor Powers
| Cost
| Effect
| Color Age
|
Affect Normal Fires
| 3
| Affect Normal Fires
| Red 3
| Audible Glamer
| 3
| Audible Glamer
| Emerald 3
| Blink
| 1
| Blink
| Adamantite 1
|
Charm Person
| 1
| Charm Person
| Crystal 1
| Create/Destroy Water
| 3
| Create/Destroy Water
| Blue 3
| Flame Walk
| 1
| Flame Walk (self)
| Emerald 1
|
Magic Missile
| 1
| Magic Missile
| Adamantite 1
| Polymorph Self
| 1
| Polymorph Self
| Adamantite 1
| Water Breathing
| 1
| Water Breathing (self)
| Amethyst/Black 1
|
Water Walking
| 3
| Water Walking
| Amethyst 3
|
|
[PC7] Concordant (x1) Classes Group
Psi15 Major Alterations/Powers
Psi15 Major Alterations
| Effect
|
Add Immunity
| Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
| Dial-a-Breath Element (<)
| You can use any element with E factor less than your normal breath.
|
|
Psi15 Major Powers
| Cost
| Effect
| Color Age
|
Color Spray
| 4
| Color Spray
| Crystal 4
| Corrupt Water
| 6
| Fouls water/potions/elixirs CL*10 cu'
| Black 6
| Darkness
| 4
| Darkness CL*10' radius
| Black 4
|
Druid Shapechange
| 6
| Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
| Amethyst 6
| Dust Devil
| 6
| Dust Devil
| Blue 6
| Gust of Wind
| 7
| Gust of Wind
| White 7
|
Heat Metal
| 6
| Heat Metal
| Red 6
| Hold Person
| 7
| Hold Person
| Emerald 7
| Hypnotism
| 4
| Hypnotism
| Emerald 4
|
Ice Walking
| 4
| Ice Walking (can walk across ice/slippery surfaces without falling)
| White 4
| Melf's Minute Meteors
| 6
| Melf's Minute Meteors
| Emerald 6
| Neutralize Poison
| 4
| Neutralize Poison
| Amethyst 4
|
Pyrotechnics
| 4
| Pyrotechnics
| Red 4
| Sound Imitation
| 4
| Sound Imitation (Mimic Voices)
| Blue 4
| Suggestion
| 6
| Suggestion
| Green 6, Crystal 7
|
Warp Wood
| 7
| Warp Wood
| Green 7
| Water Breathing
| 4
| Water Breathing (self or other)
| Green 4
|
|
[PC7] Concordant (x1) Classes Group
Psi15 Grand Alterations/Powers
Psi15 Grand Alterations
| Effect
|
Add Global Resistance
| Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
| Dial-a-Breath Element (=)
| You can use any element with E factor equal to or less than your normal breath.
|
|
Psi15 Grand Powers
| Cost
| Effect
| Color Age
|
Animate Rock
| 10
| Animate Rock
| Emerald 10
| Control Weather
| 10
| Control Weather
| Amethyst 10
| Control Winds
| 10
| Control Winds
| Blue 10, Crystal 11
|
Detect Gems
| 10
| Detect Gems, kind and number
| Red 10
| Entangle
| 9
| Entangle
| Green 9
| Freezing Fog
| 11
| Obscures vision 100' r, thin layer of ice on all surfaces 100' r
| White 11
|
Hypnotism
| 9
| Hypnotism, up to CL targets
| Red 9
| Luckscale
| 9
| (Must have scales to use) Luckstone effect for 1 day
| Crystal 9
| Otiluke's Resilient Sphere
| 8
| Otiluke's Resilient Sphere
| Amethyst 8
|
Pass without Trace
| 11
| Pass without Trace
| Green 11
| Plant Growth
| 8
| Plant Growth
| Black/Green 8
| Reflecting Pool
| 9
| Reflecting Pool
| Amethyst 9
|
Suggestion
| 8
| Suggestion (up to CL targets)
| Red 8
| Summon Insects
| 10
| Summon Insects
| Black 10
| Ventriloquism
| 8
| Ventriloquism
| Blue 8
|
Wall of Fog
| 9
| Wall of Fog
| White 9
|
|
Psi15 Super Alterations/Powers
Psi15 Super Alterations
| Effect
|
Add Global Immunity
| Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
|
|
Psi15 Super Powers
| Cost
| Effect
| Color Age
|
Charm Reptiles
| 12
| Charm Reptile/Dragon (no save, can use IR)
| Black 12
| Geas
| 12
| Geas
| Emerald 12
| Hallucinatory Terrain
| 12
| Hallucinatory Terrain
| Blue 12
|
|
[PC7] Concordant (x1) Classes Group
List of Elements (Normal, Para, Quasi)
NORMAL ELEMENTS (E=1):
|
Air
| Earth
| Fire
|
Water
| Wood {extra +1}
| Flesh {extra +2}
|
Original Time {extra +12}
|
PARA ELEMENTS (E=2):
|
Acid (Fire+Water)
| Alcohol (Air+Fire+Water)
| Cold (Air+Water)
|
Composite (Air+Ear+Fir+Wat)
| Fungus/Seaweed(Wood+Wat)
| Glass (Air+Earth+Water)
|
Heat / Warmth (Air+Fire)
| Magma / Lava (Earth+Fire)
| Metal (Earth+Fire+Water)
|
Ooze / Mud (Earth+Water)
| Shards (Air+Earth)
| Sound (Air+Earth+Fire)
|
Thorns/Thicket (Wood+Earth)
|
ENERGY ELEMENTS (E=2 or +1):
|
Negative Energy / Death
| Positive Energy / Life
| Shadow (Negative+Positive)
|
Chaos, Law
| Darkness, Light
| Holy {incl. Eldritch / Unholy}
|
Magic
| Psionic / Thought
| Radioactive {extra +1}
|
Anti-Magic {extra +1}
| Anti-Psionic {extra +2}
| Anti-Radioactive {extra +3}
|
Godly {extra +6}
| Anti-Godly {extra +9}
|
|
QUASI ELEMENTS (E=3):
|
Ash / Cinder (Fire+Negative)
| Bark (Thorns+Negative)
| Blizzard (Cold+Positive)
|
Blood (Glass+Positive)
| Bone (Flesh+Negative)
| Dust (Earth+Negative)
|
Firestorm (Magma+Positive)
| Fog (Cold+Shadow)
| Ice / Snow (Cold+Negative)
|
Impact (Water+Shadow)
| Inertia (Earth+Shadow)
| Lightning (Air+Positive)
|
Magnetism (Metal+Positive)
| Minerals (Earth+Positive)
| Mist (Heat+Shadow)
|
Napalm (Heat+Positive)
| Plasma (Fire+Shadow)
| Poison (Alcohol+Negative)
|
Quicksand (Ooze+Negative)
| Radiance (Fire+Positive)
| Rainbow (Composite+Pos.)
|
Rot (Wood+Negative)
| Rust (Metal+Negative)
| Salt (Water+Negative)
|
Sand (Glass+Negative)
| Silence (Sound+Negative)
| Silt (Ooze+Negative)
|
Silverglade (Thorns+Positive)
| Slag / Tar (Magma+Negative)
| Smoke (Heat+Negative)
|
Splinters (Wood+Air+Shadow)
| Storm (Ooze+Positive)
| Sugar (Alcohol+Positive)
|
Steam (Water+Negative)
| Thunder (Sound+Positive)
| Vacid / Umbra (Comp.+Neg.)
|
Vacuum (Air+Negative)
| Verdant (Wood+Positive)
| Vibration (Air+Shadow)
|
|
[PC7] Concordant (x1) Classes Group
List of Elements (others)
HOLY PARA-ELEMENTS (E=3):
|
Aether (Composite+Holy)
| Forbiddance (Air+Holy)
| Grave (Earth+Holy)
|
Holy Water (Water+Holy)
| Pyre (Fire+Holy)
|
MAGICAL PARA-ELEMENTS (E=3):
|
Force (Air+Magic)
| Tempest (Composite+Magic)
| Mithril (Metal+Magic)
|
HOLY QUASI-ELEMENTS (E=4):
|
Eldritchiron (Iron+Holy+Shad.)
| Heaveniron (Iron+Holy+Pos.)
| Helliron (Iron+Holy+Neg.)
|
MAGICAL QUASI-ELEMENTS (E=4):
|
Adamantite (Mithril+Positive)
| Animation (Force+Positive)
| Chromatic (Tempest+Neg.)
|
Disintegration (Force+Neg.)
| Harming (Magic+Negative)
| Healing (Magic+Positive)
|
Prismatic (Tempest+Pos.)
|
MAGICAL HOLY ELEMENTS (E=5):
|
Nether (Holy+Magic+Neg.)
| Spirit (Holy+Magic+Pos.)
|
|
SEMI-ELEMENTS (E=4):
|
Aexus (Chaos+Anti-Time)
| Conduit
| Diamond (Earth+Gravity)
|
Gravity
| Imprisonment, Freedom
| Nexus (Chaos+Time)
|
Time / Temporal
| Void
| Anti-Time {extra +3}
|
ULTRA-ELEMENTS (E=7):
|
Annihilation
| Creation
| Hole / Anti-Hole
|
Loop / Looporal
| Anti-Loop {extra +6}
|
EXOTIC ELEMENTS (varies):
|
Abyssal Water (Water + Chaos + Imprison.) {6}
| Colorpool (Water + Magic + Conduit) {7}
| Furnace (Metal + Radioactive) {4}
|
Metallic (Composite + AntiMagic + Neg.) {5}
| Rainbow Silver (Rainbow + Silver + Anti-Psi) {10}
| Solid Neutronium (Gravity + Any Chem + Conduit) {13}
|
The Nothing (Anti-Psi + Void) {7}
| Venderant Nelaborong (Godly + Aexus + Holy
| + Radioactive + Slag) {17}
|
Vibranium (Vibration + Disintegration) {6}
|
|
[PC7] Concordant (x1) Classes Group
List of Elements (Chemical)
CHEMICAL ELEMENTS (E=5):
|
Hydrogen 1
| Helium 2
| Lithium 3
|
Beryllium 4
| Boron 5
| Carbon 6
|
Nitrogen 7
| Oxygen 8
| Fluorine 9
|
Neon 10
| Sodium 11
| Magnesium 12
|
Aluminum 13
| Silicon 14
| Phosphorus 15
|
Sulfur 16
| Chlorine 17
| Argon 18
|
Potassium 19
| Calcium 20
| Scandium 21
|
Titanium 22
| Vanadium 23
| Chromium 24
|
Manganese 25
| Iron 26
| Cobat 27
|
Nickel 28
| Copper 29
| Zinc 30
|
Gallium 31
| Germanium 32
| Arsenic 33
|
Selenium 34
| Bromine 35
| Krypton 36
|
Rubidium 37
| Strontium 38
| Yttrium 39
|
Zirconium 40
|
|
CHEMICAL ELEMENTS (E=5):
|
Niobium 41
| Molybdenum 42
| Technetium 43
|
Ruthenium 44
| Rhodium 45
| Palladium 46
|
Silver 47
| Cadmium 48
| Indium 49
|
Tin 50
| Antimony 51
| Tellurium 52
|
Iodine 53
| Xenon 54
| Cesium 55
|
Barium 56
| Lanthanum 57
| Cerium 58
|
Praseodymium 59
| Neodymium 60
| Promethium 61
|
Samarium 62
| Europium 63
| Gadolinium 64
|
Terbium 65
| Dysprosium 66
| Holmium 67
|
Erbium 68
| Thulium 69
| Ytterbium 70
|
Lutetium 71
| Hafnium 72
| Tantalum 73
|
Tungsten 74
| Rhenium 75
| Osmium 76
|
Iridium 77
| Platinum 78
| Gold 79
|
Mercury 80
|
|
CHEMICAL ELEMENTS (E=5):
|
Thallium 81
| Lead 82
| Bismuth 83
|
Polonium 84
| Astatine 85
| Radon 86
|
Francium 87
| Radium 88
| Actinium 89
|
Thorium 90
| Protactinium 91
| Uranium 92
|
Neptunium 93
| Plutonium 94
| Americium 95
|
Curium 96
| Berkelium 97
| Californium 98
|
Einsteinium 99
| Fermium 100
| Mendelevium 101
|
Nobelium 102
| Lawrencium 103
| Rutherfordium 104
|
Dubnium 105
| Seaborgium 106
| Bohrium 107
|
Hassium 108
| Meitnerium 109
|
ANTI-CHEMICAL ELEMENTS (E=6):
|
Anti-Hydrogen -1
| Anti-Helium -2
| Anti-Lithium -3
|
|
[PC7] Concordant (x1) Classes Group
Exacter0 (X-acter0)
Level
| KXP
| X7/X14 mMG SU
|
1
| 10 (owe)
| 1-- --
| 2
| 20
| 2-- --
| 3
| 30
| 3-- --
|
4
| 50
| 31- --
| 5
| 90
| 32- --
| 6
| 170
| 33- --
|
7
| 330
| 43- --
| 8
| 650
| 44- --
| 9
| 1290
| 441 --
|
10
| 2090
| 442 --
| 11
| 2890
| 443 --
| 12
| 3690
| 444 --
|
13
| 4490
| 544 --
| 14
| 5290
| 554 --
| 15
| 6090
| 555 --
|
16
| 6890
| 655 --
| 17
| 7690
| 665 --
| 18
| 8490
| 665 1-
|
19
| 9290
| 665 2-
| 20
| 10090
| 665 3-
| 21
| 10890
| 665 4-
|
22
| 11690
| 665 5-
| 23
| 12490
| 666 5-
| 24
| 13290
| 666 6-
|
25
| 14090
| 766 6-
| 26
| 14890
| 776 6-
| 27
| 15690
| 776 61
|
28
| 16490
| 776 62
| 29
| 17290
| 776 63
| 30
| 18090
| 776 64
|
31
| 18890
| 776 65
| 32
| 19690
| 776 66
| 33
| 20490
| 777 66
|
34
| 21290
| 777 76
| 35
| 22090
| 777 77
| 36
| 22890
| 877 77
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
& ++0
| 5 4 5 3 4 0 1 2
| & ++0
| 7 6 7 4 6 2 3 3
| & ++0
| 7 7 7 5 7 3 4 5
|
& ++1
| 9 8 9 7 9 4 5 6
| & ++1
| 10 9 10 7 9 5 6 8
| & ++1
| 11 11 11 9 12 6 7 9
|
& ++2
| 13 12 13 10 14 8 9 11
| & ++2
| 14 13 13 11 14 9 10 12
| & ++2
| 15 14 14 13 15 10 11 14
|
& ++3
| 15 15 15 15 16 11 12 15
| & ++3
| 16 16 16 16 16 12 13 17
| & ++3
| 16 16 16 16 16 14 15 18
|
& ++4
| 16 16 16 16 16 16 16 18
| & ++4
| 17 17 17 16 16 16 16 18
| & ++4
| 17 17 17 17 17 16 17 18
|
& ++5
| 18 17 18 17 17 17 17 18
| & ++5
| 18 18 18 18 18 17 17 18
| & ++5
| 19 18 18 18 18 18 18 18
|
|
Requisites:
| Dex 10, Con 10, Chr 20, Class slots 2
| Alignment:
| any
| HD/level:
| & 2d4
| Weapon Prof.:
| & 4+level/2
| To Hit Table:
| & ++Wiz
| Save Table:
| 3xM-U0
| Reference:
| DM
| Groups:
| Concordant (x1)
|
|
|
|
Hold X actions. You may use 1S+1V+1X per segment. You may convert 1X -> 1F.
| Level N (every level): +1X action
| Can use X7 or X14 powers. X7 or X14 powers that modify CL, ML, level, or XP cannot be applied to the Arch-Exacter0 class.
|
|
[PC7] Concordant (x1) Classes Group
X7 Minor Powers (SL=2, Concordant SL=0)
#
| Power
|
1
| Trade 5 of an action type for 1 Quick of that action type.
| 2
| Trade 7 of an action type for 1 Opposing of that action type.
| 3
| Limit of 5 classes
|
4
| -0.25 to XP divisor due to race (minimum 1).
|
|
X7 Major Powers (SL=5, Concordant SL=0)
#
| Power
|
1
| Trade 4 of an action type for 1 Quick of that action type.
| 2
| Trade 6 of an action type for 1 Opposing of that action type.
| 3
| Limit of 6 classes
|
4
| -0.5 to XP divisor due to race (minimum 1).
| 5
| x1.1 hp
| 6
| x1.1 CL
|
|
X7 Grand Powers (SL=8, Concordant SL=0)
#
| Power
|
1
| Trade 3 of an action type for 1 Quick of that action type.
| 2
| Trade 5 of an action type for 1 Opposing of that action type.
| 3
| Limit of 7 classes
|
4
| -0.75 to XP divisor due to race (minimum 1).
| 5
| Considered a x2 being on either attack or defense (change at reset)
| 6
| x1.5 hp
|
7
| x1.5 CL
|
|
[PC7] Concordant (x1) Classes Group
X7 Super Powers (SL=11, Concordant SL=1)
#
| Power
|
1
| You are considered a x2 being.
| 2
| You attack as a x1 being, but defend as a x3 being.
| 3
| You attack as a x3 being, but defend as a x1 being.
|
4
| You can trade 2 of an action type for 1 Quick version of that action type.
| 5
| You can trade 4 of an action type for 1 Opposing version of that action type.
| 6
| x2 hp.
|
7
| x2 CL.
| 8
| Limit of 8 classes.
| 9
| You have a free "H" for purposes of qualifying for classes, kits, and feats.
|
10
| Planar Stable (immune to effects of being on another plane).
| 11
| -1 to XP divisor due to race (minimum 1).
| 12
| Immune to SL 0 to SL ((your level)/3, round down) effects.
|
13
| (your level)*2% iGR; works even in section [X].
| 14
| Immune to one effect in the [C] section.
| 15
| 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).
|
16
| x1.5 ML (Memorization Level) in one class.
|
|
X7 Ultra Powers (SL=14, Concordant SL=4)
#
| Power
|
1
| 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
| 3
| You can trade 3 of an action type for 1 Opposing version of that action type.
|
4
| You may "borrow" actions of any type (assuming you have them).
| 5
| You may "hold" actions of any type (assuming you have them).
| 6
| x10 hp.
|
7
| x3 CL.
| 8
| x2 ML (Memorization Level) in one class.
| 9
| Ignore all forms of XP divisors.
|
|
[PC7] Concordant (x1) Classes Group
X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)
#
| Power
|
1
| 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
| 3
| You can trade 2 of an action type for 1 Opposing version of that action type.
|
4
| x50 hp.
| 5
| x4 CL.
| 6
| x2.5 ML (Memorization Level) in one class.
|
|
X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)
#
| Power
|
1
| 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
| 3
| x200 hp.
|
4
| x5 CL.
| 5
| x3 ML (Memorization Level) in one class.
|
|
X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)
#
| Power
|
1
| 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
| 3
| x1000 hp.
|
4
| x6 CL.
| 5
| x3.5 ML (Memorization Level) in one class.
|
|
[PC7] Concordant (x1) Classes Group
X14 Minor Powers (SL=2, Concordant SL=0)
#
| Power
|
1
| +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL Cml
| 3
| +CCL QZ (Quick Zero) actions
|
|
X14 Major Powers (SL=5, Concordant SL=0)
#
| Power
|
1
| +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL HNCL (for qualifying for classes, kits, etc.)
| 3
| +CCL C actions
|
|
X14 Grand Powers (SL=8, Concordant SL=0)
#
| Power
|
1
| +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL Luck
| 3
| +1 action of any type you already possess (except X, G, Bug, and their variants)
|
|
[PC7] Concordant (x1) Classes Group
X14 Super Powers (SL=11, Concordant SL=1)
#
| Power
|
1
| +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
| 3
| +1 CCL (Concordant Caster Level) in one spell in one class
|
4
| Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
| 5
| Add 2 to HD type per level in one Concordant class (+0d+2)
| 6
| Change "Save" category of your Concordant class to Conc
|
7
| Change "To Hit" category of your Concordant class to Conc
| 8
| +1X action
| 9
| XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
|
|
X14 Ultra Powers (SL=14, Concordant SL=4)
#
| Power
|
1
| +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
| 5
| Add 2 to HD type per level in one Concordant class (+0d+2)
| 6
| Change "Save" category of your Concordant class to 1½xConc
|
7
| Change "To Hit" category of your Concordant class to 1½xConc
| 8
| +1QX action
| 9
| XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
|
|
X14 V [Ultra+1] Powers (SL=17, Concordant SL=7)
#
| Power
|
1
| +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Duplicate the effects of one Psi7 power (Ultra or lower)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
| 5
| Add 1 to number of HD per level in one Concordant class (+1d+0)
| 6
| Change "Save" category of your Concordant class to 2xConc
|
7
| Change "To Hit" category of your Concordant class to 2xConc
| 8
| +1QQX action
| 9
| iunXR 5*CCL%
|
|
[PC7] Concordant (x1) Classes Group
X14 W [Ultra+2] Powers (SL=20, Concordant SL=10)
#
| Power
|
1
| +40% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Duplicate the effects of one Psi7 power (V or lower)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
| 5
| Add 1 to number of HD per level in one Concordant class (+1d+0)
| 6
| +1QQQX action
|
|
X14 X [Ultra+3] Powers (SL=23, Concordant SL=13)
#
| Power
|
1
| +50% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Replace a Concordant spell progression with another Concordant class's progression
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) in one class
| 5
| Add an extra stat bonus to hp per HD in one class (even if that class can't get a stat bonus)
| 6
| +1QQQQX action
|
|
[PC7] Concordant (x1) Classes Group
Exhilarator
Level
| KXP
| Exhil Sim Esc 357 9 [1] [1]
| TH
|
1
| 0
| 1-- - [-] [-]
| +0
| 2
| 4.5
| 2-- - [-] [-]
| +1
| 3
| 9
| 3-- - [-] [-]
| +1
|
4
| 18
| 4-- - [-] [-]
| +2
| 5
| 36
| 41- - [-] [-]
| +3
| 6
| 72
| 42- - [-] [-]
| +3
|
7
| 144
| 43- - [-] [-]
| +4
| 8
| 288
| 44- - [-] [-]
| +5
| 9
| 500
| 441 - [-] [-]
| +5
|
10
| 900
| 442 - [-] [-]
| +6
| 11
| 1350
| 443 - [-] [-]
| +7
| 12
| 1800
| 444 - [-] [-]
| +7
|
13
| 2250
| 444 1 [-] [-]
| +8
| 14
| 2700
| 444 2 [-] [-]
| +9
| 15
| 3150
| 444 3 [-] [-]
| +9
|
16
| 3600
| 444 4 [-] [-]
| +10
| 17
| 4050
| 544 4 [-] [-]
| +11
| 18
| 4500
| 554 4 [-] [-]
| +11
|
19
| 4950
| 555 4 [-] [-]
| +12
| 20
| 5400
| 555 5 [-] [-]
| +13
| 21
| 5850
| 655 5 [-] [-]
| +13
|
22
| 6300
| 665 5 [-] [-]
| +14
| 23
| 6750
| 666 5 [-] [-]
| +15
| 24
| 7200
| 666 5 [1] [-]
| +15
|
25
| 7650
| 666 6 [1] [-]
| +16
| 26
| 8100
| 666 6 [2] [-]
| +17
| 27
| 8550
| 766 6 [2] [-]
| +17
|
28
| 9000
| 766 6 [3] [-]
| +18
| 29
| 9450
| 776 6 [3] [-]
| +19
| 30
| 9900
| 776 6 [3] [1]
| +19
|
31
| 10350
| 776 6 [4] [1]
| +20
| 32
| 10800
| 777 6 [4] [1]
| +21
| 33
| 11250
| 777 6 [4] [2]
| +21
|
34
| 11700
| 777 6 [5] [2]
| +22
| 35
| 12150
| 777 7 [5] [2]
| +23
| 36
| 12600
| 777 7 [51][3]
| +23
|
37
| 25200
| 777 7 [51][31]
| +24
| 38
| 37800
| 777 7 [52][31]
| +25
| 39
| 50400
| 777 7 [52][32]
| +25
|
45
| 126000
| 777 7 [65][65]
| +30
| 54
| 239400
| 888 7 [77][77]
| +36
| 63
| 352800
| 999 9 [88][88]
| +42
|
72
| 466200
| AAA A [991][99]
| +48
|
|
Requisites:
| Int 28, Chr 23,
|
| Class Slots 3
| Alignment:
| any
| HD/level:
| 2d4
| Weapon Prof.:
| 0+level
| Reference:
| DM {Reduced Simulator / Exhilarator}
| Groups:
| Concordant (x1), Technology
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level*5 (++level)
| Fort:
| level*5 (++level)
| RSW:
| level*5 (++level)
| Reflex:
| level*5 (++level)
| PP:
| level*5 (++level)
| Will:
| level*5 (++level)
| BW:
| level*5 (++level)
| Spell:
| level*5 (++level)
|
|
Gets Super Barbarian Int bonus.
| This class deals with experimentation in positive (beneficial) status effect flags, sometimes creating them from nothing.
| This is the reduced form of two different x2 Concordant classes: Simulator and Escalator.
| The saves are 5*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Level 1 ¶: 1M, 1/t: Anti-Sporacle Self: This gives a random Positive (Beneficial) [C] section effect. You may have only one of these on yourself at a time; you must lower your existing one to use this power again. The DM will allow you to "spam" this ability 3 times before the game begins, and you can choose one. So you know, the table being used by the DM is the Defender Psionicist table, with SL=(LVL+1)*2/3.
| Level 9 ¶: When casting a spell, you may roll 1d100. If it is SL*5 or below, you Twilight for 1dSL segments. You may still use M actions normally while Twilighting (but not P or V). You get +1 extra RTwilightM to use during this time (you get one of these per Twilight, not per segment). This action may used in addition to your 1M in one of the segments.
| Level 18 ¶: When Twilighting, you get another +1RTwilightM action.
| Level 18 ¶: You may use M and TwilightM actions normally while your Head is Blown Off, while being Ego Dominated, or while being affected by a Lich Potion and going up the Funnel.
| Level 24 Note: Your "CCL" is your CL-23 for Simulator and CL-29 for Escalator.
|
|
[PC7] Concordant (x1) Classes Group
Exhilarator Spells
SL
| #
| Spell (1M action to use unless noted; cannot be material componented)
|
3
| 1
| Fly at CL*3" (B) (1 target per casting; 1 hour)
| 3
| 2
| Inertial Barrier (self only; 1 turn)
| 3
| 3
| CL A action Haste (party; 1 turn)
|
3
| 4
| Free Action (1 target per casting; CL turns)
| 3
| 5
| 10F, 1/d: Clone (self only)
| 3
| 6
| Sporacle a group (RSW save). You may request the roll be from the 100 "bizarro" [C] section flags.
|
5
| 1
| Displaced: Get CL/3 instances of Displacement (self only)
| 5
| 2
| Dust of Disappearance (self only)
| 5
| 3
| Hold Life (1 target per casting; 1 turn): Immune to XP/Stat Drain; Immune Aging
|
5
| 4
| True Sight (1 target per casting; 1 hour)
| 5
| 5
| Mind Bar (1 target per casting; 1 turn): Immune Ench/Charm, Magic Jar, Domination, Invis., Psionic Blast
| 5
| 6
| Tenser's Transformation (self only; 1 turn)
|
7
| 1
| 1V or 1M: Copy a flag on yourself (such as Dust of Disappearance) to someone else in your group.
| 7
| 2
| Protection from Death (self only; 1 hour): Immune to slain and Slain
| 7
| 3
| Phoenix Sanctuary (self only; 1 turn): You take half damage from combat and all effects
|
7
| 4
| Time/Reality Stability (1 target per casting; 1 day)
| 7
| 5
| Contingency for an Exhilarator spell.
| 7
| 6
| Sporacle a group (no save; TechR to resist). You may request the roll be from the 100 "bizarro" [C] section flags.
|
9
| 1
| Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
| 9
| 2
| You can convert 1TwilightM -> 1H action.
| 9
| 3
| Planar Displacement (self only)
|
9
| 4
| Fall Short (self only): All effects with finite range cannot affect you for 1t
| 9
| 5
| Immune Matter (self only)
| 9
| 6
| Immune Energy (self only)
|
Simulator 1 (11)
| 1
| +CCL to the TechF and MF in your group.
| Simulator 1 (11)
| 2
| 5X, 1/reset: Duplicate any item (like a Duplicator Cloak; x1 or non-unique x2 items only; 1 item at a time per spell slot)
| Simulator 1 (11)
| 3
| 1X: Summon a DL=10+CCL monster that you comprehend.
|
Simulator 1 (11)
| 4
| 10X, 1/reset: Create a x2 artifact that does not suck, which lasts for the day (and cannot be sold). You may alternatively maintain the item from yesterday.
| Simulator 1 (11)
| 5
| Lose all of your actions for the rest of the round: Fork that works (even on opponent's effect)
| Simulator 1 (11)
| 6
| Wishoid for an X21 Super; your CCL with it is your CCL-2 (minimum 1). May run only one of these at a time.
|
Escalator 1 (11)
| 1
| Lady's Smile (self only; continuous; not "deep")
| Escalator 1 (11)
| 2
| Anti-Dispel Magic Shell (self only; 1 turn)
| Escalator 1 (11)
| 3
| ½X, may cast more than once for different effects: x2 Special on the room: Everyone in the room gets (choose one): xx2 hp, dmg (all), dmg (combat), dmg (spells), dmg (psionics), AC, saves, CL, BlahR, BlahR evasion, summons, or attacks.
|
Escalator 1 (11)
| 4
| 1X, 1/h: Increase or Decrease the current DL rating of the dungeon by 1. (Can do this only once per dungeon level.)
| Escalator 1 (11)
| 5
| 1X: Radiate (the next effect you do will hit every possible target it can; up to a max of CCL+1 groups)
| Escalator 1 (11)
| 6
| Wishoid for an X4 Super (xx2.5 effect with one thing you believe in). May run only one of these at a time.
|
|
[PC7] Concordant (x1) Classes Group
Fallen Angel5
Level
| KXP
| Pri Fallen 123 456 789
|
1
| 6 (owe)
| 1-- --- ---
| 2
| 9
| 2-- --- ---
| 3
| 12
| 21- --- ---
|
4
| 18
| 22- --- ---
| 5
| 30
| 221 --- ---
| 6
| 54
| 222 --- ---
|
7
| 102
| 322 1-- ---
| 8
| 198
| 332 2-- ---
| 9
| 294
| 333 21- ---
|
10
| 486
| 333 32- ---
| 11
| 678
| 433 321 ---
| 12
| 900
| 444 321 ---
|
13
| 1130
| 444 322 ---
| 14
| 1360
| 444 432 ---
| 15
| 1590
| 544 432 1--
|
16
| 1820
| 555 432 2--
| 17
| 2050
| 655 443 2--
| 18
| 2280
| 655 443 21-
|
19
| 2510
| 655 543 22-
| 20
| 2740
| 655 544 32-
| 21
| 2970
| 655 544 321
|
22
| 3200
| 665 554 322
| 23
| 3430
| 666 654 332
| 24
| 3660
| 776 655 432
|
25
| 3890
| 776 655 443
| 26
| 4120
| 777 665 543
| 27
| 4350
| 777 665 554
|
28
| 4580
| 887 666 654
| 29
| 4810
| 887 776 655
| 30
| 5040
| 888 777 665
|
31
| 5270
| 888 777 766
| 32
| 5500
| 988 887 776
| 33
| 5730
| 999 888 777
|
34
| 5960
| 999 988 887
| 35
| 6190
| 999 999 888
| 36
| 6420
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+4
| 1 1 1 1 1 1 1 1
| +5
| 1 1 1 1 1 1 1 1
| +6
| 2 2 2 2 2 2 2 2
|
+7
| 2 2 2 2 2 2 2 2
| +8
| 3 3 3 3 3 3 3 3
| +9
| 3 3 3 3 3 3 3 3
|
+10
| 4 4 4 4 4 4 4 4
| +11
| 4 4 4 4 4 4 4 4
| +12
| 5 5 5 5 5 5 5 5
|
+13
| 5 5 5 5 5 5 5 5
| +14
| 6 6 6 6 6 6 6 6
| +15
| 6 6 6 6 6 6 6 6
|
+16
| 7 7 7 7 7 7 7 7
| +17
| 7 7 7 7 7 7 7 7
| +18
| 8 8 8 8 8 8 8 8
|
+19
| 8 8 8 8 8 8 8 8
| +20
| 9 9 9 9 9 9 9 9
| +21
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Str 12, Dex 14, Con 19, Int 12, Chr 6
| Alignment:
| LE
| HD/level:
| & ++++d6
| Weapon Prof.:
| 6+/3
| To Hit Table:
| Mon +3 levels
| Save Table:
| Mon +1 level
| Reference:
| DM
| Groups:
| Priest, Concordant (x1), Mirror
|
|
| Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
| Doesn't get a stat bonus to progression.
| Can weapon specialize using Non-War column.
|
| "rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
|
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Flying LVL*3/2+8" (C)
| B
| 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
| C
| 1V: Summon an evil DL 1d4 Outer planar creature
| D
| 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
| E
| SR 6*LVL
|
Level 4:
| Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
|
Level 5-7:
| F
| 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
| G
| 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
| H
| 1V: Summon an evil DL 1d6+2 Outer planar creature
| I
| Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
| J
| iER LVL*10%
|
Level 8:
| Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
|
Level 9-12:
| K
| 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
| L
| 1F: Unholy Bolt
| M
| 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
| N
| Pick a Sphere. Can cast Priest spells of that Sphere.
| O
| iGoodR LVL*5% (Resistance vs. Good aligned beings)
|
Level 13:
| Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
|
|
[PC7] Concordant (x1) Classes Group
Fallen Angel5 Spells
SL
| #
| Spell
| Spheres
| Effect
|
1
| 1
| Cause Fear
| Death, Fear
| One creature of 5 HD or less flees for 1d4 rounds.
| 1
| 2
| Disguise Self
| Secrets, Thievery
| Changes your appearance.
| 1
| 3
| Inflict Light Wounds
| Destruction, Disease
| Touch deals 1d8 damage +1/level (max +5).
|
1
| 4
| Obscuring Mist
| Darkness, Sea, Sky
| Fog surrounds you.
| 1
| 5
| Protection from Good
| Evil
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| 1
| 6
| Shield of Faith
| Revenge
| Aura grants +2 or higher deflection bonus.
|
2
| 1
| Bear's Endurance
| Labour, Revenge, Stoicism
| Subject gains +4 to Con for 1 min./level.
| 2
| 2
| Blindness/Deafness
| Darkness
| Makes subject blinded or confused.
| 2
| 3
| Death Knell
| Death
| Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
|
2
| 4
| Desecrate
| Evil
| Fills area with negative energy making undead stronger.
| 2
| 5
| Inflict Moderate Wounds
| Disease
| Touch attack, 1d8 damage +1/level (max +10).
| 2
| 6
| Invisibility
| Entropy, Thievery
| Subject invisible 1 min./level or until it attacks.
|
2
| 7
| Mirror Image
| Secrets
| Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
| 2
| 8
| Scare
| Fear
| Panics creatures of less than 6 HD.
| 2
| 9
| Shatter
| Chaos, Destruction
| Sonic vibration damages objects or crystalline creatures.
|
3
| 1
| Animate Dead
| Death
| Creates undead skeletons and zombies.
| 3
| 2
| Contagion
| Destruction, Disease
| Affect subjects with chosen disease.
| 3
| 3
| Deeper Darkness
| Darkness
| Object sheds supernatural shadow in 60 ft. radius.
|
3
| 4
| Fear
| Fear
| Subjects within cone flee for 1 round/level.
| 3
| 5
| Magic Circle against Good
| Evil
| As protection spells, but 10 ft. radius and 10 min./level.
| 3
| 6
| Nondetection
| Secrets, Thievery
| Hides subject from divination, scrying.
|
3
| 7
| Speak with Dead
| Revenge, Wisdom
| Corpse answers one question/two levels.
| 4
| 1
| Black Tentacles
| Darkness
| Tentacles grapple all within 15 ft. spread.
| 4
| 2
| Confusion
| Madness, Thievery
| Subjects behave oddly for 1 round/level.
|
4
| 3
| Crushing Despair
| Fear
| Subjects take -2 on attack rolls, damage rolls and save checks.
| 4
| 4
| Death Ward
| Death, Fertility
| Grants immunity to death spells and negative energy effects.
| 4
| 5
| Fire Shield
| Revenge, Sun
| Creatures attacking you take fire damage while you are protected against cold.
|
4
| 6
| Inflict Critical Wonds
| Destruction
| Touch attack, 4d8 damage +1/level (max 20).
| 4
| 7
| Invisibility, Greater
| Secrets
| As invisibility, but subject can attack and stay invisible.
| 4
| 8
| Unholy Blight
| Evil
| Damages and sickens good creatures.
|
4
| 9
| Waves of Fatigue
| Disease
| Several targets become fatigued.
| 5
| 1
| Dispel Good
| Evil
| +4 bonus against attacks by good creatures.
| 5
| 2
| False Vision
| Secrets, Thievery
| Fools scrying with an illusion.
|
5
| 3
| Inflict Light Wounds, Mass
| Destruction
| Deals 1d8 damage +1/level to many creatures.
| 5
| 4
| Insect Plague
| Disease
| Locust swarms attack creatures
| 5
| 5
| Mark of Justice
| Revenge
| Designates action that will trigger curse on subject.
|
5
| 6
| Nightmare
| Darkness, Fear
| Sends vision dealing 1d10 damage, fatigue.
| 5
| 7
| Slay Living
| Death
| Touch attack kills subject.
| 6
| 1
| Banishment
| Revenge
| Banishes 2 HD/level of extraplanar creatures.
|
6
| 2
| Create Undead
| Death, Evil
| Create ghouls, ghasts, mummies or mohrgs.
| 6
| 3
| Harm
| Destruction, Disease
| Deals 10 points/level damage to target.
| 6
| 4
| Mislead
| Luck, Secrets, Thievery
| Turns you invisible and creates illusory double.
|
6
| 5
| Shadow Walk
| Darkness, Travel
| Step into shadows to travel rapidly.
| 6
| 6
| Symbol of Fear
| Fear
| Triggered rune panics nearby creatures.
| 7
| 1
| Blasphemy
| Evil
| Kills, paralyzes, weakens, or dazes nonevil subjects.
|
7
| 2
| Destruction
| Death
| Kills subject and destroys remains.
| 7
| 3
| Disintegrate
| Destruction
| Makes one creature or object vanish.
| 7
| 4
| Eyebite
| Fear
| Target becomes panicked, sickened and comatose.
|
7
| 5
| Power Word Blind
| Darkness, Love, War
| Blinds creature with 200 hp or less.
| 7
| 6
| Screen
| Secrets, Thievery
| Illusion hides area from vision, scrying.
| 7
| 7
| Spell Turning
| Luck, Magic, Revenge, Stoicism
| Reflect 1d4+6 spell levels back at the caster.
|
7
| 8
| Waves of Exhaustion
| Disease, Entropy
| Several targets become exhausted.
| 8
| 1
| Create Greater Undead
| Darkness, Death
| Create shadows, wraiths, spectres or devourers.
| 8
| 2
| Discern Location
| Knowledge, Revenge
| Reveals exact location of creature or object.
|
8
| 3
| Earthquake
| Destruction
| Intense tremor shakes 5-ft./level radius.
| 8
| 4
| Horrid Wilting
| Disease, Entropy, Sea
| Deals 1d6/level damage within 30 ft.
| 8
| 5
| Mind Blank
| Secrets, Stoicism
| Subject is immune to mental/emotional magic and scrying.
|
8
| 6
| Polymorph Any Object
| Thievery
| Changes any subject into anything else.
| 8
| 7
| Trap the Soul
| Fear, Wealth
| Imprisons subject within gem.
| 8
| 8
| Unholy Aura
| Evil
| +4 to AC, +4 resistance, SR 25 against good spells.
|
9
| 1
| Energy Drain
| Disease
| Subject gains 2d4 negative levels.
| 9
| 2
| Implosion
| Destruction
| Kills one creature/round.
| 9
| 3
| Imprisonment
| Secrets
| Entombs subject beneath the earth.
|
9
| 4
| Power Word Kill
| Darkness, War
| Kills creatures with 100 hp or less.
| 9
| 5
| Storm of Vengeance
| Revenge, Thunder
| Storm rains acid, lightning and hail.
| 9
| 6
| Summon Monster IX
| Chaos, Evil, Good, Labour, Law
| Calls extraplanar creatures to fight for you.
|
9
| 7
| Time Stop
| Thievery, Time
| You act freely for 1d4+1 rounds.
| 9
| 8
| Wail of the Banshee
| Death, Entropy
| Kills one creatre/level.
| 9
| 9
| Weird
| Fear, Madness
| As phantasmal killer, but affecst all within 30 ft.
|
10
| 1
| Damnation
| Evil
| Send your foe to hell.
| 10
| 2
| Eclipse
| Darkness
| A solar eclipse follows you.
| 10
| 3
| Hellball
| Evil
| You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
|
10
| 4
| Lord of Nightmares
| Fear
| You are possessed by a dream larva for 20 rounds and take 12d6 damage.
| 10
| 5
| Pestilence
| Disease
| Inflict slimy doom on all creatures and plants within a half mile diameter area.
| 10
| 6
| Tempest of Vengeance
| Revenge, Thunder
| Tempest rains acid, lightning and hail.
|
|
[PC7] Concordant (x1) Classes Group
Giant Robot8
Level
| KXP
| Psi8 GRobot Vill mMG SU 123 45 [1]
|
1
| 0
| 1-- -- 1-- -- [-]
| 2
| 8
| 2-- -- 2-- -- [-]
| 3
| 16
| 3-- -- 3-- -- [-]
|
4
| 32
| 41- -- 31- -- [-]
| 5
| 64
| 51- -- 32- -- [-]
| 6
| 128
| 62- -- 42- -- [-]
|
7
| 256
| 72- -- 421 -- [-]
| 8
| 512
| 831 -- 431 -- [-]
| 9
| 1024
| 931 -- 432 -- [-]
|
10
| 1536
| A41 -- 432 1- [-]
| 11
| 2048
| B42 -- 542 1- [-]
| 12
| 2560
| C52 -- 543 2- [-]
|
13
| 3072
| D52 -- 543 21 [-]
| 14
| 3584
| E63 -- 543 22 [-]
| 15
| 4096
| F63 -- 543 32 [-]
|
16
| 4608
| G73 1- 543 33 [-]
| 17
| 5120
| H74 1- 544 33 [-]
| 18
| 5632
| I84 1- 544 43 [-]
|
19
| 6144
| J84 1- 544 44 [-]
| 20
| 6656
| K95 2- 554 44 [-]
| 21
| 7168
| L95 2- 555 44 [-]
|
22
| 7680
| MA5 2- 555 54 [-]
| 23
| 8192
| NA6 2- 555 55 [-]
| 24
| 8704
| OB6 3- 655 55 [-]
|
25
| 9216
| PB6 3- 665 55 [-]
| 26
| 9728
| QC7 3- 666 55 [-]
| 27
| 10240
| RC7 3- 666 65 [1]
|
28
| 10752
| SD7 4- 666 66 [1]
| 29
| 11264
| TD8 4- 766 66 [2]
| 30
| 11776
| UE8 4- 776 66 [2]
|
31
| 12288
| VE8 4- 777 66 [3]
| 32
| 12800
| WF9 51 777 76 [3]
| 33
| 13312
| XF9 51 777 77 [4]
|
34
| 13824
| YG9 51 877 77 [4]
| 35
| 14336
| ZGA 51 887 77 [5]
| 36
| 14848
| [GA 51 888 77 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 1 1 1 1 1 1 1 1
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 4 4 4 4 4 4 4 4
| +5
| 5 5 5 5 5 5 5 5
| +6
| 6 6 6 6 6 6 6 6
|
+7
| 7 7 7 7 7 7 7 7
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
+10
| 10 10 10 10 10 10 10 10
| +11
| 11 11 11 11 11 11 11 11
| +12
| 12 12 12 12 12 12 12 12
|
+13
| 13 13 13 13 13 13 13 13
| +14
| 14 14 14 14 14 14 14 14
| +15
| 15 15 15 15 15 15 15 15
|
+16
| 16 16 16 16 16 16 16 16
| +17
| 17 17 17 17 17 17 17 17
| +18
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 19, Con 17
| Alignment:
| any
| HD/level:
| 4d8 (no Con bonus)
| Weapon Prof.:
| 8+level/2
| To Hit Table:
| Mon
| Save Table:
| 2xMon
| Reference:
| MTG {Reduced Villain}
| Groups:
| Monster, Concordant (x1), Technology
|
|
|
|
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
| See [Q8] for Psi8 rules and powers.
| Can manipulate an object with TechF equal to your level or less.
| Level 1: +1 Technological proficiency slot per level (see [P8.8]).
| Level 1: +1 size.
| Level 9: +1 size.
| Level 18: +1 size.
| Level 27: +1 size.
| Level 36: +1 size.
|
| Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)
|
|
[PC7] Concordant (x1) Classes Group
Giant Robot8 Spells
Level
| #
| Spell
|
1
| 1
| 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
| 1
| 2
| MPIRR 5*LVL%
| 1
| 3
| +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
|
1
| 4
| Resist all Elements
| 1
| 5
| Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
| 1
| 6
| Resist Action/Memory/Ability Stealing
|
2
| 1
| ER 5*LVL%
| 2
| 2
| 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
| 2
| 3
| Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
|
2
| 4
| All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
| 2
| 5
| +1 minor in a psionic progression you have.
| 2
| 6
| +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
|
3
| 1
| 1M: Hypnotize a group (Will save)
| 3
| 2
| 0, 1/t: Reroll a die roll
| 3
| 3
| 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
|
3
| 4
| Resist all Eelements and Unusual Materials
| 3
| 5
| +LVL C Actions
| 3
| 6
| You get +1 segment per round (starting at segment 11).
|
4
| 1
| Your summons can't be targetted.
| 4
| 2
| 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| 4
| 3
| You can convert 1M -> 1QM only for psionic powers.
|
4
| 4
| +1 Bug action. (1QQS or 1OppS only for technological effects)
| 4
| 5
| 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
| 4
| 6
| 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
|
5
| 1
| You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
| 5
| 2
| You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
| 5
| 3
| 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
|
5
| 4
| AllR 5*LVL%
| 5
| 5
| 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
| 5
| 6
| You have and may use 2Z actions per half-segment.
|
Villain 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
|
[PC7] Concordant (x1) Classes Group
Henchman
Level
| KXP
| Hench. Villain 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 6.5
| 2-- -- [-]
| 3
| 13
| 3-- -- [-]
|
4
| 26
| 31- -- [-]
| 5
| 52
| 32- -- [-]
| 6
| 104
| 42- -- [-]
|
7
| 208
| 421 -- [-]
| 8
| 416
| 431 -- [-]
| 9
| 825
| 432 -- [-]
|
10
| 1650
| 432 1- [-]
| 11
| 3300
| 542 1- [-]
| 12
| 3800
| 543 2- [-]
|
13
| 4300
| 543 21 [-]
| 14
| 4800
| 543 22 [-]
| 15
| 5300
| 543 32 [-]
|
16
| 5800
| 543 33 [-]
| 17
| 6300
| 544 33 [-]
| 18
| 6800
| 544 43 [-]
|
19
| 7300
| 544 44 [-]
| 20
| 7800
| 554 44 [-]
| 21
| 8300
| 555 44 [-]
|
22
| 8800
| 555 54 [-]
| 23
| 9300
| 555 55 [-]
| 24
| 9800
| 655 55 [-]
|
25
| 10300
| 665 55 [-]
| 26
| 10800
| 666 55 [-]
| 27
| 11300
| 666 65 [1]
|
28
| 11800
| 666 66 [1]
| 29
| 12300
| 766 66 [2]
| 30
| 12800
| 776 66 [2]
|
31
| 13300
| 777 66 [3]
| 32
| 13800
| 777 76 [3]
| 33
| 14300
| 777 77 [4]
|
34
| 14800
| 877 77 [4]
| 35
| 15300
| 887 77 [5]
| 36
| 15800
| 888 77 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 0 0 0 0 0 0 0 0
| +2
| 1 1 1 1 1 1 1 1
| +3
| 1 1 1 1 1 1 1 1
|
+4
| 2 2 2 2 2 2 2 2
| +5
| 2 2 2 2 2 2 2 2
| +6
| 3 3 3 3 3 3 3 3
|
+7
| 3 3 3 3 3 3 3 3
| +8
| 4 4 4 4 4 4 4 4
| +9
| 4 4 4 4 4 4 4 4
|
+10
| 5 5 5 5 5 5 5 5
| +11
| 5 5 5 5 5 5 5 5
| +12
| 6 6 6 6 6 6 6 6
|
+13
| 6 6 6 6 6 6 6 6
| +14
| 7 7 7 7 7 7 7 7
| +15
| 7 7 7 7 7 7 7 7
|
+16
| 8 8 8 8 8 8 8 8
| +17
| 8 8 8 8 8 8 8 8
| +18
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Dex 19, Int 17
| Alignment:
| any E
| HD/level:
| 3d6 (no Con bonus)
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| Mon
| Save Table:
| Mon
| Reference:
| MTG {Reduced Villain}
| Groups:
| Wizard, Concordant (x1)
|
|
|
|
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
|
|
[PC7] Concordant (x1) Classes Group
Henchman Spells
Level
| #
| Spell
|
1
| 1
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| 1
| 2
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
| 1
| 3
| 1M: Monster Summoning (CL+1)/2
|
1
| 4
| You adjust all BlahR by -5*level%
| 1
| 5
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| 1
| 6
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
|
1
| 7
| You ignore one level of Resist Hold/Stun/Para. on other people
| 1
| 8
| You ignore one level of Resist Action/Memory/Other Stealing on other people
| 1
| 9
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
|
1
| 10
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| 1
| 11
| 1bF: Counter a counterspell effect.
| 1
| 12
| You can have two summons (same group).
|
2
| 1
| 1V: Twist (Remove an effect on a person)
| 2
| 2
| 1P, 1/d: Slay someone with the Sidekick class (PPD save)
| 2
| 3
| 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
|
2
| 4
| 1M, 1/r: Causeall one target.
| 2
| 5
| Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
| 2
| 6
| Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
|
2
| 7
| All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
| 2
| 8
| +1 minor in a psionic progression you have.
| 2
| 9
| 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
|
2
| 10
| 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
| 2
| 11
| 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
| 2
| 12
| May wear two suits of armor, your AT sources fully stack
|
3
| 1
| You can have three summons (same group).
| 3
| 2
| You can have one familiar. This spell does the "Find Familiar" effect when you take it.
| 3
| 3
| 1M: Fascinate a group (Will save)
|
3
| 4
| 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
| 3
| 5
| 1M, 1/d: Set (reverse Reset) one target.
| 3
| 6
| You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
|
3
| 7
| 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
| 3
| 8
| 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| 3
| 9
| 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
|
3
| 10
| 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
| 3
| 11
| Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
| 3
| 12
| 1F, 1/d: Multiply an effect you do by x1+LVL/10.
|
4
| 1
| 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
| 4
| 2
| You can't be targetted until your summons are destroyed.
| 4
| 3
| 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
|
4
| 4
| Pick a spell you have. It costs ½M to use.
| 4
| 5
| Pick a psionic power you have. It costs ½M to use.
| 4
| 6
| Pick an innate ability you have. It costs ½M to use.
|
4
| 7
| 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| 4
| 8
| +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
| 4
| 9
| 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
|
4
| 10
| 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
| 4
| 11
| -1 actions of all types to everyone in the room (x1 Special)
| 4
| 12
| 1F, 1/d: +1 to your multiplier for 1 round
|
5
| 1
| You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
| 5
| 2
| You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
| 5
| 3
| 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
|
5
| 4
| You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
| 5
| 5
| 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
| 5
| 6
| 1F: Charm or Dominate target x0 or x1 creature (save)
|
5
| 7
| You adjust all AllR by -5*level% (this stacks with the lower level version of this)
| 5
| 8
| 1V, 1/d: Ignore an Immunity to something.
| 5
| 9
| 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
|
5
| 10
| 1M: All x1 and lower effects on one target are dispelled.
| 5
| 11
| Lockdown X actions continuous in your group
| 5
| 12
| 1V, LVL/d: You ignore one level of Resist to something
|
Villain 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
|
[PC7] Concordant (x1) Classes Group
Infinite Rogue
Level
| KXP
| Spells
| TH
|
1
| 0
| (none)
| +1
| 2
| 6
| (none)
| +1
| 3
| 12
| (none)
| +1
|
4
| 24
| (none)
| +2
| 5
| 48
| (none)
| +3
| 6
| 100
| (none)
| +3
|
7
| 200
| (none)
| +3
| 8
| 400
| (none)
| +4
| 9
| 800
| (none)
| +5
|
10
| 1400
| (none)
| +5
| 11
| 2000
| (none)
| +5
| 12
| 2600
| (none)
| +6
|
13
| 3200
| (none)
| +7
| 14
| 3800
| (none)
| +7
| 15
| 4400
| (none)
| +7
|
16
| 5000
| (none)
| +8
| 17
| 5600
| (none)
| +9
| 18
| 6200
| (none)
| +9
|
19
| 6800
| (none)
| +9
| 20
| 7400
| (none)
| +10
| 21
| 8000
| (none)
| +11
|
22
| 8600
| (none)
| +11
| 23
| 9200
| (none)
| +11
| 24
| 9800
| (none)
| +12
|
25
| 10400
| (none)
| +13
| 26
| 11000
| (none)
| +13
| 27
| 11600
| (none)
| +13
|
28
| 12200
| (none)
| +14
| 29
| 12800
| (none)
| +15
| 30
| 13400
| (none)
| +15
|
31
| 14000
| (none)
| +15
| 32
| 14600
| (none)
| +16
| 33
| 15200
| (none)
| +17
|
34
| 15800
| (none)
| +17
| 35
| 16400
| (none)
| +17
| 36
| 17000
| (none)
| +18
|
37
| 34000
| (none)
| +19
| 38
| 51000
| (none)
| +19
| 39
| 68000
| (none)
| +19
|
45
| 170000
| (none)
| +23
| 54
| 323000
| (none)
| +27
| 63
| 476000
| (none)
| +32
|
72
| 629000
| (none)
| +36
|
|
Requisites:
| Dex 45
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Reference:
| DM
| Groups:
| Rogue, Concordant (x1)
| Complexity:
| CF=5
|
|
| Saving Throws:
|
| PPD:
| 5+level
| RSW:
| 4+level
| PP:
| 5+level
| BW:
| 2+level
| Spell:
| 3+level
| Fort:
| 0+level
| Reflex:
| 12+level
| Will:
| 0+level
|
|
|
Has "infinite" Rogue points. Certain abilities may be limited to a finite amount, due to Multiverse Project limits.
| Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
|
|
[PC7] Concordant (x1) Classes Group
Instantaneous Chaining Wizard
Level
| KXP
| Wizard 123 456 789 A
|
1
| 0
| ½c- --- --- -
| 2
| 7
| 10e --- --- -
| 3
| 14
| 2½c g-- --- -
|
4
| 28
| 310 ei- --- -
| 5
| 56
| 42½ cgk --- -
| 6
| 112
| 531 0ei m-- -
|
7
| 168
| 642 ½cg ko- -
| 8
| 252
| 753 10e imq -
| 9
| 378
| 864 2½c gko -
|
10
| 700
| 975 310 eim -
| 11
| 1050
| 986 42½ cgk -
| 12
| 2100
| 997 531 0ei -
|
13
| 3150
| 998 642 ½cg z
| 14
| 4200
| 999 753 10e x
| 15
| 5250
| 999 864 2½c v
|
16
| 6300
| 999 975 310 t
| 17
| 7350
| A99 986 42½ r
| 18
| 8400
| A99 997 531 p
|
19
| 9450
| AA9 998 642 n
| 20
| 10500
| AA9 999 753 l
| 21
| 11550
| AAA 999 864 j
|
22
| 12600
| AAA 999 975 h
| 23
| 13650
| AAA A99 986 f
| 24
| 14700
| BAA A99 997 d
|
25
| 15750
| BAA AA9 998 b
| 26
| 16800
| BBA AA9 999 ½
| 27
| 17850
| BBA AAA 999 1
|
28
| 18900
| BBB AAA 999 2
| 29
| 19950
| BBB AAA A99 3
| 30
| 21000
| BBB BAA A99 4
|
31
| 22050
| CBB BAA AA9 5
| 32
| 23100
| CBB BBA AA9 6
| 33
| 24150
| CCB BBA AAA 7
|
34
| 25200
| CCB BBB AAA 8
| 35
| 26250
| CCC BBB AAA 9
| 36
| 27300
| CCC BBB BAA 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 4 7 5 3 7 0 1 1
| -1
| 4 8 6 4 7 1 2 2
| -1
| 5 9 7 5 8 2 3 3
|
+0
| 6 10 7 6 9 2 3 4
| +0
| 6 11 8 6 10 3 4 5
| +0
| 7 12 9 7 11 4 5 6
|
+0
| 7 13 10 8 11 5 6 7
| +0
| 8 13 11 9 12 6 7 8
| +0
| 9 14 11 10 13 6 7 9
|
+0
| 9 15 12 10 14 7 8 10
| +0
| 10 15 13 11 15 8 9 11
| +0
| 11 16 13 12 15 9 10 12
|
+0
| 12 16 14 13 15 10 11 13
| +0
| 12 16 14 14 16 10 11 14
| +0
| 13 16 15 14 16 11 12 15
|
+1
| 14 16 15 15 16 12 13 16
| +1
| 15 17 16 16 16 13 14 17
| +1
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Dex 20, Int 35, Wis 20
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 1+level/8
| To Hit Table:
| ¼xWiz
| Save Table:
| 2xWiz
| Reference:
| DM {Planeshifted Quick Chaining Wizard}
| Groups:
| Wizard, Concordant (x1)
|
|
|
|
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
| Int bonus to spell progression.
| This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½IM back.
| DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
| Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
| Level 3: You can convert 1IM -> 1IV action, as often as you like.
| Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
| Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
| Level 9: +LVL-8 IZ actions.
| Level 9: 1F, 1/reset: Reset Self (Artificial of course).
| Level 21: 1F, 1/reset: Step Out of It.
| Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
| Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
|
| New spell:
| Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
|
| MTG Red spells from Red Wizard class:
| Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
| False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
| Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
| Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
| Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
| Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
|
| Old MTG Red spells from Wizard of the Coast class (you can use these):
| Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
| Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
| Fervor (SL=3): You and your summons are not summoning sick.
| AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
| Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
| Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
| Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)
|
|
[PC7] Concordant (x1) Classes Group
Invigorator (Alljevunator)
Level
| KXP
| Invig U/B A/E 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 6
| 2-- - [-] [-]
| 3
| 12
| 3-- - [-] [-]
|
4
| 24
| 4-- - [-] [-]
| 5
| 48
| 41- - [-] [-]
| 6
| 96
| 42- - [-] [-]
|
7
| 192
| 43- - [-] [-]
| 8
| 384
| 44- - [-] [-]
| 9
| 768
| 441 - [-] [-]
|
10
| 1200
| 442 - [-] [-]
| 11
| 1800
| 443 - [-] [-]
| 12
| 2400
| 444 - [-] [-]
|
13
| 3000
| 444 1 [-] [-]
| 14
| 3600
| 444 2 [-] [-]
| 15
| 4200
| 444 3 [-] [-]
|
16
| 4800
| 444 4 [-] [-]
| 17
| 5400
| 544 4 [-] [-]
| 18
| 6000
| 554 4 [-] [-]
|
19
| 6600
| 555 4 [-] [-]
| 20
| 7200
| 555 5 [-] [-]
| 21
| 7800
| 655 5 [-] [-]
|
22
| 8400
| 665 5 [1] [-]
| 23
| 9000
| 666 5 [1] [-]
| 24
| 9600
| 666 5 [2] [-]
|
25
| 10200
| 666 6 [2] [-]
| 26
| 10800
| 766 6 [3] [-]
| 27
| 11400
| 776 6 [3] [1]
|
28
| 12000
| 777 6 [4] [1]
| 29
| 12600
| 777 7 [4] [1]
| 30
| 13200
| 877 7 [5] [2]
|
31
| 13800
| 887 7 [5] [2]
| 32
| 14400
| 888 7 [6] [2]
| 33
| 15000
| 888 8 [6] [3]
|
34
| 15600
| 988 8 [7] [3]
| 35
| 16200
| 998 8 [7] [3]
| 36
| 16800
| 999 8 [8] [4]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 10 (all) [++1]
| +1
| 20 (all) [++2]
| +2
| 30 (all) [++3]
|
+3
| 40 (all) [++4]
| +4
| 50 (all) [++5]
| +5
| 60 (all) [++6]
|
+6
| 70 (all) [++7]
| +7
| 80 (all) [++8]
| +8
| 90 (all) [++9]
|
+9
| 100 (all) [++10]
| +10
| 110 (all) [++11]
| +11
| 120 (all) [++12]
|
+12
| 130 (all) [++13]
| +13
| 140 (all) [++14]
| +14
| 150 (all) [++15]
|
+15
| 160 (all) [++16]
| +16
| 170 (all) [++17]
| +17
| 180 (all) [++18]
|
|
Requisites:
| Str 23, Con 28, Int 23, Chr 46,
|
| Class Slots 3
| Alignment:
| any
| HD/level:
| 2d20
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| 10*level [++level]
| Reference:
| DM
| Groups:
| Concordant (x1), Technology, Mirror
|
|
|
|
Gets Super Barbarian Con, Wis, and Chr bonus, which is +(stat-18)*3.
| This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
| This is the reduced form of four different x2 Concordant classes: Unbreakable, Breaker, Afterliver, and Ender. The idea here is by the time a character has reached 36th level in Invigorator, he will know which path he will take.
| The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
| Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
| Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
| Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
| Level 22 Note: Your "CCL" is your CL-23 for Unbreakable/Breaker and CL-29 for Afterliver/Ender. At level 22 you get 1 power to choose from between the Unbreakable or Ender lists. You do not get 1 in both. When you get a second power (at level 24), it does not need to be from the same class.
|
| DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".
|
|
[PC7] Concordant (x1) Classes Group
Invigorator Spells (SL=3)
SL
| Class
| #
| Spell
|
3
| Dejuvenator
| 1
| 1V: Harm (1 target, PPD save)
| 3
| Dejuvenator
| 2
| 1V: Charm or Domination (1 target, Will save)
| 3
| Dejuvenator
| 3
| 1P: Paralysis, Stun, or Hold (1 target, PPD save)
|
3
| Dejuvenator
| 4
| 1M: Stop, Slow, or Web (1 target, no save)
| 3
| Dejuvenator
| 5
| 1M: Target's next Clone will not trigger upon his death (no save)
| 3
| Dejuvenator
| 6
| 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
|
3
| Martyr
| 7
| 1V: Death's Door Other (they go to 0 current hp)
| 3
| Martyr
| 8
| 1V: Remove Charm/Domination on Other.
| 3
| Martyr
| 9
| 1P: Remove Paralysis, Stun, or Held on Other.
|
3
| Martyr
| 10
| 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
| 3
| Martyr
| 11
| 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
| 3
| Martyr
| 12
| 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
|
3
| Rejuvenator
| 13
| 1uncV: Death's Door Self (you go to 0 current hp)
| 3
| Rejuvenator
| 14
| 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
| 3
| Rejuvenator
| 15
| 1uncP: Remove Paralysis, Stun, or Held on Self.
|
3
| Rejuvenator
| 16
| 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
| 3
| Rejuvenator
| 17
| 1M: Clone (as spell). You may have CL Clones in storage at a time.
| 3
| Rejuvenator
| 18
| Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
|
3
| Self-Destructor
| 19
| 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
| 3
| Invigorator
| 20
| +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects
|
|
[PC7] Concordant (x1) Classes Group
Invigorator Spells (SL=5)
SL
| Class
| #
| Spell
|
5
| Dejuvenator
| 1
| 1P: Place a (non-major) [C] section effect (1 target, RSW save)
| 5
| Dejuvenator
| 2
| 1M: Harm (1 target, no save)
| 5
| Dejuvenator
| 3
| Lockdown D Actions in the room continuous (does not affect "dead" Actions).
|
5
| Dejuvenator
| 4
| Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
| 5
| Dejuvenator
| 5
| 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
| 5
| Dejuvenator
| 6
| 1M: Super Slow: Target loses next LVL A Actions (no save)
|
5
| Martyr
| 7
| 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
| 5
| Martyr
| 8
| 1M: Heal Other.
| 5
| Martyr
| 9
| +1D Actions in the room continuous (does not affect "dead" Actions).
|
5
| Martyr
| 10
| Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
| 5
| Martyr
| 11
| 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
| 5
| Martyr
| 12
| Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
|
5
| Rejuvenator
| 13
| 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
| 5
| Rejuvenator
| 14
| 1uncM: Heal Self.
| 5
| Rejuvenator
| 15
| Lockdown D Actions in the room continuous (does not affect "dead" Actions).
|
5
| Rejuvenator
| 16
| Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
| 5
| Rejuvenator
| 17
| Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
| 5
| Rejuvenator
| 18
| Unconscious Haste: +LVL uncA Actions; does not count as your Haste
|
5
| Self-Destructor
| 19
| 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
| 5
| Invigorator
| 20
| "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)
|
|
[PC7] Concordant (x1) Classes Group
Invigorator Spells (SL=7)
SL
| Class
| #
| Spell
|
7
| Dejuvenator
| 1
| 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
| 7
| Dejuvenator
| 2
| 1F: Turn Undead with CL=LVL*2.
| 7
| Dejuvenator
| 3
| 1P: Causeall (1 target, no save)
|
7
| Dejuvenator
| 4
| 1M: Destruction (1 target, no save)
| 7
| Dejuvenator
| 5
| Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
| 7
| Dejuvenator
| 6
| 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
|
7
| Martyr
| 7
| 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
| 7
| Martyr
| 8
| 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
| 7
| Martyr
| 9
| 1P: Cureall Other.
|
7
| Martyr
| 10
| 1M: Resurrect Other.
| 7
| Martyr
| 11
| Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
| 7
| Martyr
| 12
| 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
|
7
| Rejuvenator
| 13
| 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
| 7
| Rejuvenator
| 14
| 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
| 7
| Rejuvenator
| 15
| 1deadP: Cureall Self.
|
7
| Rejuvenator
| 16
| 1deadM: Resurrect Self.
| 7
| Rejuvenator
| 17
| Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
| 7
| Rejuvenator
| 18
| Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
|
7
| Self-Destructor
| 19
| 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
| 7
| Invigorator
| 20
| You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.
|
|
[PC7] Concordant (x1) Classes Group
Invigorator Spells (SL=9)
SL
| Class
| #
| Spell
|
9
| Dejuvenator
| 1
| 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
| 9
| Dejuvenator
| 2
| 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
| 9
| Dejuvenator
| 3
| 1M: True Destruction (1 target, no save)
|
9
| Dejuvenator
| 4
| 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
| 9
| Dejuvenator
| 5
| Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
| 9
| Dejuvenator
| 6
| 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
|
9
| Martyr
| 7
| 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
| 9
| Martyr
| 8
| You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
| 9
| Martyr
| 9
| 1M: True Resurrect Other.
|
9
| Martyr
| 10
| 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
| 9
| Martyr
| 11
| Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
| 9
| Martyr
| 12
| 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
|
9
| Rejuvenator
| 13
| 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
| 9
| Rejuvenator
| 14
| You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
| 9
| Rejuvenator
| 15
| 1deadM: True Resurrect Self.
|
9
| Rejuvenator
| 16
| 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
| 9
| Rejuvenator
| 17
| Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
| 9
| Rejuvenator
| 18
| Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
|
9
| Self-Destructor
| 19
| 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
| 9
| Invigorator
| 20
| You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).
|
|
[PC7] Concordant (x1) Classes Group
Invigorator Spells (SL=11, CSL=1)
SL
| Class
| #
| Spell
|
11 (CSL 1)
| Unbreakable
| 1
| +CCL PSaves (using the [X] section saving throw rules)
| 11 (CSL 1)
| Unbreakable
| 2
| +(CCL+1)/3 ihp
| 11 (CSL 1)
| Unbreakable
| 3
| +(CCL+1)/3 iAC
|
11 (CSL 1)
| Unbreakable
| 4
| Immune to CCL [C] section effects, even major ones are only 1 pick each
| 11 (CSL 1)
| Unbreakable
| 5
| All of your items are Indestructible.
| 11 (CSL 1)
| Unbreakable
| 6
| You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
|
11 (CSL 1)
| Breaker
| 7
| 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
| 11 (CSL 1)
| Breaker
| 8
| 1V: Target takes (CCL+1)/3 idmg
| 11 (CSL 1)
| Breaker
| 9
| 1V: Target loses (CCL+1)/3 iAC
|
11 (CSL 1)
| Breaker
| 10
| 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
| 11 (CSL 1)
| Breaker
| 11
| You may destroy Indestructible items as if they weren't Indestructible.
| 11 (CSL 1)
| Breaker
| 12
| You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
|
11 (CSL 1)
| Afterliver
| 1
| +CCL MSaves (using the [X] section saving throw rules)
| 11 (CSL 1)
| Afterliver
| 2
| 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
| 11 (CSL 1)
| Afterliver
| 3
| You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
|
11 (CSL 1)
| Afterliver
| 4
| You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
| 11 (CSL 1)
| Afterliver
| 5
| You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
| 11 (CSL 1)
| Afterliver
| 6
| Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
|
11 (CSL 1)
| Ender
| 7
| 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
| 11 (CSL 1)
| Ender
| 8
| 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
| 11 (CSL 1)
| Ender
| 9
| You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
|
11 (CSL 1)
| Ender
| 10
| 1X: Capital B Break (1 target, XR to resist)
| 11 (CSL 1)
| Ender
| 11
| You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
| 11 (CSL 1)
| Ender
| 12
| 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)
|
|
[PC7] Concordant (x1) Classes Group
Kami Spirit
Level
| KXP
| Kami [Myojin] 789 [7]
| TH
|
1
| 0
| 1-- [-]
| +1
| 2
| 5
| 2-- [-]
| +2
| 3
| 10
| 3-- [-]
| +3
|
4
| 20
| 4-- [-]
| +4
| 5
| 40
| 5-- [-]
| +5
| 6
| 80
| 6-- [-]
| +6
|
7
| 160
| 7-- [-]
| +7
| 8
| 320
| 8-- [-]
| +8
| 9
| 640
| 9-- [-]
| +9
|
10
| 1120
| A-- [-]
| +10
| 11
| 1600
| A1- [-]
| +11
| 12
| 2080
| A2- [-]
| +12
|
13
| 2560
| A3- [-]
| +13
| 14
| 3040
| A4- [-]
| +14
| 15
| 3520
| A5- [-]
| +15
|
16
| 4000
| A6- [-]
| +16
| 17
| 4480
| A7- [-]
| +17
| 18
| 4960
| A8- [-]
| +18
|
19
| 5440
| A9- [-]
| +19
| 20
| 5920
| AA- [-]
| +20
| 21
| 6400
| AA1 [-]
| +21
|
22
| 6880
| AA2 [-]
| +22
| 23
| 7360
| AA3 [-]
| +23
| 24
| 7840
| AA4 [-]
| +24
|
25
| 8320
| AA5 [-]
| +25
| 26
| 8800
| AA6 [-]
| +26
| 27
| 9280
| AA7 [1]
| +27
|
28
| 9760
| AA8 [1]
| +28
| 29
| 10240
| AA9 [1]
| +29
| 30
| 10720
| AAA [1]
| +30
|
31
| 11200
| BAA [1]
| +31
| 32
| 11680
| BBA [1]
| +32
| 33
| 12160
| BBB [1]
| +33
|
34
| 12640
| CBB [2]
| +34
| 35
| 13120
| CCB [2]
| +35
| 36
| 13600
| CCC [2]
| +36
|
37
| 27200
| CCC [3]
| +37
| 38
| 40800
| CCC [4]
| +38
| 39
| 54400
| CCC [5]
| +39
|
45
| 136000
| CCC [B]
| +45
| 54
| 258400
| EEE [D1]
| +54
| 63
| 380800
| EEE [DA]
| +63
|
72
| 503200
| FFF [EE1]
| +72
|
|
Requisites:
| Con 16, Wis 12, Chr 16,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| & d7
| Weapon Prof.:
| & level
| Reference:
| MTG {Reduced Myojin / Legendary Spirit}
| Groups:
| Priest, Concordant (x1), Monster
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+10
| Fort:
| level+10
| RSW:
| level+10
| Reflex:
| level+0
| PP:
| level+10
| Will:
| level+10
| BW:
| level+0
| Spell:
| level+10
|
|
Barbarian Con, Exceptional Wis, and Exceptional Chr bonus.
| Gets Wis bonus to spell progression, but remember the first SL is "7th's" here.
| This class can cast Priest spells of SL=LVL or less. Priest spells below SL=6 use a SL=7 slot each. So at 3rd level you can cast a Priest 3rd by using a SL=7 slot.
| Kami spells are resisted using IR.
| Kami spells are hard to dispel (require 2 dispels, as if they were x2 multiplier).
| "Kami" is a Priest Sphere, but costs 4 Grands to actually be Grand in it.
| Level 1 ¶: 1M: Summon a DL=(LVL+1)/2 Spirit.
| Level 1 ¶: +1 GGL pick in a god that has a Con, Wis, or Chr requirement.
| Level 1 ¶: Gets +SN S actions per round; where SN is the session number.
| Level 9 ¶: +LVL/9 ihp.
| Level 27 Note: Your "CCL" for Myojin spells is CL-26.
|
|
[PC7] Concordant (x1) Classes Group
Kami Spirit Spells
SL
| #
| Spell
| Effect (Note: The "+N spirits in a summon slot" powers stack)
|
7
| 1
| Ancient Law
| Dispel a x1 or x2 effect.
| 7
| 2
| Crescent Moon
| The party gets +1slowS action (this does not count as a Haste)
| 7
| 3
| Deathknell
| Can have +1 spirit in a summon slot; 1M, spend X hp: Target gets +X*CL TH and dmg with his next attack.
|
7
| 4
| False Hope
| 1bM: Take no damage from one attack or effect
| 7
| 5
| Hana
| 0, 1/t: Fork (your effect only)
| 7
| 6
| Hearth
| Dispel a x1 or x2 item.
|
7
| 7
| Hunt
| If your subordinates are in your group, they get +1 DL.
| 7
| 8
| Lantern
| Fly at 12*CL" (A); 0: Faerie Fire (target loses 2 AC)
| 7
| 9
| Pain
| 1M, sacrifice a summon: Deal CL*DL*DL fire dmg to one group (no save; DL=DL of summon)
|
7
| 10
| Teardrop
| 1M, 1/t: +1W action next segment. [ 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. ]
| 7
| 11
| Traproot
| The party can melee with flying creatures (CL miles "Reach" upwards)
| 7
| 12
| Twisted Reflection
| 0, sacrifice a summon: Counterspell
|
7
| 13
| Waning Moon
| 1M: Fear a group (no save; they will not run through the dungeon generating ?'s)
| 8
| 1
| Briarknit
| Your subordinates get +1 DL and +CL rhp.
| 8
| 2
| Empty Graves
| Can have +3 spirits in a summon slot; Your summons get +1 offensive DL, -1 defensive DL
|
8
| 3
| Fiddlehead
| Regenerate CL hp/s. Each segment may use this regeneration on any friendly target in sight.
| 8
| 4
| Fire's Roar
| 1M: A group's AC becomes 0 (no save; |AC| becomes AC, ||AC|| becomes |AC|)
| 8
| 5
| Gibbering
| Fly at 12*CL" (A); Can have +3 spirits in a summon slot.
|
8
| 6
| Hundred-Talon
| Can have +4 spirits in a summon slot.
| 8
| 7
| Innocence
| 1M: A group loses their ability to use 1S+1V next time they act (no save)
| 8
| 8
| Old Stone
| +35 AC and saves.
|
8
| 9
| Painted Road
| Immune to CL/2 Elements or spells/psionic powers by name
| 8
| 10
| Tattered Shoji
| Wind Walk 96" on the party; the party gains +25 AC and saves.
| 8
| 11
| Tended Garden
| Every segment you don't act, you may do the Summon Spirit "Level:" ability for 1N action. Can have +3 spirits in a summon slot.
|
9
| 1
| Honored Dead
| Whenever you deal damage in any way, you are cured that much dmg.
| 9
| 2
| Lunacy
| Can have +5 spirits in a summon slot.
| 9
| 3
| Moss
| Each summon slot of yours may engage two groups of enemies instead of one.
|
9
| 4
| Nightsoil
| Can have +5 spirits in a summon slot.
| 9
| 5
| Palace Fields
| You don't lose initiative, can't be surprised; Can have +5 spirits in a summon slot.
| 9
| 6
| Pus
| Can have +6 spirits in a summon slot; 1M, sacrifice a summon: Target is slain (no save)
|
9
| 7
| Thousand-Legged
| Can have +7 spirits in a summon slot.
| 9
| 8
| Vine
| Can have +6 spirits in a summon slot; 1V: Give a target +1 instance of tactical movement.
| Myojin 7 (17)
| 1
| Black Honden
| Target will have his next CCL effects Countered (no save)
|
Myojin 7 (17)
| 2
| Blue Honden
| Cast 16 SL's of Priest spells simultaneously
| Myojin 7 (17)
| 3
| Cleansing Fire
| Slay CCL groups of targets (no save)
| Myojin 7 (17)
| 4
| Green Honden
| For 1 turn, each segment, copy one of your summons (it's in the same summon slot as the original)
|
Myojin 7 (17)
| 5
| Infinite Rage
| Earthquake CCL groups, each group takes CCL^2 Bdmg (Boxes of dmg, each "Box" is 100 dmg)
| Myojin 7 (17)
| 6
| Life's Web
| Summon CCL*7 DL=7+CCL/7 monsters (you can comprehend them if over DL X)
| Myojin 7 (17)
| 7
| Night's Reach
| Natural Set CCL targets (no save)
|
Myojin 7 (17)
| 8
| Red Honden
| Spend an unspend GGL pick: Pixelate one target (no save)
| Myojin 7 (17)
| 9
| Seeing Winds
| Capital F Fix and Natural Reset one target
| Myojin 7 (17)
| 10
| White Honden
| Cureall and remove CCL [C] section effects on up to CCL targets
|
|
[PC7] Concordant (x1) Classes Group
Lex Luthor
Level
| KXP
| Hen/GR Villain 123 45 [1]
| TH
|
1
| 0
| 1-- -- [-]
| +1
| 2
| 3.3
| 2-- -- [-]
| +2
| 3
| 6.6
| 21- -- [-]
| +3
|
4
| 13.2
| 31- -- [-]
| +4
| 5
| 26.4
| 32- -- [-]
| +5
| 6
| 52.8
| 321 -- [-]
| +6
|
7
| 106
| 322 -- [-]
| +7
| 8
| 212
| 332 -- [-]
| +8
| 9
| 424
| 332 1- [-]
| +9
|
10
| 660
| 432 1- [-]
| +10
| 11
| 990
| 532 2- [-]
| +11
| 12
| 1320
| 542 21 [-]
| +12
|
13
| 1650
| 543 21 [-]
| +13
| 14
| 1980
| 543 22 [-]
| +14
| 15
| 2310
| 543 32 [-]
| +15
|
16
| 2640
| 543 33 [-]
| +16
| 17
| 2970
| 544 33 [-]
| +17
| 18
| 3300
| 544 43 [-]
| +18
|
19
| 3630
| 544 44 [-]
| +19
| 20
| 3960
| 554 44 [-]
| +20
| 21
| 4290
| 555 44 [-]
| +21
|
22
| 4620
| 555 54 [-]
| +22
| 23
| 4950
| 555 55 [-]
| +23
| 24
| 5280
| 655 55 [-]
| +24
|
25
| 5610
| 665 55 [-]
| +25
| 26
| 5940
| 666 55 [1]
| +26
| 27
| 6270
| 666 65 [1]
| +27
|
28
| 6600
| 666 66 [1]
| +28
| 29
| 6930
| 766 66 [2]
| +29
| 30
| 7260
| 776 66 [2]
| +30
|
31
| 7590
| 777 66 [3]
| +31
| 32
| 7920
| 777 76 [3]
| +32
| 33
| 8250
| 777 77 [4]
| +33
|
34
| 8580
| 877 77 [4]
| +34
| 35
| 8910
| 887 77 [5]
| +35
| 36
| 9240
| 888 77 [51]
| +36
|
37
| 18480
| 888 77 [52]
| +37
| 38
| 27720
| 888 77 [53]
| +38
| 39
| 36960
| 888 77 [54]
| +39
|
45
| 92400
| 888 87 [77]
| +45
| 54
| 175560
| 999 99 [881]
| +54
| 63
| 258720
| 999 99 [998]
| +63
|
72
| 341880
| AAA AA [AA9 1]
| +72
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-1
| -1
| +3
| +8
| +0
| +3
| +0
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Con 10, Int 24, Chr 10,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any E
| HD/level:
| 4d6 (no Con bonus)
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| Mon
| Save Table:
| 4xMon
| Reference:
| DM {Reduced Villain}
| Groups:
| Wizard, Concordant (x1), Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level*2+0
| RSW:
| level*2+0
| PP:
| level*2+0
| BW:
| level*2+0
| Spell:
| level*2+0
| Fort:
| level*2+0
| Reflex:
| level*2+0
| Will:
| level*2+0
|
|
|
Considered a "Human" race.
| Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
| Can manipulate an object with TechF equal to your level or less.
| Level 1 ¶: Can use "2 for 1" ability score trading.
| Level 1: +1 Technological proficiency slot per level (see [P8.8]).
|
|
[PC7] Concordant (x1) Classes Group
Lex Luthor (Henchman / Giant Robot Spells)
Level
| #
| Spell
|
1
| 1
| +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| 1
| 2
| +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
| 1
| 3
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
|
1
| 4
| 1bF: Counter a counterspell effect.
| 1
| 5
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| 1
| 6
| 1M: Monster Summoning (CL+1)/2
|
1
| 7
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| 1
| 8
| 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
| 1
| 9
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
|
1
| 10
| MPIRR 5*LVL%
| 1
| 11
| Resist Action/Memory/Ability Stealing
| 1
| 12
| Resist all Elements
|
1
| 13
| Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
| 1
| 14
| You adjust all BlahR by -5*level%
| 1
| 15
| You can have two summons (same group).
|
1
| 16
| You ignore one level of Resist Action/Memory/Other Stealing on other people
| 1
| 17
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
| 1
| 18
| You ignore one level of Resist Hold/Stun/Para. on other people
|
2
| 1
| +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
| 2
| 2
| +1 minor in a psionic progression you have.
| 2
| 3
| +1 minor in a psionic progression you have.
|
2
| 4
| 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
| 2
| 5
| 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
| 2
| 6
| 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
|
2
| 7
| 1M, 1/r: Causeall one target.
| 2
| 8
| 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
| 2
| 9
| 1P, 1/d: Slay someone with the Sidekick class (PPD save)
|
2
| 10
| 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
| 2
| 11
| 1V: Twist (Remove an effect on a person)
| 2
| 12
| All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
|
2
| 13
| All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
| 2
| 14
| ER 5*LVL%
| 2
| 15
| May wear two suits of armor, your AT sources fully stack
|
2
| 16
| Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
| 2
| 17
| Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
| 2
| 18
| Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
|
3
| 1
| +LVL C Actions
| 3
| 2
| 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
| 3
| 3
| 0, 1/t: Reroll a die roll
|
3
| 4
| 1F, 1/d: Multiply an effect you do by x1+LVL/10.
| 3
| 5
| 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
| 3
| 6
| 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
|
3
| 7
| 1M, 1/d: Set (reverse Reset) one target.
| 3
| 8
| 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
| 3
| 9
| 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
|
3
| 10
| 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
| 3
| 11
| 1M: Fascinate a group (Will save)
| 3
| 12
| 1M: Hypnotize a group (Will save)
|
3
| 13
| Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
| 3
| 14
| Resist all Eelements and Unusual Materials
| 3
| 15
| You can have one familiar. This spell does the "Find Familiar" effect when you take it.
|
3
| 16
| You can have three summons (same group).
| 3
| 17
| You get +1 segment per round (starting at segment 11).
| 3
| 18
| You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
|
4
| 1
| +1 Bug action. (1QQS or 1OppS only for technological effects)
| 4
| 2
| +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
| 4
| 3
| -1 actions of all types to everyone in the room (x1 Special)
|
4
| 4
| 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
| 4
| 5
| 1F, 1/d: +1 to your multiplier for 1 round
| 4
| 6
| 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
|
4
| 7
| 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
| 4
| 8
| 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
| 4
| 9
| 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
|
4
| 10
| 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| 4
| 11
| 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| 4
| 12
| 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
|
4
| 13
| Pick a psionic power you have. It costs ½M to use.
| 4
| 14
| Pick a spell you have. It costs ½M to use.
| 4
| 15
| Pick an innate ability you have. It costs ½M to use.
|
4
| 16
| You can convert 1M -> 1QM only for psionic powers.
| 4
| 17
| You can't be targetted until your summons are destroyed.
| 4
| 18
| Your summons can't be targetted.
|
5
| 1
| 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
| 5
| 2
| 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
| 5
| 3
| 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
|
5
| 4
| 1F: Charm or Dominate target x0 or x1 creature (save)
| 5
| 5
| 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
| 5
| 6
| 1M: All x1 and lower effects on one target are dispelled.
|
5
| 7
| 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
| 5
| 8
| 1V, 1/d: Ignore an Immunity to something.
| 5
| 9
| 1V, LVL/d: You ignore one level of Resist to something
|
5
| 10
| AllR 5*LVL%
| 5
| 11
| Lockdown X actions continuous in your group
| 5
| 12
| You adjust all AllR by -5*level% (this stacks with the lower level version of this)
|
5
| 13
| You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
| 5
| 14
| You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
| 5
| 15
| You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
|
5
| 16
| You have and may use 2Z actions per half-segment.
| 5
| 17
| You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
| 5
| 18
| You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
|
Villain 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
|
[PC7] Concordant (x1) Classes Group
Martyr (Rejuvenate-Other)
Level
| KXP
| Martyr Unb Aft 357 9 [1] [1]
|
1
| 0
| 1-- - [-] [-]
| 2
| 3
| 2-- - [-] [-]
| 3
| 6
| 3-- - [-] [-]
|
4
| 12
| 4-- - [-] [-]
| 5
| 24
| 41- - [-] [-]
| 6
| 48
| 42- - [-] [-]
|
7
| 96
| 43- - [-] [-]
| 8
| 192
| 44- - [-] [-]
| 9
| 330
| 441 - [-] [-]
|
10
| 600
| 442 - [-] [-]
| 11
| 900
| 443 - [-] [-]
| 12
| 1200
| 444 - [-] [-]
|
13
| 1500
| 444 1 [-] [-]
| 14
| 1800
| 444 2 [-] [-]
| 15
| 2100
| 444 3 [-] [-]
|
16
| 2400
| 444 4 [-] [-]
| 17
| 2700
| 544 4 [-] [-]
| 18
| 3000
| 554 4 [-] [-]
|
19
| 3300
| 555 4 [-] [-]
| 20
| 3600
| 555 5 [-] [-]
| 21
| 3900
| 655 5 [-] [-]
|
22
| 4200
| 665 5 [-] [-]
| 23
| 4500
| 666 5 [-] [-]
| 24
| 4800
| 666 5 [1] [-]
|
25
| 5100
| 666 6 [1] [-]
| 26
| 5400
| 666 6 [2] [-]
| 27
| 5700
| 766 6 [2] [-]
|
28
| 6000
| 766 6 [3] [-]
| 29
| 6300
| 776 6 [3] [-]
| 30
| 6600
| 776 6 [3] [1]
|
31
| 6900
| 776 6 [4] [1]
| 32
| 7200
| 777 6 [4] [1]
| 33
| 7500
| 777 6 [4] [2]
|
34
| 7800
| 777 6 [5] [2]
| 35
| 8100
| 777 7 [5] [2]
| 36
| 8400
| 777 7 [5] [3]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 (all) [++0]
| +1
| 10 (all) [++1]
| +2
| 15 (all) [++1]
|
+3
| 20 (all) [++2]
| +4
| 25 (all) [++2]
| +5
| 30 (all) [++3]
|
+6
| 35 (all) [++3]
| +7
| 40 (all) [++4]
| +8
| 45 (all) [++4]
|
+9
| 50 (all) [++5]
| +10
| 55 (all) [++5]
| +11
| 60 (all) [++6]
|
+12
| 65 (all) [++6]
| +13
| 70 (all) [++7]
| +14
| 75 (all) [++7]
|
+15
| 80 (all) [++8]
| +16
| 85 (all) [++8]
| +17
| 90 (all) [++9]
|
|
Requisites:
| Wis 23, Chr 28, Class Slots 2
| Alignment:
| any
| HD/level:
| d20
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| 5*level [++level/2]
| Reference:
| DM { Alternate Rejuvenator }
| Groups:
| Priest, Concordant (x1), Technology
|
|
|
|
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
| This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
| This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
| The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
| Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
| Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
|
| DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".
|
|
[PC7] Concordant (x1) Classes Group
Martyr Spells
Level
| #
| Spell
|
3
| 1
| 1V: Death's Door Other (they go to 0 current hp)
| 3
| 2
| 1V: Remove Charm/Domination on Other.
| 3
| 3
| 1P: Remove Paralysis, Stun, or Held on Other.
|
3
| 4
| 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
| 3
| 5
| 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
| 3
| 6
| 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
|
5
| 1
| 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
| 5
| 2
| 1M: Heal Other.
| 5
| 3
| +1D Actions in the room continuous (does not affect "dead" Actions).
|
5
| 4
| Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
| 5
| 5
| 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
| 5
| 6
| Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
|
7
| 1
| 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
| 7
| 2
| 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
| 7
| 3
| 1P: Cureall Other.
|
7
| 4
| 1M: Resurrect Other.
| 7
| 5
| Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
| 7
| 6
| 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
|
9
| 1
| 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
| 9
| 2
| You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
| 9
| 3
| 1M: True Resurrect Other.
|
9
| 4
| 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
| 9
| 5
| Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
| 9
| 6
| 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
|
Unbreakable 1 (11)
| 1
| +CCL PSaves (using the [X] section saving throw rules)
| Unbreakable 1 (11)
| 2
| +(CCL+1)/3 ihp
| Unbreakable 1 (11)
| 3
| +(CCL+1)/3 iAC
|
Unbreakable 1 (11)
| 4
| Immune to CCL [C] section effects, even major ones are only 1 pick each
| Unbreakable 1 (11)
| 5
| All of your items are Indestructible.
| Unbreakable 1 (11)
| 6
| You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
|
Afterliver 1 (11)
| 1
| +CCL MSaves (using the [X] section saving throw rules)
| Afterliver 1 (11)
| 2
| 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
| Afterliver 1 (11)
| 3
| You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
|
Afterliver 1 (11)
| 4
| You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
| Afterliver 1 (11)
| 5
| You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
| Afterliver 1 (11)
| 6
| Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
|
|
[PC7] Concordant (x1) Classes Group
Master Custom3.5
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 4
| (none)
| 3
| 8
| (none)
|
4
| 16
| (none)
| 5
| 32
| (none)
| 6
| 64
| (none)
|
7
| 128
| (none)
| 8
| 256
| (none)
| 9
| 512
| (none)
|
10
| 800
| (none)
| 11
| 1200
| (none)
| 12
| 1600
| (none)
|
13
| 2000
| (none)
| 14
| 2400
| (none)
| 15
| 2800
| (none)
|
16
| 3200
| (none)
| 17
| 3600
| (none)
| 18
| 4000
| (none)
|
19
| 4400
| (none)
| 20
| 4800
| (none)
| 21
| 5200
| (none)
|
22
| 5600
| (none)
| 23
| 6000
| (none)
| 24
| 6400
| (none)
|
25
| 6800
| (none)
| 26
| 7200
| (none)
| 27
| 7600
| (none)
|
28
| 8000
| (none)
| 29
| 8400
| (none)
| 30
| 8800
| (none)
|
31
| 9200
| (none)
| 32
| 9600
| (none)
| 33
| 10000
| (none)
|
34
| 10400
| (none)
| 35
| 10800
| (none)
| 36
| 11200
| (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:
| Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
| Alignment:
| any
| HD/level:
| ++‡‡d20
| Weapon Prof.:
| 2+level*2
| To Hit Table:
| Cust
| Save Table:
| Cust
| Reference:
| DM {Reduced Supreme/GrandMaster}
| Groups:
| Custom, Concordant (x1)
|
|
|
|
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 4 HD at level 2).
| Each level, add a known 3.5 edition class's abilities (see below). You do not need to meet the requirements of the class. The only ways to add more classes to the list below is either to use Research Points, or to use the d20izer3.5 class.
| The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)
| DM Note: If you know this class sheet, all the classes below are legal to take alone if you want to. They use the 3rd edition XP table times 10 (e.g. 10 KXP to be 2nd level). See the DM for Hit Dice and the like.
|
| Known 3.5E Classes:
| 191. Wild Defender (Ba93): Ranger3 spell prog.; Animal Companion; 0, 2/d: Evil Slaying (+4 TH, x2 dmg) this segment
| 262. Focus Caster (Ba134): Channeling; Level N: Add a SL=N/2 spell to memorization.
| 273. Brief Figment (Ba138): Wizard3 spell prog. with Dex bonus; Spec. Illusion; Mirror Image costs 1N action to cast; All your illusions have "Mirage Arcana" flags.
| 314. White Dragon Shaman (Ba151): Immune cold; AC +LVL; 1M: Summon DL=LVL/2 Dragon; Level 14: Commune w/ Dragon Spirit
| 416. Daggerspell Mage (Pr31): oMR LVL*10% (offensive MR, reduces other MR, if below 0 you get that much bonus effect); 1S: Can attack with daggers and cast a spell with this action.
| 434. Dragonmark Heir (Pr35): Resist 1 element per level; +LVL Chr; Level 2: Breath Weapon (1/10 current hp); Level 2: +2A actions
| 436. Drow Judicator (Pr35): Cleric3 spell prog. with Str bonus; +3 all saves; Turn Spiders as if Undead; 0: +2d6 Con dmg with one attack; 1M: Summon DL I spiders, #=(Chr mod)*CL
| 445. Children of Winter (Pr37): Level 1: Resist Poison; Level 2: Pick a species enemy (as per Ranger): x2 dmg; Level 3: Resist Mental, Immune Disease; Level 4: Pick a species enemy (as per Ranger): xx2 TH (not the d20 roll); Level 5: Contagion brand all your weapons
| 508. Lion of Talisid (Pr55): +LVL ML Priest; Animal Companion (10+LVL% of your XP); Immune fear; Resist mental; Clairnasience
| 557. Rainbow Servant (Pr67): Couatl racial abilities; +1 speciality school in Wizard; Detect evil cont.
| 567. Runecaster (Pr70): +LVL ML Priest; Your glyphs and symbols hit a group
| 579. Shadowbane Inquisitor (Pr72): If you switch to LG alignment, can keep your current classes regardless of AL restrictions, but can't raise their level; Turn Undead; If you fail a Turn roll, 1d12 of them still take 10*LVL dmg; 0, 1/d: Get Chr bonus TH/dmg this P action.
| 631. Virtuoso (Pr87): Bard rogue chart; 30*LVL rogue points; Magic-User0 spell prog. with Chr bonus; +LVL*2 nonweapon prof.
| 652. Contagion Thief (Pr93): Any rogue ability per level; 30*LVL rogue points; 1M: stun one target (PPD save)
| 718. Human Paragon (Pr94): +LVL with checks; +LVL/2 CL
| 722. Mamluk (Pr94): Immune sand, heat; +LVL Nonweapon prof.; +1 Sage Area of Knowledge (see DMG1); +1 Research Point per reset
|
|
[PC7] Concordant (x1) Classes Group
Minion (Arch-Henchman)
Level
| KXP
| Hench./Acc. 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 7.5
| 2-- -- [-]
| 3
| 15
| 21- -- [-]
|
4
| 30
| 31- -- [-]
| 5
| 60
| 32- -- [-]
| 6
| 120
| 321 -- [-]
|
7
| 240
| 421 -- [-]
| 8
| 480
| 431 -- [-]
| 9
| 960
| 431 1- [-]
|
10
| 1560
| 432 1- [-]
| 11
| 2160
| 542 1- [-]
| 12
| 2760
| 542 21 [-]
|
13
| 3360
| 543 21 [-]
| 14
| 3960
| 543 22 [-]
| 15
| 4560
| 543 32 [-]
|
16
| 5160
| 543 33 [-]
| 17
| 5760
| 544 33 [-]
| 18
| 6360
| 544 43 [-]
|
19
| 6960
| 544 44 [-]
| 20
| 7560
| 554 44 [-]
| 21
| 8160
| 555 44 [-]
|
22
| 8760
| 555 54 [-]
| 23
| 9360
| 555 55 [-]
| 24
| 9960
| 655 55 [-]
|
25
| 10560
| 665 55 [1]
| 26
| 11160
| 666 55 [1]
| 27
| 11760
| 666 65 [2]
|
28
| 12360
| 666 66 [2]
| 29
| 12960
| 766 66 [3]
| 30
| 13560
| 776 66 [3]
|
31
| 14160
| 777 66 [4]
| 32
| 14760
| 777 76 [4]
| 33
| 15360
| 777 77 [5]
|
34
| 15960
| 877 77 [5]
| 35
| 16560
| 887 77 [6]
| 36
| 17160
| 888 77 [6]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+5
| 1 1 1 1 1 1 1 1
| +6
| 2 2 2 2 2 2 2 2
| +7
| 3 3 3 3 3 3 3 3
|
+8
| 4 4 4 4 4 4 4 4
| +9
| 5 5 5 5 5 5 5 5
| +10
| 6 6 6 6 6 6 6 6
|
+11
| 7 7 7 7 7 7 7 7
| +12
| 8 8 8 8 8 8 8 8
| +13
| 9 9 9 9 9 9 9 9
|
+14
| 10 10 10 10 10 10 10 10
| +15
| 11 11 11 11 11 11 11 11
| +16
| 12 12 12 12 12 12 12 12
|
+17
| 13 13 13 13 13 13 13 13
| +18
| 14 14 14 14 14 14 14 14
| +19
| 15 15 15 15 15 15 15 15
|
+20
| 16 16 16 16 16 16 16 16
| +21
| 17 17 17 17 17 17 17 17
| +22
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 16, Dex 19, Int 25, Logic 7; Class slots 3
| Alignment:
| any E
| HD/level:
| 2d13 (no Con bonus)
| Weapon Prof.:
| 6+level
| To Hit Table:
| 4+level
| Save Table:
| 2xMon
| Reference:
| DM {Reduced Villain/Anti-Hero}
| Groups:
| Wizard, Rogue, Concordant (x1)
|
|
|
|
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
| Can cast Henchman or Accomplice spells.
| Gets Exc Str, Dex, and Int.
| Can weapon specialize and uses the "Ranger" line for number of attacks.
| Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
| Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.
|
|
[PC7] Concordant (x1) Classes Group
Minion (Arch-Henchman) Spells
Class
| Level
| #
| Spell
|
Henchman
| 1
| 1
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| Henchman
| 1
| 2
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
| Henchman
| 1
| 3
| 1M: Monster Summoning (CL+1)/2
|
Henchman
| 1
| 4
| You adjust all BlahR by -5*level%
| Henchman
| 1
| 5
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Henchman
| 1
| 6
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
|
Henchman
| 1
| 7
| You ignore one level of Resist Hold/Stun/Para. on other people
| Henchman
| 1
| 8
| You ignore one level of Resist Action/Memory/Other Stealing on other people
| Henchman
| 1
| 9
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
|
Henchman
| 1
| 10
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| Henchman
| 1
| 11
| 1bF: Counter a counterspell effect.
| Henchman
| 1
| 12
| You can have two summons (same group).
|
Accomplice
| 1
| 13
| 10*CL% iaIR
| Accomplice
| 1
| 14
| +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Accomplice
| 1
| 15
| 1M: LVLd6 dmg, E=1 element, one target, no save
|
Accomplice
| 1
| 16
| 1M: Target is paralyzed (PPD save)
| Accomplice
| 1
| 17
| 1M: Steal an action or memory (Will save)
| Accomplice
| 1
| 18
| +CL/2 QV actions
|
Accomplice
| 1
| 19
| +LVL SL's in one spell progression (Wizard or Priest)
| Accomplice
| 1
| 20
| +2 CL with psionics
| Accomplice
| 1
| 21
| +1 Str, Dex, Con, Int, Wis, and Chr
|
Henchman
| 2
| 1
| 1V: Twist (Remove an effect on a person)
| Henchman
| 2
| 2
| 1P, 1/d: Slay someone with the Sidekick class (PPD save)
| Henchman
| 2
| 3
| 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
|
Henchman
| 2
| 4
| 1M, 1/r: Causeall one target.
| Henchman
| 2
| 5
| Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
| Henchman
| 2
| 6
| Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
|
Henchman
| 2
| 7
| All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
| Henchman
| 2
| 8
| +1 minor in a psionic progression you have.
| Henchman
| 2
| 9
| 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
|
Henchman
| 2
| 10
| 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
| Henchman
| 2
| 11
| 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
| Henchman
| 2
| 12
| May wear two suits of armor, your AT sources fully stack
|
Accomplice
| 2
| 13
| 10*CL% iaMR
| Accomplice
| 2
| 14
| 1M, 2/d: Causeall
| Accomplice
| 2
| 15
| +CL/3 QP actions
|
Accomplice
| 2
| 16
| Pick a psionic power you have. It does not give a saving throw.
| Accomplice
| 2
| 17
| 1M: Remove one Resist to something (no save, use ER)
| Accomplice
| 2
| 18
| 10*CL% ER
|
Accomplice
| 2
| 19
| 0, 3/d: Counter a counterspell
| Accomplice
| 2
| 20
| 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
| Accomplice
| 2
| 21
| 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
|
Henchman
| 3
| 1
| You can have three summons (same group).
| Henchman
| 3
| 2
| You can have one familiar. This spell does the "Find Familiar" effect when you take it.
| Henchman
| 3
| 3
| 1M: Fascinate a group (Will save)
|
Henchman
| 3
| 4
| 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
| Henchman
| 3
| 5
| 1M, 1/d: Set (reverse Reset) one target.
| Henchman
| 3
| 6
| You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
|
Henchman
| 3
| 7
| 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
| Henchman
| 3
| 8
| 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| Henchman
| 3
| 9
| 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
|
Henchman
| 3
| 10
| 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
| Henchman
| 3
| 11
| Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
| Henchman
| 3
| 12
| 1F, 1/d: Multiply an effect you do by x1+LVL/10.
|
Accomplice
| 3
| 13
| 10*CL% iaPR
| Accomplice
| 3
| 14
| +1 per damage die on your physical attacks; Enemies get --1 to hit you
| Accomplice
| 3
| 15
| 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
|
Accomplice
| 3
| 16
| 1M: LVLd12 dmg, E=3 element, one target, no save
| Accomplice
| 3
| 17
| 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
| Accomplice
| 3
| 18
| +CL/4 QM actions
|
Accomplice
| 3
| 19
| 1M: Sporacle a group (a random [C] section effect)
| Accomplice
| 3
| 20
| 1V: Lend a V action to someone
| Henchman
| 4
| 1
| 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
|
Henchman
| 4
| 2
| You can't be targetted until your summons are destroyed.
| Henchman
| 4
| 3
| 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| Henchman
| 4
| 4
| Pick a spell you have. It costs ½M to use.
|
Henchman
| 4
| 5
| Pick a psionic power you have. It costs ½M to use.
| Henchman
| 4
| 6
| Pick an innate ability you have. It costs ½M to use.
| Henchman
| 4
| 7
| 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
|
Henchman
| 4
| 8
| +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
| Henchman
| 4
| 9
| 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
| Henchman
| 4
| 10
| 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
|
Henchman
| 4
| 11
| -1 actions of all types to everyone in the room (x1 Special)
| Henchman
| 4
| 12
| 1F, 1/d: +1 to your multiplier for 1 round
| Accomplice
| 4
| 13
| Pick a spell you have. It costs half the number of actions it normally requires.
|
Accomplice
| 4
| 14
| Pick a psionic power you have. It costs half the number of actions it normally requires.
| Accomplice
| 4
| 15
| +1 to number of segments per round (i.e. you get a segment 11)]
| Accomplice
| 4
| 16
| +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
|
Henchman
| 5
| 1
| You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
| Henchman
| 5
| 2
| You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
| Henchman
| 5
| 3
| 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
|
Henchman
| 5
| 4
| You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
| Henchman
| 5
| 5
| 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
| Henchman
| 5
| 6
| 1F: Charm or Dominate target x0 or x1 creature (save)
|
Henchman
| 5
| 7
| You adjust all AllR by -5*level% (this stacks with the lower level version of this)
| Henchman
| 5
| 8
| 1V, 1/d: Ignore an Immunity to something.
| Henchman
| 5
| 9
| 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
|
Henchman
| 5
| 10
| 1M: All x1 and lower effects on one target are dispelled.
| Henchman
| 5
| 11
| Lockdown X actions continuous in your group
| Henchman
| 5
| 12
| 1V, LVL/d: You ignore one level of Resist to something
|
Accomplice
| 5
| 13
| 10*CL% aER
| Accomplice
| 5
| 14
| +CL/5 Q0 actions
| Accomplice
| 5
| 15
| Pick an action type. You are immune to actions of that type being locked down.
|
Villain
| CSL 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain
| CSL 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain
| CSL 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain
| CSL 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain
| CSL 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain
| CSL 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain
| CSL 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain
| CSL 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain
| CSL 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain
| CSL 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain
| CSL 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain
| CSL 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
Anti-Hero
| CSL 1 (11)
| 13
| 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
| Anti-Hero
| CSL 1 (11)
| 14
| 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
| Anti-Hero
| CSL 1 (11)
| 15
| 1M: Target is Capital P Paralyzed (no save, use XR to resist)
|
Anti-Hero
| CSL 1 (11)
| 16
| 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
| Anti-Hero
| CSL 1 (11)
| 17
| +1 QX action
| Anti-Hero
| CSL 1 (11)
| 18
| +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
|
Anti-Hero
| CSL 1 (11)
| 19
| 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
| Anti-Hero
| CSL 1 (11)
| 20
| Duplicate a Level: ability of a non-Concordant class
| Anti-Hero
| CSL 1 (11)
| 21
| Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.
|
|
[PC7] Concordant (x1) Classes Group
Mordenkainen1
Level
| KXP
| Wizard 123 456 789 AB
| TH
|
1
| 0
| 2*- --- --- --
| +0
| 2
| 5
| 31* --- --- --
| +0
| 3
| 10
| 421 --- --- --
| +1
|
4
| 20
| 532 ½-- --- --
| +1
| 5
| 40
| 643 1½- --- --
| +2
| 6
| 80
| 754 21- --- --
| +2
|
7
| 120
| 865 32½ --- --
| +3
| 8
| 180
| 976 43½ --- --
| +3
| 9
| 270
| A87 541 ½-- --
| +4
|
10
| 500
| A98 652 1-- --
| +4
| 11
| 750
| AA9 763 2½- --
| +5
| 12
| 1500
| AAA 874 3½- --
| +5
|
13
| 2250
| AAA 985 4½- --
| +6
| 14
| 3000
| AAA A96 51½ --
| +6
| 15
| 3750
| AAA AA7 621 --
| +7
|
16
| 4500
| AAA AA8 732 --
| +7
| 17
| 5250
| AAA AA9 843 --
| +8
| 18
| 6000
| AAA AAA 954 ½-
| +8
|
19
| 6750
| AAA AAA A65 ½-
| +9
| 20
| 7500
| AAA AAA A76 1-
| +9
| 21
| 8250
| AAA AAA A87 1-
| +10
|
22
| 9000
| AAA AAA A98 2-
| +10
| 23
| 9750
| AAA AAA AA9 2-
| +11
| 24
| 10500
| AAA AAA AAA 3-
| +11
|
25
| 11250
| BBB BBB BBB 3-
| +12
| 26
| 12000
| BBB BBB BBB 4-
| +12
| 27
| 12750
| CCC CCC CCC 4½
| +13
|
28
| 13500
| CCC CCC CCC 5½
| +13
| 29
| 14250
| DDD DDD DDD 5½
| +14
| 30
| 15000
| DDD DDD DDD 51
| +14
|
31
| 15750
| DDD DDD DDD 61
| +15
| 32
| 16500
| EEE EEE EEE 61
| +15
| 33
| 17250
| EEE EEE EEE 71
| +16
|
34
| 18000
| FFF FFF FFF 71
| +16
| 35
| 18750
| FFF FFF FFF 81
| +17
| 36
| 19500
| FFF FFF FFF 821
| +17
|
37
| 20250
| FFF FFF FFF 822
| +18
| 38
| 21000
| FFF FFF FFF 832
| +18
| 39
| 21750
| FFF FFF FFF 833
| +19
|
45
| 26250
| FFF FFF FFF 866
| +22
| 54
| 33000
| FFF FFF FFF A99 1
| +26
| 63
| 39750
| FFF FFF FFF AA9 9
| +31
|
72
| 46500
| FFF FFF FFF CCB B1
| +35
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-2
| +1
| +2
| +10
| +2
| +5
| +2
| +0
| +0
| +0
| ÷1
|
| Requisites:
| Dex 12, Con 14, Int 25,
|
| Race Slots 1, Class Slots 3
| Alignment:
| L any [or] any G
| HD/level:
| d2
| Weapon Prof.:
| 3+level/8
| Reference:
| DM
| Groups:
| Wizard, Concordant (x1), Archetype
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level*2+2
| Fort:
| level*2+3
| RSW:
| level*2+10
| Reflex:
| level*2+3
| PP:
| level*2+6
| Will:
| level*2+3
| BW:
| level*2+0
| Spell:
| level*2+15
|
|
CF=3 or less: The *'s on the spell progression are - (dash).
| CF=4 or more: The *'s on the spell progression are ½ (half).
|
| Barbarian Int bonus.
| Gets 2*(Int Score) bonus to spell progression (double your Int score, then look on the table).
| Gets Normal Int bonus to CL, with a maximum bonus of +LVL.
| Specialized in LVL Schools with no opposite.
| Gets +1 familiar per level (including level 1).
| Gets +1 research point per level (including level 1). Can research spells from the Arcane Wizard class at 1 spell per research point.
| Level N (Each level): Pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
| Level N (Each level): Pick one spell. That spell requires only ½ the number of M actions to cast.
| Level 1: Free material componenting. Can double material component if 1V is spent.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: No ill effects for casting a spell above normal casting ability due to being too low level.
| Level 3: All of your spells that offer a saving throw now require 2 saving throws.
| Level 7: All of your spells that offer a saving throw now require 3 saving throws.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 3*LVL (for this rule only).
| Level 9: Each level starting at 9th, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 12: All of your spells that offer a saving throw now require 4 saving throws.
| Level 18: Each level starting at 18th, pick one spell. That spell can be cast as a 0 action.
| Level 18: All of your spells that offer a saving throw now require 5 saving throws.
| Level 25: All of your spells that offer a saving throw now require 6 saving throws. They also require 2 MSaves instead of 1 if using the [X] section rules.
| Level 27: For spells with multiple saves, for each save that is missed, the target gets another instance of that effect on himself.
| Level 33: All of your spells that offer a saving throw now require 7 saving throws. They also require 3 MSaves instead of 1 if using the [X] section rules.
|
|
[PC7] Concordant (x1) Classes Group
Mortal0
Level
| KXP
| Mortal0 Imm0 9 {9}
|
1
| 0
| 2 {-}
| 2
| 3.5
| 4 {-}
| 3
| 7
| 6 {-}
|
4
| 14
| 8 {-}
| 5
| 28
| 10 {-}
| 6
| 56
| 12 {-}
|
7
| 112
| 14 {-}
| 8
| 224
| 16 {-}
| 9
| 448
| 18 {-}
|
10
| 996
| 20 {-}
| 11
| 1600
| 22 {-}
| 12
| 2300
| 24 {-}
|
13
| 3000
| 26 {-}
| 14
| 3700
| 28 {-}
| 15
| 4400
| 30 {-}
|
16
| 5100
| 32 {-}
| 17
| 5800
| 34 {-}
| 18
| 6500
| 36 {-}
|
19
| 7200
| 38 {-}
| 20
| 7900
| 40 {-}
| 21
| 8600
| 42 {-}
|
22
| 9300
| 44 {-}
| 23
| 10000
| 46 {-}
| 24
| 10700
| 48 {-}
|
25
| 11400
| 50 {-}
| 26
| 12100
| 52 {-}
| 27
| 12800
| 54 {1}
|
28
| 13500
| 56 {1}
| 29
| 14200
| 58 {2}
| 30
| 14900
| 60 {2}
|
31
| 15600
| 62 {3}
| 32
| 16300
| 64 {3}
| 33
| 17000
| 66 {4}
|
34
| 17700
| 68 {4}
| 35
| 18400
| 70 {5}
| 36
| 19100
| 72 {5}
|
|
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)
|
+9
| (total = 54, max = 18)
| +10
| (total = 57, max = 19)
| +11
| (total = 60, max = 20)
|
+12
| (total = 63, max = 21)
| +13
| (total = 66, max = 22)
| +14
| (total = 69, max = 23)
|
+15
| (total = 72, max = 24)
| +16
| (total = 75, max = 25)
| +17
| (total = 78, max = 26)
|
|
Requisites:
| Two 18's
| Alignment:
| any
| HD/level:
| & d10
| Weapon Prof.:
| 5+level/2
| To Hit Table:
| War
| Save Table:
| Cust
| Reference:
| MTG {Reduced Immortal0}
| Groups:
| Custom, Concordant (x1)
|
|
|
|
Mortal0 class gets 9th level spells (nothing lower level).
| Mortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Mortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).
|
|
[PC7] Concordant (x1) Classes Group
Mortal0 Spells
Level
| #
| Spell Name
| Spell Description
|
9
| 1
| Armor Class
| +LVL*5 AC
| 9
| 2
| Artifact Creation
| 10F, 1/reset: Create a random x1 item of XP value LVL*1000
| 9
| 3
| Aura Attack
| 1V: All within 60' make Will save or Fascinated
|
9
| 4
| Bestow
| 1F: Raise target's ability score by CL for 1 turn; 1M: Do a SL 0 to (CL+2)/3 effect (Wiz/Pri/Psi)
| 9
| 5
| Call Other
| 1M: Summon a DL=CL/2 (round up) monster, of the Human subtype
| 9
| 6
| Combat Abilities
| x(1+CL/10) dmg with attacks
|
9
| 7
| Communication
| Tongues and Comprehend Languages cont.
| 9
| 8
| Conceal Nature
| Non-Detection and Misdirection cont.
| 9
| 9
| Control Undead
| Turn Undead (control or turn) at LVL=CL
|
9
| 10
| Create Magic Items
| 60F, 1/reset: Create CL*CL*100 XP of magic items (all x1 items, your choice)
| 9
| 11
| Create Species
| One Racial Adjective, or you can mix in a race (it's free, but the max XP divisor increase = CL/10)
| 9
| 12
| Detect Immortal
| Detect Concordant/Immortal effects cont.
|
9
| 13
| Detection Suite
| 1M: Cast your CL in SL's of Divination effects (Wiz/Pri/Psi)
| 9
| 14
| Dragon Breath
| Mouth's P, CL/d: Breathe an E=CL/2 (round up) element for current hp in dmg, BW save for 1/2
| 9
| 15
| Dragon Form
| 1P: Polymorph into any known dragon type, max age category = CL/2 (round up)
|
9
| 16
| Enhanced Reflexes
| +CL initiative
| 9
| 17
| Extra Attacks
| +CL/2 (round up) to number of attacks (total, not with each weapon)
| 9
| 18
| Fighter Options
| Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
|
9
| 19
| Grant Power Points
| Target is imbued with one 9th level Mortal0 spell (this slot stays spent as long as he has it)
| 9
| 20
| Groan
| Mouth's P: All targets in a group are paralyzed (PP save)
| 9
| 21
| Hear Supplicants
| Know if someone is mentally asking for your help (within CL^3 miles)
|
9
| 22
| Height Change
| 1V: Change size up or down by 1, max difference from original is CL/3 (round up) categories
| 9
| 23
| Howl
| Mouth's P: Fear all targets in a group (Will save)
| 9
| 24
| Immortal Eye
| Wizard Eye with Detect Invisibility/Illusion, no "ears burning"
|
9
| 25
| Improve Ability Scores
| +CL stat points
| 9
| 26
| Improved Saving Throws
| +CL saves to one category
| 9
| 27
| Incorporeal Form
| Cannot have anything hostile done to you, but cannot be hostile to others
|
9
| 28
| Increased Damage
| Pick weapons, spells, or psionics. Do +(CL/2, round up) dice of dmg with those effects
| 9
| 29
| Increased Move Rate
| +CL*3" Move Rate; +1V action
| 9
| 30
| Infinite Spell Duration
| 1M, CL/d: Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
|
9
| 31
| Leech
| Whenever you touch, attack, or are touched or attacked, they are drained CL levels
| 9
| 32
| Magic Resistance
| 45+5*CL% MR
| 9
| 33
| Manifestation Form
| You have a spare body (Clone) and are not really "killed" if it is destroyed (you appear back where the Clone is)
|
9
| 34
| Mortal Immunity
| Immune to CL/3 (round up) specific magic, psionic, or innate effects (by name)
| 9
| 35
| Mystic Abilities
| Abilities as per a Mystic0 of level = CL/2 (round up) or as a Psionic Mystic0/10 of level = CL/3 (round up)
| 9
| 36
| Poison Bite/Sting
| Once per round can bite or sting for poison (death or CL*10 smg if they make the save)
|
9
| 37
| Poison Spit
| Mouth's P, CL/d: Spit Poison on a group (death or 10*LVL)
| 9
| 38
| Power Attack
| 1M: CLd6 dmg (no save, no blahR, energy damage) to a target
| 9
| 39
| Probe
| 1M, CL/d: Capital E Extract, Know Truename, or Know a Weakness of Target
|
9
| 40
| Probe-Shield
| Stops one "Probe" effect (above)
| 9
| 41
| Reduce Saving Throw
| 1M: For 1 turn, target must roll an extra save against effects, if he fails any save roll he fails the save
| 9
| 42
| Regeneration
| Regenerate CL hp per segment
|
9
| 43
| Shape Reality, Alt. Char.
| 25F, 1/reset: Change appearance, physical/magical law, MF, TF, or PF in local area (CL*100 yard radius)
| 9
| 44
| Shape Reality, Cr. Body
| 20F, 1/reset: Create an asteroid or island (CL sq. miles)
| 9
| 45
| Shape Reality, Cr. Plane
| 30F, 1/reset: Create a pocket plane in the astral (functions as a Deeppocket or a Rope Trick)
|
9
| 46
| Shape Reality, Mv. Body
| 10F, 1/reset: Move an asteroid or planet (maximum size is CL*4 sq. miles, is moved CL miles)
| 9
| 47
| Shape Reality, Mv. Plane
| 15F, 1/reset: Redirect a color pool or gate to go somewhere else on one end (either move this end away or make the far end somewhere else)
| 9
| 48
| Snap
| 1 attack: Grab a target and pull him in, it becomes part of your group (Str contest)
|
9
| 49
| Summon Item
| 1M: Produce an item that you've lost (not sold), works within CL^2 miles
| 9
| 50
| Swoop
| Can transfer 4V -> 1P, 7V -> 1QP, or 11V -> 1QQP
| 9
| 51
| Thief Abilities
| Abilities as per a Thief0 of level = CL/2 (round up)
|
9
| 52
| Transform
| 1M: Polymorph Other (save) and Forget (save) on one target
| 9
| 53
| Travel Powers
| 1M, CL/d: Teleport without Error (same plane only)
| 9
| 54
| Weapon Mastery
| +LVL slots in Weapon Mastery, can go beyond max of # slots = level
|
9
| 55
| Weapon Needed
| Need a +CL-1 weapon to hit you
|
|
[PC7] Concordant (x1) Classes Group
Myth
Level
| KXP
| Myth Legend 123 456 78 [1]
|
1
| 0
| 1-- --- -- [-]
| 2
| 5
| 2-- --- -- [-]
| 3
| 15
| 21- --- -- [-]
|
4
| 30
| 22- --- -- [-]
| 5
| 50
| 221 --- -- [-]
| 6
| 75
| 222 --- -- [-]
|
7
| 150
| 222 1-- -- [-]
| 8
| 300
| 222 2-- -- [-]
| 9
| 600
| 222 21- -- [-]
|
10
| 1000
| 222 22- -- [-]
| 11
| 1400
| 222 221 -- [-]
| 12
| 1800
| 222 222 -- [-]
|
13
| 2200
| 222 222 1- [-]
| 14
| 2600
| 222 222 2- [-]
| 15
| 3000
| 222 222 21 [-]
|
16
| 3400
| 222 222 22 [-]
| 17
| 3800
| 332 222 22 [-]
| 18
| 4200
| 333 322 22 [-]
|
19
| 4600
| 333 333 22 [-]
| 20
| 5000
| 333 333 33 [-]
| 21
| 5400
| 443 333 33 [-]
|
22
| 5800
| 444 433 33 [-]
| 23
| 6200
| 444 444 33 [-]
| 24
| 6600
| 444 444 44 [-]
|
25
| 7000
| 554 444 44 [-]
| 26
| 7400
| 555 544 44 [-]
| 27
| 7800
| 555 555 44 [1]
|
28
| 8200
| 555 555 55 [1]
| 29
| 8600
| 665 555 55 [2]
| 30
| 9000
| 666 655 55 [2]
|
31
| 9400
| 666 666 55 [3]
| 32
| 9800
| 666 666 66 [3]
| 33
| 10200
| 776 666 66 [4]
|
34
| 10600
| 777 766 66 [4]
| 35
| 11000
| 777 777 66 [5]
| 36
| 11400
| 777 777 77 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 6 4 6 3 4 1 3 0
| +0
| 6 5 7 3 5 1 4 1
| +1
| 7 6 7 4 6 2 5 1
|
+1
| 7 7 8 4 7 3 6 2
| +2
| 8 8 8 5 8 4 7 3
| +2
| 8 9 9 5 9 5 8 3
|
+3
| 9 10 9 6 10 5 9 4
| +3
| 9 11 10 6 11 6 10 5
| +4
| 10 12 10 7 12 7 11 5
|
+4
| 10 13 11 7 13 8 12 6
| +5
| 11 14 11 8 14 9 13 7
| +5
| 12 15 12 9 14 9 14 7
|
+6
| 13 16 13 11 15 10 15 8
| +6
| 14 16 14 13 15 11 16 9
| +7
| 15 16 15 14 16 12 17 9
|
+7
| 16 16 16 16 16 13 18 10
| +8
| 16 16 16 16 16 13 19 11
| +8
| 16 17 16 16 16 14 20 11
|
|
Requisites:
| Str 17, Dex 8, Con 17, Int 8, Wis 17
| Alignment:
| any
| HD/level:
| & 2d4
| Weapon Prof.:
| 8+level
| To Hit Table:
| Rog
| Save Table:
| 2xRog
| Reference:
| DM {Reduced Legend}
| Groups:
| Rogue, Concordant (x1)
|
|
|
|
Gets Exceptional Str, Dex, and Con.
| Gets 50 Rogue points per level.
| Gets Myth spells, see Myth spell table (next page). Gets Legend spells starting at level 27, see [PC7].
| Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
|
|
Lvl
| Myth Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door
| V
| 20
| Dex-12
| Dex-14
| 1
| Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group
| V
| 10
| Int-13
| Int-15
| 1
| Any 2nd level Rogue ability (This is not a typo.)
| -
| -
| -
| -
|
2
| Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each)
| M
| 50
| Wis-16
| Wis-17
| 2
| Any 2nd level Rogue ability
| -
| -
| -
| -
| 3
| Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles
| 0
| 0
| Con-22
| Con-25
|
3
| Any 2nd level Rogue ability (This is not a typo.)
| -
| -
| -
| -
| 4
| +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn)
| P
| 0
| Str-32
| Str-33
| 8
| Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate
| F or bF
| 0
| Chr-40
| Chr-45
|
16
| (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn.
| 0
| 0
| Wis-49
| Wis-50
| 20
| Any 1st level Legend ability (see [PC7])
| -
| -
| -
| -
| 24
| Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection)
| bS
| 0
| Con-45
| Con-50
|
32
| Any 1st level Unique ability (see [PC7])
| -
| -
| -
| -
|
|
[PC7] Concordant (x1) Classes Group
Myth Spells
Level
| #
| Spell
|
1
| 1
| All your effects with saves require two saves (pick worst result)
| 1
| 2
| Can use 3V /s instead of standard actions per segment
| 1
| 3
| 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
|
1
| 4
| Your Personality score = Con+Int+Wis+Chr+Level.
| 1
| 5
| Immune to Coup de grace and Mind Reading / ESP
| 1
| 6
| 1P: Lower all x0 and x1 effects on you and 1 target in your group
|
1
| 7
| +1 V action
| 1
| 8
| Immune to Rainbow Silver effect
| 1
| 9
| 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
|
2
| 1
| Material componenting spells (Wizard or Priest) costs you only ½V action
| 2
| 2
| 0, LVL/d: One target gets -10*LVL% to any one resistance other than GR, aGR, XR, or aXR
| 2
| 3
| Immune to Harm and Causeall
|
2
| 4
| 0, 1/d: Choose a die roll you make.
| 2
| 5
| 1M, 1/d: Use Psi1, 2, 9, or 18 Minor, PSPs=LVL*10
| 2
| 6
| Can target yourself two times for twice the effect (magic or psi)
|
2
| 7
| Resist Time
| 2
| 8
| (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
| 2
| 9
| +LVL A actions
|
3
| 1
| +1 to F factor in Custom2 without paying for it (see [PC6])
| 3
| 2
| 1M, 1/d: Cast 4th lvl Wiz or 3rd lvl Pri spell (does not Twilight you)
| 3
| 3
| 1M: Dispel Innate
|
3
| 4
| +1 F action
| 3
| 5
| 0, 1/d: Ignore someone's resistance or double resistance to something
| 3
| 6
| 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
|
3
| 7
| 1M, 1/d: Mini Fury (Do LVL Q∞M actions only for magic or psi, at the end of the effect, you are Crapped and Set)
| 3
| 8
| 0, 1/d: Reset self, you will not get your next Natural Reset.
| 3
| 9
| Duplicate one 1st level Boss or Sidekick spell
|
4
| 1
| Duplicate one 1st-2nd level Boss or Sidekick spell
| 4
| 2
| Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
| 4
| 3
| +LVL*20% distributed among RMPIWR
|
4
| 4
| 1F, 1/h: Locate Person/Object
| 4
| 5
| 1F, 1/h: Speak with Person (Tongues)
| 4
| 6
| 1V: Magic Jar
|
4
| 7
| Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
| 4
| 8
| Always do at least 1 damage as long as you hit, regardless of immunities / WR / pro weapons / etc.
| 4
| 9
| 1V: Lower one x0 effect. 1P: Lower one x1 effect.
|
5
| 1
| Pick magic, psi, radiation, or innate. Your effects of that type give half blahR (normal and irreducible; unadjustable blahR's are not affected)
| 5
| 2
| 0, 1/s: Have a LVL% chance per segment of being able to attack a Familiar even if it's immune (the Familiar will know you're doing this even if you fail)
| 5
| 3
| Time/Reality Stability
|
5
| 4
| 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
| 5
| 5
| 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
| 5
| 6
| 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
|
5
| 7
| +1 Opp action (if Opposing actions are pixelated, gives +1QS instead)
| 5
| 8
| Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
| 5
| 9
| 1S: Lower LVL x1 effects in the same group.
|
6
| 1
| Material componenting spells (Wizard or Priest) costs you only ¼V action
| 6
| 2
| 0, 1/d: For 1 turn, casting multiple Wishes/Miracles doesn't harm MF in the area
| 6
| 3
| 1M, 1/d: Cast 5th lvl Wiz or Pri spell
|
6
| 4
| 1M: Disable all non-Rogue classes in your group (RSW save for each class)
| 6
| 5
| Resist one element of E=LVL or less (change at reset)
| 6
| 6
| Immune to 0th-3rd level spells of one school or sphere
|
6
| 7
| You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
| 6
| 8
| 0: Zero & Opposing actions cannot be used in your group.
| 6
| 9
| 1bF: Counterspell
|
7
| 1
| 0, 1/d: Avoid Fate of x2 multiplier
| 7
| 2
| Duplicate one 1st-4th level Boss or Sidekick spell
| 7
| 3
| 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
|
7
| 4
| 1M: Target loses this segment's actions (RSW save)
| 7
| 5
| 1P: You and target cannot use F, S, M, or Opp actions (target gets RSW save)
| 7
| 6
| 1V, 1/t: Choose Future
|
7
| 7
| You can use +1 segment /r (i.e. you get a segment 11)
| 7
| 8
| Reduced time paradox/oddities while time travelling
| 7
| 9
| 0, 1/t: Counter a Counterspell
|
8
| 1
| 1 Reset of F actions, 1/w: Create a LVL*1000 item XP magic item
| 8
| 2
| +3 HNCL for purposes of qualifying for Concordant classes
| 8
| 3
| 1V, 2/d: Drop or add a class (even during combat)
|
8
| 4
| 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
| 8
| 5
| Duplicate 4 SL's of Mortal0 spells
| 8
| 6
| +LVL*5% XR
|
8
| 7
| 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
| 8
| 8
| 1F: Dominate target creature (Will save)
| 8
| 9
| 1bF, 1/d: Capital O Object
|
Legend 1 (11)
| 1
| All your effects have no save (incl. Scarab/Pro)
| Legend 1 (11)
| 2
| Can instead use LL/2 (round up) F actions /s
| Legend 1 (11)
| 3
| 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
|
Legend 1 (11)
| 4
| Immune Ego/Domination of mult = to LL or less
| Legend 1 (11)
| 5
| Immune Head Blown Off, slain, crapped, Extract
| Legend 1 (11)
| 6
| 1V: Lower all x1 effects on 1 target
|
Legend 1 (11)
| 7
| +LL S actions
| Legend 1 (11)
| 8
| Truename is unreadable to mult = to LL or less
| Legend 1 (11)
| 9
| 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)
|
|
[PC7] Concordant (x1) Classes Group
Overt Rogue
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 4.5
| (none)
| 3
| 9
| (none)
|
4
| 18
| (none)
| 5
| 36
| (none)
| 6
| 72
| (none)
|
7
| 144
| (none)
| 8
| 288
| (none)
| 9
| 500
| (none)
|
10
| 850
| (none)
| 11
| 1200
| (none)
| 12
| 1550
| (none)
|
13
| 1900
| (none)
| 14
| 2250
| (none)
| 15
| 2600
| (none)
|
16
| 2950
| (none)
| 17
| 3300
| (none)
| 18
| 3650
| (none)
|
19
| 4000
| (none)
| 20
| 4350
| (none)
| 21
| 4700
| (none)
|
22
| 5050
| (none)
| 23
| 5400
| (none)
| 24
| 5750
| (none)
|
25
| 6100
| (none)
| 26
| 6450
| (none)
| 27
| 6800
| (none)
|
28
| 7150
| (none)
| 29
| 7500
| (none)
| 30
| 7850
| (none)
|
31
| 8200
| (none)
| 32
| 8550
| (none)
| 33
| 8900
| (none)
|
34
| 9250
| (none)
| 35
| 9600
| (none)
| 36
| 9950
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 6 5 6 3 4 1 3 0
| +0
| 7 6 7 4 6 2 5 1
| +1
| 7 8 8 4 7 3 6 2
|
+1
| 8 9 9 5 9 5 8 3
| +2
| 9 11 9 6 10 6 9 4
| +2
| 10 12 10 7 12 7 11 5
|
+3
| 10 14 11 8 13 8 12 6
| +3
| 12 15 12 9 14 9 14 7
| +4
| 13 16 14 12 15 11 15 8
|
+4
| 15 16 15 14 16 12 17 9
| +5
| 16 16 16 16 16 13 18 10
| +5
| 16 17 16 16 16 14 20 11
|
+6
| 16 17 16 16 16 14 20 11
| +6
| 16 17 16 16 16 14 20 11
| +7
| 16 17 16 16 16 14 20 11
|
+7
| 16 17 16 16 16 14 20 11
| +8
| 16 17 16 16 16 14 20 11
| +8
| 16 17 16 16 16 14 20 11
|
|
Requisites:
| Dex 21, Chr 13
| Alignment:
| L*
| HD/level:
| d3
| Weapon Prof.:
| & 10+level/9
| To Hit Table:
| 3xRog
| Save Table:
| Rog
| Reference:
| DM {Mirror Stealth Rogue} {Reduced Overt Master}
| Groups:
| Rogue, Concordant (x1), Mirror
|
|
|
|
Gets 50 rogue points per level.
| Level 1: Thieves' Cant.
| BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
| You pick one ability per level.
| Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
|
|
Lvl
| Appraiser2 Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1-6
| oRR || oaRR || oaaRR
| 0
| 30
| Chr-13
| Chr-18
| 1-6
| oMR || oaMR || oaaMR
| 0
| 20
| Str-14
| Str-19
| 1-6
| oPR || oaPR || oaaPR
| 0
| 10
| Con-15
| Con-20
|
1-6
| oIR || oaIR || oaaIR
| 0
| 0
| Int-16
| Int-21
| 1-6
| Fork Innate | Psionic | Magic | Radioactive
| 1M (may borrow)
| -10
| Chr-22
| Chr-22
| 1-6
| Any Rogue ability (= level you took this at)
| na
| na
| na
| na
|
7-12
| oCR || oaCR || oaaCR
| 0
| 20
| Dex+Con-28
| Dex+Con-38
| 7-12
| oNR || oaNR || oaaNR
| 0
| 10
| Dex+Chr-31
| Dex+Chr-41
| 7-12
| oWR || oaWR || oaaWR
| 0
| 0
| Int+Chr-34
| Int+Chr-44
|
7-12
| oER || oaER || oaaER
| 0
| -10
| Str+Wis-37
| Str+Wis-47
| 7-12
| Seal Fate (counter a counter) x1 | x2 | x3 | etc.
| 2M (may borrow)
| -20
| Dex*2-50
| Dex*2-50
| 7-12
| Any Rogue ability (= level you took this at)
| na
| na
| na
| na
|
|
[PC7] Concordant (x1) Classes Group
Paragon3
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 10
| (none)
| 3
| 30
| (none)
|
4
| 60
| (none)
| 5
| 100
| (none)
| 6
| 150
| (none)
|
7
| 210
| (none)
| 8
| 280
| (none)
| 9
| 360
| (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
|
+2
| 2 2 2 2 2 2 2 2
| +4
| 4 4 4 4 4 4 4 4
| +6
| 6 6 6 6 6 6 6 6
|
+8
| 8 8 8 8 8 8 8 8
| +10
| 10 10 10 10 10 10 10 10
| +12
| 12 12 12 12 12 12 12 12
|
+14
| 14 14 14 14 14 14 14 14
| +16
| 16 16 16 16 16 16 16 16
| +18
| 18 18 18 18 18 18 18 18
|
+20
| 20 20 20 20 20 20 20 20
| +22
| 22 22 22 22 22 22 22 22
| +24
| 24 24 24 24 24 24 24 24
|
+26
| 26 26 26 26 26 26 26 26
| +28
| 28 28 28 28 28 28 28 28
| +30
| 30 30 30 30 30 30 30 30
|
+32
| 32 32 32 32 32 32 32 32
| +34
| 34 34 34 34 34 34 34 34
| +36
| 36 36 36 36 36 36 36 36
|
|
Requisites:
| Str 18, Dex 18, Con 18, Int 18, Wis 18, Chr 18
| Alignment:
| any
| HD/level:
| d20
| Weapon Prof.:
| 0+level*2
| To Hit Table:
| 2xMon
| Save Table:
| 4xMon
| Reference:
| DM
| Groups:
| Custom, Monster, Concordant (x1)
|
|
|
|
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
| Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
| Level 1: Double movement rate.
| Level 1: Enemies have -LVL saves vs. your effects.
| Level 1: DR 2*LVL / +LVL.
| Level 1: Regenerate LVL hp /s.
| Level 4: Triple movement rate (replaces the Double at level 1)
| Level 9: Quadruple movement rate (replaces the Triple at level 4)
|
|
[PC7] Concordant (x1) Classes Group
Peacemonger
Level
| KXP
| Peacemonger[PL] 123 456 78 [24]
|
1
| 0
| --- 1-- -- [--]
| 2
| 1
| --- 2-- -- [--]
| 3
| 3
| --- 3-- -- [--]
|
4
| 9
| --- 4-- -- [--]
| 5
| 27
| --- 5-- -- [--]
| 6
| 81
| --- 6-- -- [--]
|
7
| 243
| --- 7-- -- [--]
| 8
| 500
| --- 8-- -- [--]
| 9
| 900
| --- 8-- -1 [--]
|
10
| 1300
| --- 8-- -2 [--]
| 11
| 1700
| --- 8-- -3 [--]
| 12
| 2100
| --- 8-- -4 [--]
|
13
| 2500
| --- 8-- -5 [--]
| 14
| 2900
| --- 8-- -6 [--]
| 15
| 3300
| --- 8-- -7 [--]
|
16
| 3700
| --- 8-- -8 [--]
| 17
| 4100
| --- 9-- -8 [--]
| 18
| 4500
| --- 9-- -9 [--]
|
19
| 4900
| --- A-- -9 [--]
| 20
| 5300
| --- A-- -A [--]
| 21
| 5700
| --- A-- -A [--]
|
22
| 6100
| --- A-- -A [--]
| 23
| 6500
| --- A-- -A [--]
| 24
| 6900
| --- A-- -A [--]
|
25
| 7300
| --- A-- -A [--]
| 26
| 7700
| --- A-- -A [--]
| 27
| 8100
| --- A-- -A [1-]
|
28
| 8500
| --- A-- -A [11]
| 29
| 8900
| --- A-- -A [11]
| 30
| 9300
| --- A-- -A [-2]
|
31
| 9700
| --- A-- -A [-2]
| 32
| 10100
| --- A-- -A [-3]
| 33
| 10500
| --- A-- -A [-3]
|
34
| 10900
| --- A-- -A [-4]
| 35
| 11300
| --- A-- -A [-4]
| 36
| 11700
| --- A-- -A [-5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 2 4 2 1 1 1 0
| +1
| 6 4 5 4 3 2 2 1
| +2
| 8 5 7 6 4 3 3 2
|
+3
| 9 7 8 8 6 4 4 2
| +4
| 11 8 10 10 7 5 4 3
| +5
| 12 10 11 12 9 6 5 4
|
+6
| 14 11 13 14 10 7 6 4
| +7
| 14 12 14 14 11 8 7 5
| +8
| 15 13 14 14 12 9 8 6
|
+9
| 15 14 15 15 13 10 8 6
| +10
| 15 14 15 15 14 11 9 7
| +11
| 15 14 15 15 15 12 10 8
|
+12
| 15 15 15 15 15 13 11 8
| +13
| 16 15 15 15 15 14 12 9
| +14
| 16 15 16 15 15 15 12 10
|
+15
| 16 16 16 15 15 16 13 10
| +16
| 16 16 16 16 16 17 14 11
| +17
| 17 16 16 16 16 18 15 12
|
|
Requisites:
| Int 23, Wis 17, Chr 19
| Alignment:
| any
| HD/level:
| & 2d4
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| 2xWar
| Reference:
| DM {Planeshifted Battlelord}
| Groups:
| Warrior, Concordant (x1), Alternate
|
|
|
|
Gets Barbarian Int, Wis, or Chr.
| Peacemongers get 4th level and 8th level spells, but not other level numbers. (This is done to make Peacemonger spells be of the proper SL when other classes use a "Wish" type effect to emulate a Peacemonger spell.). They also get "Peacelord" (a x2 class) spells starting at level 27.
| Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
| Peacemonger spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Peacemonger spells during reset.
| Level 3: Get another Barbarian Stat.
| Level 9: Get another Barbarian Stat.
|
|
[PC7] Concordant (x1) Classes Group
Peacemonger Spells
Level
| #
| Spell
|
2 *
| 1 *
| 1M: A group gets -LVL V actions (no save)
| 4
| 1
| 1M: A group gets -LVL TH (no save)
| 4
| 2
| 1M: A group gets -CL dmg (no save)
|
4
| 3
| 1M: A group gets -CL AC (no save)
| 4
| 4
| 1M: A group gets -LVL saves (no save)
| 4
| 5
| 1M: A group gets -LVL P actions (no save)
|
4
| 6
| 1M: A group gets -CL*2 current and max hp (no save)
| 4
| 7
| 1M: A group gets -CL B actions (no save)
| 4
| 8
| 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
|
4
| 9
| 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
| 4
| 10
| 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
| 8
| 1
| 1M: A group gets -1 iTH with their next attack (no save)
|
8
| 2
| 1M: A group gets -1 idmg with their next attack (no save)
| 8
| 3
| +LVL to CL for 4th level Peacemonger spells
| 8
| 4
| 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
|
8
| 5
| 1M: A group gets -LVL M actions (no save)
| 8
| 6
| 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
| 8
| 7
| 1M: A group gets -CL C actions (no save)
|
Peacelord 2 (12)
| 1 *
| 1M: A group gets -PCL Q∞V actions (infinitely quick V actions)
| Peacelord 4 (14)
| 1
| 1M: A group gets -PL iTH
| Peacelord 4 (14)
| 2
| 1M: A group gets -PCL idmg
|
Peacelord 4 (14)
| 3
| 1M: A group gets -PCL iAC
| Peacelord 4 (14)
| 4
| 1M: A group gets -PL isaves
| Peacelord 4 (14)
| 5
| 1M: A group gets -PCL Q∞P actions (infinitely quick P actions)
|
Peacelord 4 (14)
| 6
| 1M: A group gets -PCL ihp
| Peacelord 4 (14)
| 7
| 1M: A group gets -PL X actions
| Peacelord 4 (14)
| 8
| 1M: A group gets -25*PCL set Str that ignores Sustain Str
|
Peacelord 4 (14)
| 9
| 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
| Peacelord 4 (14)
| 10
| 1M: A group gets -25*PCL set Con that ignores Sustain Con
|
|
[PC7] Concordant (x1) Classes Group
ProtoDracoLich
Level
| KXP
| ProtoDracoLich 123 456 7 [01]
|
1
| 1 (owe)
| 1-- --- - [--]
| 2
| 10
| 2-- --- - [--]
| 3
| 27
| 21- --- - [--]
|
4
| 58
| 32- --- - [--]
| 5
| 115
| 321 --- - [--]
| 6
| 222
| 432 --- - [--]
|
7
| 331
| 432 1-- - [--]
| 8
| 442
| 543 2-- - [--]
| 9
| 651
| 543 21- - [--]
|
10
| 900
| 653 21- - [--]
| 11
| 1521
| 654 32- - [--]
| 12
| 2144
| 654 321 - [--]
|
13
| 2769
| 654 322 - [--]
| 14
| 3396
| 654 333 - [--]
| 15
| 4025
| 654 433 - [--]
|
16
| 4656
| 654 444 - [--]
| 17
| 5289
| 655 444 1 [--]
| 18
| 5924
| 665 555 1 [1-]
|
19
| 6561
| 666 555 1 [2-]
| 20
| 7200
| 666 655 2 [3-]
| 21
| 7841
| 666 665 2 [21]
|
22
| 8484
| 666 666 2 [21]
| 23
| 9129
| 766 666 2 [12]
| 24
| 9776
| 777 666 2 [12]
|
25
| 10425
| 777 776 3 [-3]
| 26
| 11076
| 777 777 3 [-3]
| 27
| 11729
| 888 777 4 [-4]
|
28
| 12384
| 888 888 4 [-4]
| 29
| 13041
| 999 999 5 [-5]
| 30
| 13700
| AAA AAA 5 [-5]
|
31
| 14361
| AAA AAA 6 [-5]
| 32
| 15024
| AAA AAA 6 [-6]
| 33
| 15689
| AAA AAA 7 [-6]
|
34
| 16356
| AAA AAA 8 [-7]
| 35
| 17025
| AAA AAA 9 [-7]
| 36
| 17696
| AAA AAA A [-8]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 11 11 11 11 11 11 11 11
| +4
| 12 12 12 12 12 12 12 12
| +6
| 13 13 13 13 13 13 13 13
|
+8
| 14 14 14 14 14 14 14 14
| +10
| 15 15 15 15 15 15 15 15
| +12
| 16 16 16 16 16 16 16 16
|
+14
| 17 17 17 17 17 17 17 17
| +16
| 18 18 18 18 18 18 18 18
| +18
| 19 19 19 19 19 19 19 19
|
+20
| 20 20 20 20 20 20 20 20
| +22
| 21 21 21 21 21 21 21 21
| +24
| 22 22 22 22 22 22 22 22
|
+26
| 23 23 23 23 23 23 23 23
| +28
| 24 24 24 24 24 24 24 24
| +30
| 25 25 25 25 25 25 25 25
|
+32
| 26 26 26 26 26 26 26 26
| +34
| 27 27 27 27 27 27 27 27
| +36
| 28 28 28 28 28 28 28 28
|
|
Requisites:
| Str 13, Int 18, Wis 13
| Alignment:
| any E
| HD/level:
| ++d12
| Weapon Prof.:
| level*2
| To Hit Table:
| 2xMon
| Save Table:
| level+10 (all categories)
| Reference:
| DM {Reduced DracoLich / DemiDracoLich}
| Groups:
| Concordant (x1), Monster
|
|
|
|
You are considered an extra +LVL-2 weapon needed to hit (at level 1 this is "silver or better").
|
| The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.
|
|
[PC7] Concordant (x1) Classes Group
ProtoDracoLich Spells
Level
| #
| Spell
|
1
| 1
| 1M, 1/r: Any 0th level Warrior or Monster spell
| 1
| 2
| 5*LVL% iWaWR
| 1
| 3
| +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
|
1
| 4
| Your claw damage is CLd4
| 1
| 5
| 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
| 1
| 6
| Immunity to disease
|
1
| 7
| Fear aura (anyone who enters your group) (Will save)
| 1
| 8
| Natural AT source = +CL*2
| 1
| 9
| Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
|
2
| 1
| 1M, 1/r: Any 0th-1st level Warrior or Monster spell
| 2
| 2
| 5*LVL% iIaIR
| 2
| 3
| +LVL/2 P actions
|
2
| 4
| Your bite damage is CLd6
| 2
| 5
| 1M: Summon 1 DL II Dragon or 6 DL I Undead
| 2
| 6
| Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
|
2
| 7
| Eye's P or M action: Gaze to Charm (save)
| 2
| 8
| Immune to three E=1 elements, two E=2 elements, or one E=3 element (doesn't "spread")
| 2
| 9
| Breath weapon: 4/d or 1/2r. Choose a para (E=2) element. Dmg = 75% of current hp total. (save:½)
|
3
| 1
| 1M, 1/r: Any 0th-2nd level Warrior or Monster spell
| 3
| 2
| 5*LVL% iMaMR
| 3
| 3
| Troll-like Regen LVL hp /s
|
3
| 4
| Fly at CL*6" (D)
| 3
| 5
| 1M: Summon 1 DL III Dragon or 6 DL II Undead
| 3
| 6
| Immunity to poison
|
3
| 7
| You emit a stench like a ghast
| 3
| 8
| Immune to three EE=1 eelements, two EE=2 eelements, or one EE=3 eelement (doesn't "spread")
| 3
| 9
| Breath weapon: 5/d or 1/r. Choose a quasi (E=3) element. Dmg = current hp total. (save:½)
|
4
| 1
| 1M, 1/r: Any 0th-3rd level Warrior or Monster spell
| 4
| 2
| 5*LVL% iPaPR
| 4
| 3
| 1M (can borrow), 1/d: Reset
|
4
| 4
| Grow a tail, damage is CLd5
| 4
| 5
| 1M: Summon 1 DL IV Dragon or 6 DL III Undead
| 4
| 6
| Immunity to ability drain
|
4
| 7
| Vampiric Regen (CL-3)*10% of damage you deal
| 4
| 8
| 1M: Detect Gems, kind and number
| 4
| 9
| Breath weapon: 6/d or 2/r. Choose an E=4 (or less) element. Dmg = current hp total. Save for 60%.
|
5
| 1
| 1M, 1/r: Any 0th-4th level Warrior or Monster spell
| 5
| 2
| 5*LVL% iTechCNaCNR
| 5
| 3
| 1F: Get 2P you can use this segment
|
5
| 4
| Resist NPC parties (take half damage from all NPC party attacks and effects)
| 5
| 5
| 1M: Summon 1 DL V Dragon or 6 DL IV Undead
| 5
| 6
| Immunity to all mind-affecting effects
|
5
| 7
| 1M: Slay Living (save)
| 5
| 8
| Your claw damage is CLd10+CL
| 5
| 9
| Breath weapon: 7/d or 3/r. Choose an E=5 (or less) element. Dmg = current hp total. Save for 70%.
|
6
| 1
| 1M, 1/r: Any 0th-5th level Warrior or Monster spell
| 6
| 2
| 4*LVL% iEaER
| 6
| 3
| +LVL/10 number of segments per round
|
6
| 4
| +1 Revive slot; 1F: Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem)
| 6
| 5
| 1M: Summon 1 DL VI Dragon or 6 DL V Undead
| 6
| 6
| Whenever you touch someone, they get Mummy Rot (no save)
|
6
| 7
| Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
| 6
| 8
| Your bite damage is (2*CL)d12
| 6
| 9
| Breath weapon: 8/d or 4/r. Choose an E=6 (or less) element. Dmg = current hp total. Save for 80%.
|
7
| 1
| 1M, 1/r: Any 0th-6th level Warrior or Monster spell
| 7
| 2
| 2*LVL% iXaXR
| 7
| 3
| +LVL-13 QQP actions per round
|
7
| 4
| 1M: Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
| 7
| 5
| 1M: Summon 1 DL VII Dragon or 6 DL VI Undead
| 7
| 6
| Immunity to death or slay effects
|
7
| 7
| 1M: Target is energy drained CL/2 levels (no save)
| 7
| 8
| Luckstone effect
| 7
| 9
| Breath weapon: 9/d or 5/r. Choose an E=7 (or less) element. Dmg = current hp total. Save for 90%.
|
DracoLich 0 (10)
| 1
| 0, 1/r: Any 0th-5th level Warrior or Monster spell
| DracoLich 0 (10)
| 2
| 0, 1/r: Any 0th-3rd level Wizard or Priest spell
| DracoLich 0 (10)
| 3
| 3*LVL% inWR (irreducible, non-ignorable)
|
DracoLich 0 (10)
| 4
| Add you or your mount's current hp (if it's a dragon) to your melee dmg
| DracoLich 0 (10)
| 5
| 1M: Summon 1 DL VIII Dragon or 6 DL VII Undead
| DracoLich 0 (10)
| 6
| Choose one of your limbs (or your head), it is Lernaean
|
DracoLich 1 (11)
| 1
| 0, 1/r: Any 0th-6th level Warrior or Monster spell
| DracoLich 1 (11)
| 2
| 0, 1/r: Any 0th-4th level Wizard or Priest spell
| DracoLich 1 (11)
| 3
| 3*LVL% inIR (irreducible, non-ignorable)
|
DracoLich 1 (11)
| 4
| Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
| DracoLich 1 (11)
| 5
| 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
| DracoLich 1 (11)
| 6
| 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
|
|
[PC7] Concordant (x1) Classes Group
Proto-Lich
Level
| KXP
| ProtoLich Lich 123 456 7 [01]
|
1
| 0
| 1-- --- - [--]
| 2
| 6
| 2-- --- - [--]
| 3
| 18
| 21- --- - [--]
|
4
| 42
| 32- --- - [--]
| 5
| 90
| 321 --- - [--]
| 6
| 186
| 432 --- - [--]
|
7
| 282
| 432 1-- - [--]
| 8
| 378
| 543 2-- - [--]
| 9
| 570
| 543 21- - [--]
|
10
| 800
| 653 21- - [--]
| 11
| 1400
| 654 31- - [--]
| 12
| 2000
| 654 32- - [--]
|
13
| 2600
| 654 321 - [--]
| 14
| 3200
| 654 322 - [--]
| 15
| 3800
| 654 332 - [--]
|
16
| 4400
| 654 333 - [--]
| 17
| 5000
| 654 433 - [--]
| 18
| 5600
| 654 443 - [--]
|
19
| 6200
| 654 444 - [--]
| 20
| 6800
| 655 444 1 [--]
| 21
| 7400
| 655 544 1 [--]
|
22
| 8000
| 655 554 1 [--]
| 23
| 8600
| 655 555 1 [--]
| 24
| 9200
| 665 555 1 [1-]
|
25
| 9800
| 666 555 1 [2-]
| 26
| 10400
| 666 655 2 [3-]
| 27
| 11000
| 666 665 2 [21]
|
28
| 11600
| 666 666 2 [21]
| 29
| 12200
| 766 666 2 [12]
| 30
| 12800
| 777 666 2 [12]
|
31
| 13400
| 777 776 3 [-3]
| 32
| 14000
| 777 777 3 [-3]
| 33
| 14600
| 888 777 3 [-4]
|
34
| 15200
| 888 888 3 [-4]
| 35
| 15800
| 999 999 4 [-5]
| 36
| 16400
| AAA AAA 4 [-5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 8 4 5 2 3 0 0 2
| +2
| 8 4 6 3 4 0 0 3
| +3
| 9 5 6 3 4 0 1 3
|
+4
| 9 5 6 4 4 1 1 4
| +5
| 10 6 7 4 5 1 1 4
| +6
| 10 6 7 5 5 2 2 5
|
+7
| 11 7 8 5 6 2 2 5
| +8
| 11 7 9 6 6 2 2 6
| +9
| 12 7 9 6 7 3 3 6
|
+10
| 12 8 9 6 7 3 3 7
| +11
| 13 8 10 7 8 4 3 7
| +12
| 13 9 10 7 8 4 4 8
|
+13
| 13 9 10 7 8 4 4 8
| +14
| 14 9 11 8 9 5 4 9
| +15
| 14 10 11 8 9 5 5 9
|
+16
| 14 10 11 9 9 6 5 10
| +17
| 15 11 12 9 10 6 5 10
| +18
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Int 19, Wis 14, Chr 5
| Alignment:
| any E
| HD/level:
| +d10
| Weapon Prof.:
| level
| To Hit Table:
| Mon
| Save Table:
| Pri
| Reference:
| DM {Reduced Lich}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
+1 Nonweapon proficiency per level.
| +LVL-2 or better weapon needed to hit you (at level 1 this is "silver or better").
|
| Level 0 Proto-Lich spells (cantrips) are not on the progression; these are 1/4 of a 1st level spell each.
| Level 8 Proto-Lich spells are provided, as Proto-Liches are more likely than other classes (due to their nature) to be able to figure out a way to "School Robe" (-1 SL) their effects.
|
| Several Proto-Lich spells trigger by touch. They all trigger whenever someone is touched (or whenever someone touches you), and can be conducted through weapons (spend 2 Feats to be able to do this). You may pick the same touch spell more than once to allow it to trigger more than once per touch.
|
| The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.
|
|
[PC7] Concordant (x1) Classes Group
Proto-Lich Spells
Level
| #
| Spell
|
1
| 1
| 1M, 1/r: Any 0th level Wizard spell
| 1
| 2
| 1M, 1/r: Any 0th level Priest spell
| 1
| 3
| 1M, 1/r: Any 0th level psionic effect
|
1
| 4
| 1M: Turn Undead at CL=LVL
| 1
| 5
| 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
| 1
| 6
| +10*LVL% WR
|
1
| 7
| Mask Undead status; Turn as if double HD
| 1
| 8
| Detect Magic Items; 1M: Identify Magic Item
| 1
| 9
| 1M, 1/d: Gain +1 XP
|
1
| 10
| 1P: Create x1 Trap 15*LVL%
| 1
| 11
| Material componenting costs ½V action
| 1
| 12
| +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
|
1
| 13
| Cold LVL dmg by touch
| 1
| 14
| +1 Research Point (or drawn sheet) per reset (see [P12])
| 1
| 15
| 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
|
2
| 1
| 1M, 1/r: Any 0th-1st level Wizard spell
| 2
| 2
| 1M, 1/r: Any 0th-1st level Priest spell
| 2
| 3
| 1M, 1/r: Any 0th-1st level psionic effect
|
2
| 4
| Immune Turning
| 2
| 5
| 1M: Control Undead (as per Turn Undead)
| 2
| 6
| +10*LVL% RaRR
|
2
| 7
| Detect Concordant Beings; 1M: Legend Lore Concordant Being
| 2
| 8
| 1M: Create x1 Trick 15*LVL%
| 2
| 9
| Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
|
2
| 10
| +LVL/3 M actions
| 2
| 11
| 1M, Touch: Energy Drain 2 levels
| 2
| 12
| Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
|
3
| 1
| 1M, 1/r: Any 0th-2nd level Wizard spell
| 3
| 2
| 1M, 1/r: Any 0th-2nd level Priest spell
| 3
| 3
| 1M, LVL/d: Grant Undead Status
|
3
| 4
| +10*LVL MR
| 3
| 5
| 1F: Create x1 Special 5*LVL%
| 3
| 6
| 0, Gaze: Life Trapping (as per Mirror) (save)
|
3
| 7
| Immune to Twilight
| 3
| 8
| 1M, touch: Imprisonment (save)
| 3
| 9
| 1M: LVLd10 Colorless Fire dmg to one target (no save)
|
3
| 10
| Troll-like Regen LVL hp /s
| 3
| 11
| Double the memorization of 1 SL (Wizard or Priest)
| 3
| 12
| Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
|
4
| 1
| 1M, 1/r: Any 0th-3rd level Wizard spell
| 4
| 2
| 1M, 1/r: Any 0th-3rd level Priest spell
| 4
| 3
| 1M, 1/r: Any psionic minor
|
4
| 4
| +10*LVL PaPR
| 4
| 5
| 1M: Dispel Innate or Racial ability effect
| 4
| 6
| 1M, 1/d: Reset
|
4
| 7
| 1M, 1/d: Contact Alternate Reality
| 4
| 8
| 1M, 1/d: Create Any DL 4 Monster
| 4
| 9
| 1M, touch: Steal all spells (save)
|
4
| 10
| 1M, touch: Lose LVLd4 stat pts
| 4
| 11
| 1bF: Fork
| 4
| 12
| Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
|
5
| 1
| 1M, 1/r: Any 0th-4th level Wizard spell
| 5
| 2
| 1M, 1/r: Any 0th-4th level Priest spell
| 5
| 3
| +10*LVL aMR
|
5
| 4
| 1M: Project Image
| 5
| 5
| 1M: Teleport
| 5
| 6
| 1M: Contact Other Plane
|
5
| 7
| Conduct M actions through psi link (range sight)
| 5
| 8
| 1M, touch: Drain all psionic pools (save)
| 5
| 9
| 1M, touch: Slay Living (save)
|
5
| 10
| 1F: Get 2M you can use this segment
| 5
| 11
| +LVL/5 QM actions
| 5
| 12
| Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
|
6
| 1
| 1M, 1/r: Any 0th-5th level Wizard spell
| 6
| 2
| 1M, 1/r: Any 0th-5th level Priest spell
| 6
| 3
| 1M, 1/r: Any psionic major
|
6
| 4
| 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
| 6
| 5
| 1M: Teleport without Error
| 6
| 6
| +10*LVL IR
|
6
| 7
| 1M, touch: Steal a random powers for 1 round (no save)
| 6
| 8
| 1M, touch: Erase Truename (must know their Truename first)
| 6
| 9
| Troll-like regen LVL hp (including vile) /s
|
6
| 10
| Conduct effects through psi link (within sight)
| 6
| 11
| +LVL/10 number of segments per round
| 6
| 12
| Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
|
7
| 1
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 2
| 1M, 1/r: Any 0th-6th level Wizard spell
| 7
| 3
| +10*LVL EaER
|
7
| 4
| 1M, touch: Annihilation (save)
| 7
| 5
| 1M, touch: Incursion (save)
| 7
| 6
| Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
|
Lich 0 (10)
| 1
| 0, 1/r: Any 0th-5th level Wizard spell
| Lich 0 (10)
| 2
| 0, 1/r: Any 0th-4th level Priest spell
| Lich 0 (10)
| 3
| 0, 1/r: Any psionic cantrip
|
Lich 0 (10)
| 4
| +5*(Lich level)% WR (not irreducible) that can't be ignored
| Lich 0 (10)
| 5
| Resist Turning (you are double the rating)
| Lich 0 (10)
| 6
| 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
|
Lich 1 (11)
| 1
| 0, 1/r: Any 1st-6th level Wizard spell
| Lich 1 (11)
| 2
| 0, 1/r: Any 1st-5th level Priest spell
| Lich 1 (11)
| 3
| 0, 1/r: Any psionic minor
|
Lich 1 (11)
| 4
| 1M: Banish Undead
| Lich 1 (11)
| 5
| Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
| Lich 1 (11)
| 6
| +10*(Lich level)% iWR that can't be ignored
|
Lich 1 (11)
| 7
| Mask Undead status; Can't be turned
| Lich 1 (11)
| 8
| Detect Artifacts; 1M: Legend Lore Artifact
| Lich 1 (11)
| 9
| 1M, (lich level)/d: Gain +10 XP
|
Lich 1 (11)
| 10
| 0: Create Traps 15*(Lich level)%
| Lich 1 (11)
| 11
| All spells cost 0 P actions; Material componenting does not cost 1 V action
| Lich 1 (11)
| 12
| +(Lich level) OppV or QM actions
|
Lich 1 (11)
| 13
| Negative Cold (Lich level)d10 dmg by touch
| Lich 1 (11)
| 14
| +(Lich level) Research Points per reset (see [P12])
| Lich 1 (11)
| 15
| 1F or 1X: Duplicate any level 0 Concordant spell
|
|
[PC7] Concordant (x1) Classes Group
Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)
Level
| KXP
| Psi∞ mMG S
|
1
| 0
| 1-- -
| 2
| 10
| 2-- -
| 3
| 25
| 3-- -
|
4
| 50
| 31- -
| 5
| 100
| 32- -
| 6
| 250
| 33- -
|
7
| 500
| 43- -
| 8
| 750
| 44- -
| 9
| 1000
| 441 -
|
10
| 1500
| 442 -
| 11
| 2000
| 443 -
| 12
| 2500
| 544 -
|
13
| 3000
| 554 -
| 14
| 3500
| 555 -
| 15
| 4000
| 655 -
|
16
| 4500
| 665 -
| 17
| 5000
| 666 -
| 18
| 5500
| 666 1
|
19
| 6000
| 666 2
| 20
| 6500
| 666 3
| 21
| 7000
| 666 4
|
22
| 7500
| 666 5
| 23
| 8000
| 666 6
| 24
| 8500
| 766 6
|
25
| 9000
| 776 6
| 26
| 9500
| 777 6
| 27
| 10000
| 777 7
|
28
| 10500
| 877 7
| 29
| 11000
| 887 7
| 30
| 11500
| 888 7
|
31
| 12000
| 888 8
| 32
| 12500
| 988 8
| 33
| 13000
| 998 8
|
34
| 13500
| 999 8
| 35
| 14000
| 999 9
| 36
| 14500
| 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 6 4 8 3 4 2 0 2
| +0
| 6 6 9 4 5 3 1 4
| +1
| 7 7 10 5 6 4 2 5
|
+1
| 8 9 10 6 7 5 3 7
| +2
| 9 10 11 7 8 6 4 8
| +3
| 9 12 12 8 9 8 5 10
|
+4
| 10 13 13 9 11 9 6 11
| +4
| 11 14 13 10 12 10 7 13
| +5
| 14 15 14 13 14 11 8 14
|
+6
| 15 16 16 15 15 12 9 16
| +7
| 16 16 16 16 16 14 10 17
| +7
| 16 16 16 16 16 15 11 19
|
+8
| 16 16 16 16 16 15 14 19
| +9
| 16 16 16 16 16 16 16 19
| +10
| 16 17 17 16 17 16 16 19
|
+10
| 17 17 17 17 17 17 16 19
| +11
| 17 18 18 17 17 17 17 19
| +12
| 18 18 18 18 18 17 17 19
|
|
Requisites:
| Int 15, Wis 15, Chr 15 (one 20)
| Alignment:
| any
| HD/level:
| d14
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| 3xPsi
| Save Table:
| 3xPsi
| Reference:
| DM {Reduced PsiÀ1 (Aleph sub 1)}
| Groups:
| Psionicist, Concordant (x1)
|
|
| See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
| All Psi∞ effects have 0 duration.
| Psionic Strength = (Int+Wis+Chr)/3*(Level)
|
|
|
|
Psi∞ Minors (PSP cost = 1):
| Break (one item is destroyed, item save vs. disintegration)
| Dispel (one effect is dispelled)
| Disruption (group, 50 dmg, RSW save for 10)
| Enhance (1bM to use, add your CL to the CL of an effect for this segment)
| Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
| Random Teleport (one target, 1dCL miles in random direction, RSW save)
| Reroll die (1bM to use, reroll a die roll you just made)
| Telekinetic Damage (group, CLd4, no save)
| Sporacle (random [C8] section effect, one target, RSW save)
|
| Psi∞ Majors (PSP cost = 10):
| Disintegrate (group, RSW save for 25 dmg)
| Effect Immunity (1bM to use, immune to an effect for this segment)
| Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
| Instantaneous (reverse Permanency)
| Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
| Sharp (group is Sharped, no save)
| Sporacle-ize (random [C8] section effect, group, RSW save)
|
| Psi∞ Grands (PSP cost = 100):
| Annihilate (group, RSW save for 100 dmg)
| Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
| Discontinuous (reverse Continuous)
| Time Start (can be used while Time Stopped, dispels it or creates a time bubble)
|
|
[PC7] Concordant (x1) Classes Group
Psi∞*100 (Infinity*100)
Level
| KXP
| Psi∞*100 mMG S
|
1
| 0
| 1-- -
| 2
| 10
| 2-- -
| 3
| 25
| 3-- -
|
4
| 50
| 31- -
| 5
| 100
| 32- -
| 6
| 250
| 33- -
|
7
| 500
| 43- -
| 8
| 750
| 44- -
| 9
| 1000
| 441 -
|
10
| 1500
| 442 -
| 11
| 2000
| 443 -
| 12
| 2500
| 544 -
|
13
| 3000
| 554 -
| 14
| 3500
| 555 -
| 15
| 4000
| 655 -
|
16
| 4500
| 665 -
| 17
| 5000
| 666 -
| 18
| 5500
| 666 1
|
19
| 6000
| 666 2
| 20
| 6500
| 666 3
| 21
| 7000
| 666 4
|
22
| 7500
| 666 5
| 23
| 8000
| 666 6
| 24
| 8500
| 766 6
|
25
| 9000
| 776 6
| 26
| 9500
| 777 6
| 27
| 10000
| 777 7
|
28
| 10500
| 877 7
| 29
| 11000
| 887 7
| 30
| 11500
| 888 7
|
31
| 12000
| 888 8
| 32
| 12500
| 988 8
| 33
| 13000
| 998 8
|
34
| 13500
| 999 8
| 35
| 14000
| 999 9
| 36
| 14500
| 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 6 4 8 3 4 2 0 2
| +0
| 6 6 9 4 5 3 1 4
| +1
| 7 7 10 5 6 4 2 5
|
+1
| 8 9 10 6 7 5 3 7
| +2
| 9 10 11 7 8 6 4 8
| +3
| 9 12 12 8 9 8 5 10
|
+4
| 10 13 13 9 11 9 6 11
| +4
| 11 14 13 10 12 10 7 13
| +5
| 14 15 14 13 14 11 8 14
|
+6
| 15 16 16 15 15 12 9 16
| +7
| 16 16 16 16 16 14 10 17
| +7
| 16 16 16 16 16 15 11 19
|
+8
| 16 16 16 16 16 15 14 19
| +9
| 16 16 16 16 16 16 16 19
| +10
| 16 17 17 16 17 16 16 19
|
+10
| 17 17 17 17 17 17 16 19
| +11
| 17 18 18 17 17 17 17 19
| +12
| 18 18 18 18 18 17 17 19
|
|
Requisites:
| Int 20, Wis 20, Chr 20 (one 25)
| Alignment:
| any
| HD/level:
| d21
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| 3xPsi
| Save Table:
| 3xPsi
| Reference:
| DM {Alternate Psi∞}
| Groups:
| Psionicist, Concordant (x1), Alternate
|
|
| See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
| All Psi∞*100 effects have 0 duration.
| Psionic Strength = (Int+Wis+Chr)/3*(Level)
|
|
|
|
Psi∞*100 Minors (PSP cost = 2):
| Break (CL items are destroyed, item save vs. crushing blow)
| Dispel (CL effects is dispelled, use Dispel Magic check for each)
| Disruption (2 groups, 25 dmg, RSW save for 5)
| Enhance (1bM to use, add your CL to the CL of an effect for this segment)
| Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
| Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
| Reroll die (1bM to use, reroll a die roll you just made)
| Telekinetic Damage (2 groups, CLd2, no save)
| Sporacle (random minor [C8] section effect, one group, RSW save)
|
| Psi∞*100 Majors (PSP cost = 20):
| Disintegrate (2 groups, RSW saveg)
| Effect Immunity (1bM to use, immune to an effect for this segment)
| Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
| Instantaneous (reverse Permanency)
| Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
| Sharp (2 groups is Sharped, Fort save)
| Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
|
| Psi∞*100 Grands (PSP cost = 200):
| Annihilate (2 groups, RSW save)
| Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
| Discontinuous (reverse Continuous)
| Time Start (can be used while Time Stopped, dispels it or creates a time bubble)
|
|
[PC7] Concordant (x1) Classes Group
Putz
Level
| KXP
| Putz [Pawn/Spawn] 234 567 [01]
| TH
|
1
| 0
| 1-- --- [--]
| & +1
| 2
| 6
| 2-- --- [--]
| & +2
| 3
| 12
| 3-- --- [--]
| & +3
|
4
| 25
| 31- --- [--]
| & +4
| 5
| 50
| 32- --- [--]
| & +5
| 6
| 150
| 33- --- [--]
| & +6
|
7
| 250
| 331 --- [--]
| & +7
| 8
| 350
| 332 --- [--]
| & +8
| 9
| 450
| 333 --- [--]
| & +9
|
10
| 650
| 333 1-- [--]
| & +10
| 11
| 850
| 333 2-- [--]
| & +11
| 12
| 1050
| 333 3-- [--]
| & +12
|
13
| 1250
| 333 31- [--]
| & +13
| 14
| 1450
| 333 32- [--]
| & +14
| 15
| 1650
| 333 33- [--]
| & +15
|
16
| 1850
| 333 331 [--]
| & +16
| 17
| 2050
| 333 332 [--]
| & +17
| 18
| 2250
| 333 333 [--]
| & +18
|
19
| 2550
| 333 333 [1-]
| & +19
| 20
| 2850
| 433 333 [1-]
| & +20
| 21
| 3150
| 443 333 [1-]
| & +21
|
22
| 3450
| 444 333 [1-]
| & +22
| 23
| 3750
| 444 433 [1-]
| & +23
| 24
| 4050
| 444 443 [1-]
| & +24
|
25
| 4350
| 444 444 [1-]
| & +25
| 26
| 4650
| 444 444 [2-]
| & +26
| 27
| 4950
| 554 444 [2-]
| & +27
|
28
| 5350
| 555 544 [2-]
| & +28
| 29
| 5750
| 555 555 [2-]
| & +29
| 30
| 6150
| 555 555 [3-]
| & +30
|
31
| 6550
| 666 555 [3-]
| & +31
| 32
| 6950
| 666 666 [3-]
| & +32
| 33
| 7350
| 666 666 [31]
| & +33
|
34
| 7750
| 666 666 [32]
| & +34
| 35
| 8150
| 666 666 [33]
| & +35
| 36
| 8550
| 777 766 [33]
| & +36
|
37
| 17100
| 777 766 [43]
| & +37
| 38
| 25650
| 777 766 [44]
| & +38
| 39
| 34200
| 777 766 [54]
| & +39
|
45
| 85500
| 887 777 [77]
| & +45
| 54
| 162450
| 998 888 [881]
| & +54
| 63
| 239400
| 999 988 [888]
| & +63
|
72
| 316350
| AAA 999 [999 1]
| & +72
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+4
| +4
| +4
| +4
| -4
| -4
| +0
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Str 16, Dex 14, Con 16, Int 13,
|
| Race Slots 1, Class Slots 2
| Alignment:
| C any
| HD/level:
| & 2d1
| Weapon Prof.:
| & level*2
| To Hit Table:
| & Mon
| Save Table:
| 4xMon
| Reference:
| DM {Reduced Pawn/Spawn}
| Groups:
| Custom, Concordant (x1), Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level*2+0
| RSW:
| level*2+0
| PP:
| level*2+0
| BW:
| level*2+0
| Spell:
| level*2+0
| Fort:
| level*2+0
| Reflex:
| level*2+0
| Will:
| level*2+0
|
|
|
Gets Exceptional Str, Dex, Con, and Int.
| Can weapon specialize using the Non-Warrior line.
| Level N (every level): +1 proficiency of any type.
| Level 1 ¶: Rotating Truename.
| Level 1 ¶: Gets +1F action per round.
| Level 1 ¶: Gets F=LVL rating in Custom2 picks. The entire Custom2 chart is given further down, but negative F cost things cannot be picked. ArchCustom2 things can be picked if you research them.
|
|
[PC7] Concordant (x1) Classes Group
Putz (Custom2 picks)
Category
| Ability
| F cost
|
To Hit
| To Hit as Warrior
| +2
| To Hit as Wizard
| -1.5
| To Hit as Priest
| 0
| To Hit as Rogue
| -1
| To Hit as Custom
| +1
| To Hit as Monster
| +3
| To Hit is always +0
| -2
| To Hit as 1½xWarrior
| +3
| To Hit as 2xWarrior
| +6
| To Hit as 2xMonster
| +7
|
Saves
| Saves as War, Wiz, Pri, Rog, or Psi
| +0
| Saves as Custom
| +1
| Saves as Monster
| +1
| Saves as Dwarf0, Elf0, Halfling0
| +2
| Saves are always +0
| -2
| Saves as 1½x(War, Wiz, Pri, Rog, or Psi)
| +2
| Saves as 2x(War, Wiz, Pri, Rog, or Psi)
| +4
| Each extra category added
| +1
|
HD/level
| 1d1
| -0.5
| 1d2
| -0.25
| 1d3
| 0
| 1d4
| +0.5
| 1d6
| +0.75
| 1d8
| +1
| 1d10
| +2.5
| 2d1
| +3
| 2d2
| +3.5
| 1d12
| +4
| 2d3
| +4
| 2d4
| +5
| 3d1
| +6.5
| 1d20
| +7
| NdS (not listed above)
| +(N-1)*3+S/4
| 2m0 (normal Con bonus squared)
| +20
| 2m1 (normal Con bonus +1 squared)
| +22
| HD cumulative with other classes (&)
| +10
| -1 hp/level (e.g. d6-1)
| -0.25
| +1 hp/level (e.g. d6+1)
| +0.25
| +2 hp/level (e.g. d6+2)
| +0.5
| -1 HD at first level (e.g. -d6)
| -1
| +1 HD at first level (e.g. +d6)
| +1
| +2 HD at first level (e.g. ++d6)
| +3
|
|
Category
| Ability
| F cost
|
War stuff
| Aura of Protection (as per Paladin)
| +2
| Barbarian1 Constitution bonus
| +3
| Barbarian1 Dexterity bonus
| +3
| Barbarian1 Strength bonus
| +4
| Lay on Hands (as Paladin or Monk)
| +2
| Specialization, Weapon
| +1
| +LVL TH or dmg vs. a creature type
| +1
| Warrior # Attacks
| +1
|
Wiz stuff
| Wizard spells, full Mage2 prog.
| +16
| Wizard spells, half level prog.
| +8
| Wizard spells, full prog., only 1 school
| +3
| Wizard spells, half prog., only 1 school
| +1.5
| Kits (extra), cost each
| +1.25
| Proficiencies (extra), cost each
| +0.25
| Specialization, School (pick opposite)
| +1
| Specialization, School (no opposite)
| +2
|
Pri stuff
| Priest spells, full Cleric2 progression
| +8
| Priest spells, half level prog.
| +4
| Priest spells, full prog., only 1 sphere
| +2
| Priest spells, half prog., only 1 sphere
| +1
| Animal empathy
| +1.5
| Druid Shapechange (at level 7)
| +3
| Specialization, Sphere
| +1
| Specialty Priest pick
| +2
| Turn Undead
| +3
|
Rog stuff
| Read Languages LVL*10%
| +0.5
| Rogue Abilities, as per Thief2
| +6
| Rogue Abilities, as per Bard2
| +6
| Rogue Abilities, as per any other "2nd edition" class
| +7
| Rogue Abilities, any other "unnumbered edition" class
| +8
| Rogue Abilities, any other class
| +9
| Rogue Ability, only one, LVL*10 points
| +1
| X rogue points per level (instead of 40)
| +(X-40)/4
|
Psi stuff
| Psi2 powers, full Psi2 PSPs & progression
| +12
| Psi2 powers, half level PSPs
| +6
| Psi2 powers, full PSPs, only 1 discipline
| +2.5
| Psi2 powers, half PSPs, only 1 discipline
| +1.25
| xN PSPs over normal calculation (N>1)
| +(N-1)*4
| Can use Psi(-2) powers as if they were Psi2
| +1
| Can use Psi1 powers as if they were Psi2
| +2
| Can use Psi3 powers as if they were Psi2
| +3
| Can use powers of any one frequency as if Psi2
| +4
|
Other
| "Level:" ability from a "2nd edition" class, cost each
| +1
| "Level:" ability from a "unnumbered edition" class, cost each
| +2
| "Level:" ability from any other class, cost each
| +3
| Duplicate any "2nd edition" class (X=KXP @ 2nd level)
| +X*6
| Duplicate any "unnumbered edition" class (X=KXP @ 2nd level)
| +X*7
| Duplicate any other class (X=KXP @ 2nd level)
| +X*8
|
|
[PC7] Concordant (x1) Classes Group
Putz Spells
SL
| #
| Spell
| Effect (can pick more than once, each additional is +1 to LVL)
|
2
| 1
| Ability Score Points
| +LVL Ability score points and +1 Sustained stat
| 2
| 2
| BlahR
| +10*LVL% among any BlahR's; anti-BlahR's cost double; XR and better cannot be picked
| 2
| 3
| Hit Points
| x(1+LVL/10) hp
|
3
| 1
| A Acceleration
| +LVL A actions, counts as your Haste
| 3
| 2
| CL
| +LVL CL
| 3
| 3
| Miracle Progression
| For each n from 1 to LVL/2, gain "1F, (LVL/2+1-n)/d: Miracle n" (so at LVL=4 you have 2,1)
|
3
| 4
| Status Resistance
| Resist LVL [C] section effects, major ones cost 3 picks each (can use three to become Immune)
| 4
| 1
| B Acceleration
| +LVL B actions, counts as your Haste, can be stacked with other Acceleration powers
| 4
| 2
| Mini Class
| +1 Mini class slot
|
4
| 3
| Research Points
| +1 Research Point per Reset
| 4
| 4
| Regeneration 4
| Troll-like Regen. LVL hp /s; can heal Vile and Permanent hp at x3 cost
| 4
| 5
| Spawner lending you spells
| 0, 1/r: +LVL SLs in memorization in spells (cannot be used for Putz progression itself)
|
5
| 1
| C Acceleration
| +LVL C actions, counts as your Haste, can be stacked with other Acceleration powers
| 5
| 2
| Spawner lending you psionics
| 0, 1/r: +LVL SLs in memorization in psionics
| 5
| 3
| Saves
| +LVL to saves
|
5
| 4
| Subordinates
| +LVL/4 distributed among defensive DL, offensive DL, or rhp for your subodinates
| 5
| 5
| To Hit
| +LVL to TH
| 6
| 1
| Concordant Mini Classes
| Get a times 1 mirrored set of base XP for Concordant Mini group classes
|
6
| 2
| Regeneration 5
| Regenerate 1/10 of max hp /s, on segment 10 removes one [C] section effect
| 6
| 3
| Spawner lending you XP
| +10% XP
| 6
| 4
| X Acceleration
| +1X action, counts as your Haste, can be stacked with other Acceleration powers
|
7
| 1
| Demigod Mini Classes
| Get a times 1 mirrored set of base XP for Demigod Mini group classes
| 7
| 2
| H Acceleration
| +1H action, counts as your Haste, can be stacked with other Acceleration powers
| 7
| 3
| Hold Multiplier
| Hold Multiplier
|
10 (Spawn 0)
| 1
| Ability Score Points
| +CCL*2 Ability score points and +CCL Sustained stats
| 10 (Spawn 0)
| 2
| BlahR
| +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
| 10 (Spawn 0)
| 3
| Hit Points
| x(CCL+1) hp
|
11 (Spawn 1)
| 1
| A Acceleration
| +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
| 11 (Spawn 1)
| 2
| CCL
| +LVL CCL
| 11 (Spawn 1)
| 3
| Miracle Progression
| For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
|
11 (Spawn 1)
| 4
| Status Immunity
| Immune to CCL [C] section effects, major ones cost 3 picks each
|
|
[PC7] Concordant (x1) Classes Group
Rakshasa5
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 3
| 2-- --- -
| 3
| 6
| 21- --- -
|
4
| 12
| 32- --- -
| 5
| 24
| 421 --- -
| 6
| 48
| 431 --- -
|
7
| 72
| 432 --- -
| 8
| 108
| 432 1-- -
| 9
| 162
| 533 2-- -
|
10
| 300
| 543 21- -
| 11
| 450
| 543 32- -
| 12
| 900
| 554 321 -
|
13
| 1350
| 554 322 -
| 14
| 1800
| 554 322 1
| 15
| 2250
| 554 422 2
|
16
| 2700
| 555 432 2
| 17
| 3150
| 555 532 2
| 18
| 3600
| 555 533 2
|
19
| 4050
| 555 543 2
| 20
| 4500
| 555 543 3
| 21
| 4950
| 555 554 3
|
22
| 5400
| 555 555 4
| 23
| 5850
| 555 555 5
| 24
| 6300
| 666 655 5
|
25
| 6750
| 666 666 6
| 26
| 7200
| 777 766 6
| 27
| 7650
| 777 777 7
|
28
| 8100
| 888 877 7
| 29
| 8550
| 888 888 8
| 30
| 9000
| 999 988 8
|
31
| 9450
| 999 999 9
| 32
| 9900
| AAA A99 9
| 33
| 10350
| AAA AAA A
|
34
| 10800
| BBB BAA A
| 35
| 11250
| BBB BBB B
| 36
| 11700
| CCC CCC C
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 4 7 5 3 6 0 1 1
| +2
| 4 7 5 3 7 0 1 1
| +3
| 4 8 5 4 7 0 1 2
|
+4
| 4 8 6 4 7 1 2 2
| +5
| 5 9 6 4 8 1 2 3
| +6
| 5 9 7 5 8 2 3 3
|
+7
| 5 10 7 5 9 2 3 4
| +8
| 6 10 7 6 9 2 3 4
| +9
| 6 10 8 6 9 3 4 5
|
+10
| 6 11 8 6 10 3 4 5
| +11
| 7 11 9 7 10 4 5 6
| +12
| 7 12 9 7 11 4 5 6
|
+13
| 7 12 9 8 11 4 5 7
| +14
| 7 13 10 8 11 5 6 7
| +15
| 8 13 10 8 12 5 6 8
|
+16
| 8 13 11 9 12 6 7 8
| +17
| 8 14 11 9 13 6 7 9
| +18
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 16
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Mon
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Monster, Concordant (x1)
|
|
|
|
Specialized in Necromancy.
| Each level, get one "5th edition" pick from the choices below.
| You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| AT +14 source
| B
| Enemies need a +LVL weapon to hit you
| C
| 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
| D
| Immune to 0th-2nd level spells
| E
| Immune Aging (natural and artificial)
|
Level 4:
| Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
|
Level 5-7:
| F
| +1 head
| G
| 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
| H
| +1M action
| I
| Immune to 3rd-4th level spells
| J
| +LVL TH and dmg unarmed
|
Level 8:
| Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
|
Level 9-12:
| K
| Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
| L
| Replace this class's spell progression with another Wizard class you know, using <= amount of XP
| M
| 1D, 8/lifetime: Resurrect self
| N
| Immune to 5th-6th level spells
| O
| Immune to minor psionic powers
|
Level 13:
| Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
|
Level 14-18:
| P
| +2 limbs of any kind (incl. more heads)
| Q
| 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
| R
| +1QM action
| S
| Immune to 7th-8th level spells
| T
| Immune to major psionic powers
|
Level 18:
| Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18
|
|
[PC7] Concordant (x1) 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".
|
|
[PC7] Concordant (x1) 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.
|
|
[PC7] Concordant (x1) Classes Group
Scion of the Ur-Dragon (MTG B/U/G/R/W)
Level
| KXP
| Wizard 123 456 789
| Priest 123 456 789
| Psi mMG S
| TH
|
1
| 0
| ½½- --- ---
| 0-- --- --
| 4-- -
| +2
| 2
| 10
| 11- --- ---
| 10- --- --
| 5-- -
| +4
| 3
| 20
| 21½ --- ---
| 210 --- --
| 6-- -
| +6
|
4
| 40
| 221 --- ---
| 321 --- --
| 61- -
| +8
| 5
| 80
| 321 ½-- ---
| 321 0-- --
| 62- -
| +10
| 6
| 160
| 332 1-- ---
| 432 1-- --
| 63- -
| +12
|
7
| 320
| 432 1½- ---
| 432 10- --
| 64- -
| +14
| 8
| 500
| 443 21- ---
| 543 21- --
| 65- -
| +16
| 9
| 1000
| 543 21½ ---
| 543 210 --
| 651 -
| +18
|
10
| 1500
| 554 321 ---
| 654 321 --
| 652 -
| +20
| 11
| 2000
| 654 321 ½--
| 654 321 0-
| 653 -
| +22
| 12
| 2500
| 665 432 1--
| 665 432 1-
| 654 -
| +24
|
13
| 3000
| 765 432 1½-
| 666 543 2-
| 664 -
| +26
| 14
| 3500
| 776 543 21-
| 666 543 20
| 665 -
| +28
| 15
| 4000
| 876 543 21½
| 666 543 21
| 666 -
| +30
|
16
| 4500
| 876 543 211
| 666 654 32
| 766 -
| +32
| 17
| 5000
| 876 543 221
| 666 665 43
| 776 -
| +34
| 18
| 5500
| 876 543 321
| 666 666 54
| 776 1
| +36
|
19
| 6000
| 876 544 321
| 666 666 65
| 777 1
| +38
| 20
| 6500
| 876 554 321
| 666 666 66
| 777 2
| +40
| 21
| 7000
| 876 654 321
| 666 666 66
| 877 2
| +42
|
22
| 7500
| 877 654 321
| 766 666 66
| 877 3
| +44
| 23
| 8000
| 887 654 321
| 766 666 66
| 887 3
| +46
| 24
| 8500
| 987 654 321
| 776 666 66
| 887 4
| +48
|
25
| 9000
| 987 654 322
| 776 666 66
| 888 4
| +50
| 26
| 9500
| 987 654 332
| 777 666 66
| 888 5
| +52
| 27
| 10000
| 987 654 432
| 777 666 66
| 988 5
| +54
|
28
| 10500
| 987 655 432
| 777 766 66
| 988 6
| +56
| 29
| 11000
| 987 665 432
| 777 766 66
| 998 6
| +58
| 30
| 11500
| 987 765 432
| 777 776 66
| 998 7
| +60
|
31
| 12000
| 988 765 432
| 777 776 66
| 999 7
| +62
| 32
| 12500
| 998 765 432
| 777 777 66
| 999 8
| +64
| 33
| 13000
| 998 765 433
| 777 777 66
| A99 8
| +66
|
34
| 13500
| 998 765 443
| 777 777 76
| A99 9
| +68
| 35
| 14000
| 998 765 543
| 777 777 76
| AA9 9
| +70
| 36
| 14500
| 998 766 543 1
| 777 777 771
| AAA 91
| +72
|
37
| 29000
| 998 766 543 2
| 777 777 772
| AAA 92
| +74
| 38
| 43500
| 998 766 543 3
| 777 777 773
| AAA 93
| +76
| 39
| 58000
| 998 766 544 3
| 777 777 774
| AAA 94
| +78
|
45
| 145000
| 998 776 666 6
| 888 888 777
| AAA A9
| +90
| 54
| 275500
| 998 888 777 71
| 999 998 888 1
| CCC BB
| +108
| 63
| 406000
| 998 888 888 77
| 999 999 988 8
| EED DD
| +126
|
72
| 536500
| 999 999 998 881
| AAA AA9 999 91
| FFF FF1
| +144
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
|
+8
| -4
| +4
| +4
| +0
| +0
|
Cml
| AT
| hp
| TH
| Div
|
-4
| +25
| +40
| +4
| ÷1
|
| Requisites:
| Str 25, Dex 25, Int 25,
|
| Wis 25, Chr 25,
|
| Race Slots 1, Class Slots 3
| Alignment:
| any
| HD/level:
| d30
| Weapon Prof.:
| 5+level
| Reference:
| DM
| Groups:
| Monster, Concordant (x1),
|
| Archetype
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+10
| RSW:
| level+10
| PP:
| level+10
| BW:
| level+15
| Spell:
| level+10
| Fort:
| level+10
| Reflex:
| level+0
| Will:
| level+5
|
|
|
[PC7] Concordant (x1) Classes Group
Considered a "Dragon" race.
| Exceptional Str, Barbarian Dex, Barbarian Int, Exceptional Wis, Barbarian Chr bonus.
|
| Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
| The TH bonus from race is not included in the class TH progression.
| Gets Wis bonus to physical attacks in addition to Str and/or Dex.
|
| Specialized in Wizard Metamagic and Invocation schools.
| Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
| Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
| Has a "Familiar" slot.
|
| Grand in Priest Necromancy, Healing, Animal, Plant, and Charm spheres.
| May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
| A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
| A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
|
| Has 105+45*LVL Rogue points.
| Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
| Level N (every level): Get an "Any Rogue N" pick. This is in addition to the Rogue table given.
| Moving costs you only ½V action. (This effectively doubles your movement rate.)
|
| Has access to the following psionic frequencies: -1, -5, -6N, 9, plus one more of your choice.
| PSPs = (Con+Int+Chr)*LVL
| May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
| Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
|
| Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
| Level 1: +1 borrowed M action per round.
| Level 1: You are immune to "summoning sickness" and "teleport sickness".
| Level 1: You may have your priest spells resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
| Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
| Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
| Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
| Level 3: 1M: Counter an effect from an item.
| Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
| Level 5: 1M: Raise Dead.
| Level 5: +1 borrowed M action per round.
| Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
| Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
| Level 9: +1 Q borrowed M action per round.
| Level 9: NM: Counter an effect from a xN item. This is a xN effect.
| Level 9: 1M: Target gains Free Action until end of turn.
| Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
| Level 10: 1M: Raise Dead Fully.
| Level 14: +1 Animal Companion slot.
| Level 16: Your Vampiric Regeneration affects your missile weapons too.
|
| Revive spell:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
| Izzet spells:
| Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
| Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
| Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
| Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
|
Lvl
| Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Duplicate a Psi1 minor ||| major ||| grand ||| super
| 1M
| 0
| Chr-9
| Chr-12
| 1
| Duplicate a Psi2 minor ||| major ||| grand ||| super
| 1M
| 0
| Con-9
| Con-12
| 1
| Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc.
| 1M
| 0
| Any-18
| Any-24
|
1
| +rating/50 A actions /r this turn || B actions || C actions
| 1F
| 0
| Dex-20
| Dex-25
| 1
| Controlled Blink | Controlled Blink 10'r (unwilling get PP save)
| ½V
| 50
| Wis-14
| Wis-14
| 1
| Do rating/50 physical attacks with one weapon
| ½P
| 50
| Str-10
| Str-18
|
2
| Duplicate a Psi10 minor ||| major ||| grand ||| super
| 1M
| 0
| Int+Wis-24
| Int+Wis-32
| 3
| Duplicate a Psi5 minor ||| major ||| grand ||| super
| 1M
| 0
| Chr-15
| Chr-20
|
|
[PC7] Concordant (x1) Classes Group
Psi -1, -5, -6N Minor Powers
Freq
| Minor Powers
| Cost
| Notes
|
Psi-1
| Body Fluidity
| 1/r
| +level saves; +level TH with weapons
| Psi-1
| Body Over Mind
| 5/d
| Lose LVL mental ability score points, distribute among physical ability scores
| Psi-1
| Brainwave Adjustment
| 1
| Change your Truename; You are knocked out of Contact, PsiLinks, etc.
|
Psi-1
| Cell Rearrangement
| N
| Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
| Psi-1
| Clairnasience
| 5/r
| 40' range per level
| Psi-1
| Clearcognition
| 1/r
| Can use all 5 senses normally, even if some outside effect is blinding them
|
Psi-1
| Darknesses
| 1
| Target has -2 saves, deafness (save) for 1 turn
| Psi-1
| Detection of Anti-Magic
| 3/r
| Detect Anti-Magic
| Psi-1
| Expediation
| 5/r
| Weight Allow. = Str of level+12; +level TH; Elasticity
|
Psi-1
| Object Writing
| 1/r
| Item must make item saving throw or destroyed
| Psi-1
| Premature Trigger
| 10
| Set off someone else's trigger prematurely (no save, ER resists)
| Psi-1
| Resume Animation
| 6
| Remove one instance of Paralysis, Stun, Hold, etc. on yourself
|
Psi-1
| Reverse ESP
| 2/r
| 0, 1/r: Target hears your thoughts and must save or insane.
| Psi-1
| Steadiness
| 3/t
| Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
| Psi-1
| Visibility
| 3/t
| Everything within 30'r is visible (counters hidden and Disappearance too)
|
Psi-5
| Aging
| 1
| Target is aged CL*CL years (no save)
| Psi-5
| Bolt of Nothing
| 1
| CL dmg to one target (no save); that targets loses next M action (save)
| Psi-5
| Forget
| 1
| Target forgets last minute (or) Target loses CL spells in memorization
|
Psi-5
| Immobilize
| 1
| -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
| Psi-5
| Immune to Charm
| 1+1/h
| Target is immune to charm & hypnosis
| Psi-5
| Immune to Fear
| 1+1/h
| Target is immune to fear & beguiling
|
Psi-5
| Immune to Hold
| 1+1/h
| Target is immune to hold & stop
| Psi-5
| Immune to Sleep
| 1+1/h
| Target is immune to sleep & exhaustion
| Psi-5
| Nullcancel
| 1
| Dispel one x1 effect (no save, gets ER)
|
Psi-5
| Unspirit
| 1
| Target gets -CL each to Cml, Luck, and CL (save for each point)
| Psi-6N
| Awaken
| 2*N
| Removes sleep/fatigue effect on up to N targets
| Psi-6N
| Earth Bolt
| N
| Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
|
Psi-6N
| Force of Nature I
| 1
| Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
| Psi-6N
| Gaea’s Bounty
| 24
| Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
| Psi-6N
| Gaea’s Cradle ~
| 0
| One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
|
Psi-6N
| Gaea’s Might ~
| 10/h
| Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
| Psi-6N
| Natural Healing ~
| 8
| Target is cured equal to his Con score in hp
| Psi-6N
| Naturalize
| 11
| Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
|
Psi-6N
| Nature’s Lore
| 11/h
| Know direction & distance to an object or person (if they are touching the ground)
| Psi-6N
| Soothing Word
| 2*N
| Removes fear/horror effect on up to N targets
| Psi-6N
| Spiritual Energy
| 4*N/h
| +N Con; max N=CL
|
Psi-6N
| Adaptation ~
| 3/h
| NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
| Psi-6N
| Earth Storm
| 4*N
| Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
| Psi-6N
| Force of Nature II
| 4
| Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
|
Psi-6N
| Gaea’s Balance
| 13
| You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
| Psi-6N
| Gaea’s Blessing
| 11
| Reconstruct up to three effects which were dispelled/twisted within the last turn
| Psi-6N
| Gaea’s Skyfolk ~
| 21/h
| Winged flight CL^2"
|
Psi-6N
| Gaea’s Touch
| 20/r
| +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
| Psi-6N
| Harmony of Nature
| 12/r
| 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
| Psi-6N
| Nature’s Blessing ~
| N/h
| +N distributed among AC/saves/TH/dmg as you like; max N=CL
|
Psi-6N
| Nature’s Chosen
| 10/r
| +1S action
|
|
[PC7] Concordant (x1) Classes Group
Scripter
Level
| KXP
| Spells
| TH
|
1
| 0
| (none)
| & +1
| 2
| 4.75
| (none)
| & +2
| 3
| 9.5
| (none)
| & +3
|
4
| 19
| (none)
| & +4
| 5
| 38
| (none)
| & +5
| 6
| 76
| (none)
| & +6
|
7
| 152
| (none)
| & +7
| 8
| 304
| (none)
| & +8
| 9
| 551
| (none)
| & +9
|
10
| 950
| (none)
| & +10
| 11
| 1400
| (none)
| & +11
| 12
| 1850
| (none)
| & +12
|
13
| 2300
| (none)
| & +13
| 14
| 2750
| (none)
| & +14
| 15
| 3200
| (none)
| & +15
|
16
| 3650
| (none)
| & +16
| 17
| 4100
| (none)
| & +17
| 18
| 4550
| (none)
| & +18
|
19
| 5000
| (none)
| & +19
| 20
| 5450
| (none)
| & +20
| 21
| 5900
| (none)
| & +21
|
22
| 6350
| (none)
| & +22
| 23
| 6800
| (none)
| & +23
| 24
| 7250
| (none)
| & +24
|
25
| 7700
| (none)
| & +25
| 26
| 8150
| (none)
| & +26
| 27
| 8600
| (none)
| & +27
|
28
| 9050
| (none)
| & +28
| 29
| 9500
| (none)
| & +29
| 30
| 9950
| (none)
| & +30
|
31
| 10400
| (none)
| & +31
| 32
| 10850
| (none)
| & +32
| 33
| 11300
| (none)
| & +33
|
34
| 11750
| (none)
| & +34
| 35
| 12200
| (none)
| & +35
| 36
| 12650
| (none)
| & +36
|
37
| 25300
| (none)
| & +37
| 38
| 37950
| (none)
| & +38
| 39
| 50600
| (none)
| & +39
|
45
| 126500
| (none)
| & +45
| 54
| 240350
| (none)
| & +54
| 63
| 354200
| (none)
| & +63
|
72
| 468050
| (none)
| & +72
|
|
Requisites:
| Str 12, Dex 21, Class Slots 2
| Alignment:
| C any (or) any J
| HD/level:
| & d10
| Weapon Prof.:
| & 0+level
| To Hit Table:
| & Mon
| Reference:
| DM
| Groups:
| Custom, Monster, Concordant (x1)
| Complexity:
| CF=4
|
|
| Saving Throws:
|
| PPD:
| & level+3
| RSW:
| & level+7
| PP:
| & level+1
| BW:
| & level+1
| Spell:
| & level+2
| Fort:
| & level+0
| Reflex:
| & level+7
| Will:
| & level+0
|
|
|
You may use 1V+1S plus 1 script action (any type) per segment ("scr"="Script"). Note you cannot do 1V+1S+1scrV+1scrS in a single segment.
| scrV actions can be downgraded to an OppV or a QV action. scrP can be downgraded to P (not QP). scrM can be downgraded to M.
| Level N (every level) ¶: +1scrA action
| Level 1: Hold script actions.
| Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
| Level 2: 1scrP: Do one physical attack that does xLVL dmg
| Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
| Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
| Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
| Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
| Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
| Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
| Level 9: 1scrM, spend a brain on the Plate: Reset.
| Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
| Level 18: 1scrP: Do 1 idmg to one target.
|
|
[PC7] Concordant (x1) Classes Group
SemiDivine3
Level
| KXP
| SemiDivine3 124 68 [A]
|
1
| 0
| 1-- -- [-]
| 2
| 10
| 2b- -- [-]
| 3
| 30
| 3a- -- [-]
|
4
| 60
| 40- -- [-]
| 5
| 100
| 41c -- [-]
| 6
| 150
| 42b -- [-]
|
7
| 210
| 52a -- [-]
| 8
| 280
| 630 -- [-]
| 9
| 360
| 631 e- [-]
|
10
| 450
| 632 d- [-]
| 11
| 550
| 642 c- [-]
| 12
| 660
| 742 b- [-]
|
13
| 780
| 743 a- [-]
| 14
| 910
| 843 0- [-]
| 15
| 1050
| 843 1b [-]
|
16
| 1200
| 843 2a [-]
| 17
| 1360
| 854 30 [-]
| 18
| 1530
| 854 31 [-]
|
19
| 1710
| 854 32 [-]
| 20
| 1900
| 854 33 [-]
| 21
| 2100
| 854 43 [-]
|
22
| 2310
| 854 44 [-]
| 23
| 2530
| 855 44 [-]
| 24
| 2760
| 855 54 [-]
|
25
| 3000
| 855 55 [-]
| 26
| 3250
| 865 55 [-]
| 27
| 3510
| 865 55 [1]
|
28
| 3780
| 865 55 [2]
| 29
| 4060
| 865 55 [3]
| 30
| 4350
| 865 55 [4]
|
31
| 4650
| 865 55 [5]
| 32
| 4960
| 866 55 [5]
| 33
| 5280
| 866 65 [5]
|
34
| 5610
| 866 66 [5]
| 35
| 5950
| 866 66 [6]
| 36
| 6300
| 877 77 [7]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+2
| 9 5 6 4 4 1 1 4
| +3
| 10 6 7 4 5 1 1 4
| +3
| 10 6 7 5 5 2 2 5
|
+4
| 11 7 8 5 6 2 2 5
| +5
| 11 7 9 6 6 2 2 6
| +5
| 12 7 9 6 7 3 3 6
|
+6
| 12 8 9 6 7 3 3 7
| +7
| 13 8 10 7 8 4 3 7
| +7
| 13 9 10 7 8 4 4 8
|
+8
| 13 9 10 7 8 4 4 8
| +9
| 14 9 11 8 9 5 4 9
| +9
| 14 10 11 8 9 5 5 9
|
+10
| 14 10 11 9 9 6 5 10
| +11
| 15 11 12 9 10 6 5 10
| +11
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Six 9's or three 11's
| Alignment:
| any
| HD/level:
| d3+7
| Weapon Prof.:
| 5+level/5
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| ImmHBAsc3 {Reduced Divine3}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Gets 1 Feat per level.
| Gets Wisdom bonus twice. Can cast normal Priest spells. Can downgrade spell levels to the odd spell levels (a 4th can be downgraded to a 3rd, even though 3rd level spells don't appear on the progression).
|
|
[PC7] Concordant (x1) Classes Group
SemiDivine3 Spells
SL
| #
| Spell
| Effect
|
1
| 1
| Combat Defense
| -2 TH; +CL AC
| 1
| 2
| Finesse
| Use your dexterity bonus for damage instead of strength
| 1
| 3
| Improve Crit Multiplier
| +2 critical multiplier
|
1
| 4
| Improve Crit Range
| +2 critical threat range
| 1
| 5
| Metamagic Capacity
| Pick a spell you know. Get +1 SL effect or free material componenting this day.
| 1
| 6
| Resist Fall
| Resist falling and TK damage
|
1
| 7
| Star Miracle
| 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
| 1
| 8
| Toughness
| +CL max hp
| 1
| 9
| Weapon Resistance
| You resist the first successful blow dealt from a weapon
|
2
| 1
| Lesser Abnormality
| +1 limb (it is not a new set of limbs)
| 2
| 2
| Mithral Body
| Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
| 2
| 3
| Apport
| All of your weapons have End-of-Segment Returning
|
2
| 4
| Cunning Saves
| +Int/3 saves
| 2
| 5
| Drake Companion
| Gain a drake companion (Animal Companion with 1/10 your XP)
| 2
| 6
| Element Absorb
| Pick an element. You resist that element.
|
2
| 7
| Force Field
| 1M: 25 hit point force field (lasts until destroyed or dropped)
| 2
| 8
| Lord of Undead
| You gain an Undead racial adjective of ÷(CL/10) or less
| 2
| 9
| Mercurial Haste
| +1 attack per weapon (counts as your haste)
|
2
| 10
| Lesser Saviour
| 1bM: Interpose self in front of a spell effect (someone in same group only)
| 2
| 11
| Improved Charge
| Deal x3 damage on a charge, or x4 with a lance
| 2
| 12
| X-Ray Vision
| See through solid objects
|
4
| 1
| Aligned Friend
| Same aligned beings must save (vs. Will) to attack you
| 4
| 2
| Anaretic
| 1 attack: Dispel Magic, Radiation, or Innate
| 4
| 3
| Cosmic Insight
| 0, 1/r: Dispel Invisibility or Illusion
|
4
| 4
| Counter-attack
| +1 to number of parting shots you are allowed
| 4
| 5
| Improve Ability Score
| +CL to one ability score
| 4
| 6
| Improve Summoning
| Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
|
4
| 7
| Semi-Quixotic
| 0,1/r: You can re-roll any dice roll (yours or friend's)
| 4
| 8
| Semi-Slipstream
| Resist time
| 4
| 9
| Semi-Soniferous
| 0, when using a magic item spend 4 times the charges: double the effect
|
4
| 10
| Shroud of Harm
| Anyone attacking you loses 50% of their current hp (for each attack)
| 4
| 11
| Time Dilate
| Can use 2M (no P's or V's) instead of 1S+1V actions per segment
| 4
| 12
| Underhand
| Backstab x(CL/3), round up
|
6
| 1
| Magic Dead Zone
| Drain the MF by 1 in the area (except to you; you are unaffected)
| 6
| 2
| Edifying Beam
| Target's alignment changes (save)
| 6
| 3
| Induction Skins
| Gain infinite Stoneskins
|
6
| 4
| Interdimension
| MWaWR 75%
| 6
| 5
| Omega Effect
| Pick a spell you know. It does vile damage (or vile harming).
| 6
| 6
| Rectify Misery
| Anyone slain by you is Capital S Slain instead
|
6
| 7
| Luminal
| xCL movement rate
| 6
| 8
| Transilient
| Get 2 saves for each save, choose better result
| 6
| 9
| Transmortal
| Your body cannot be destroyed (e.g. immune disintegrate)
|
|
[PC7] Concordant (x1) Classes Group
SemiDivine3 Spells (continued)
SL
| #
| Spell
| Effect
|
8
| 1
| Akashic
| Lower Multiplier target by 1 (no save)
| 8
| 2
| Nullification
| Pick an N<=6. Immune to Nth level spell effects
| 8
| 3
| Indissolve
| Regeneration CL hp/s
|
8
| 4
| Oblivi-Permanency
| 0, 1/r: Make a spell you're casting permanent.
| 8
| 5
| Omnific Tough
| +1 ihp
| 8
| 6
| Omnispectacles
| Your sight can go around corners
|
10 (Divine3 0)
| 1
| Automatic Metamagic Capacity (S)
| Gain a free spell level of metamagic
| 10 (Divine3 0)
| 2
| Automatic Writing
| Any spells you witness are automatically added to your spellbook
| 10 (Divine3 0)
| 3
| Cats Fall
| You can fall from any distance without injury
|
10 (Divine3 0)
| 4
| Combat Mastery
| Trade any amount of BAB to AC
| 10 (Divine3 0)
| 5
| Divine Retribution [Divine]
| You gain one additional action after your death
| 10 (Divine3 0)
| 6
| Eclectic Shot
| You can fire irregular objects as if they were missiles
|
10 (Divine3 0)
| 7
| Epic Potency (S)
| Your damage increases by +2
| 10 (Divine3 0)
| 8
| Epic Shield Focus
| Your shield protects yourself and one adjacent ally
| 10 (Divine3 0)
| 9
| Ether Goer
| You can become ethereal at will
|
10 (Divine3 0)
| 10
| Expert Strike
| Gain a cumulative +1 to attacks against the same target
| 10 (Divine3 0)
| 11
| Fire Baptism
| Gain a cumulative +1 to AC against the same target
| 10 (Divine3 0)
| 12
| Greater Critical
| Your critical threat range is trebled
|
10 (Divine3 0)
| 13
| Greater Critical Multiplier
| Your critical multiplier is trebled
| 10 (Divine3 0)
| 14
| Improved Finesse
| Use your dexterity bonus for damage
| 10 (Divine3 0)
| 15
| Improved Spellcasting (S)
| Gain two new spell slots (any non-Concordant SL you have)
|
10 (Divine3 0)
| 16
| Improved Toughness (S)
| You gain an additional hit point per hit die
| 10 (Divine3 0)
| 17
| Legendary Archer
| Opponents cannot deflect your missiles
| 10 (Divine3 0)
| 18
| Pre-emptive Strike
| You can make one attack in segment 0 (before segment 1)
|
10 (Divine3 0)
| 19
| Soothsayer
| You always hear the truth
| 10 (Divine3 0)
| 20
| Star Child (S)
| You gain a wish 1/reset
| 10 (Divine3 0)
| 21
| Superior Quivering Palm
| Use the quivering palm attack once per round
|
10 (Divine3 0)
| 22
| Superior Whirlwind Attack
| Make a 5 ft. step as part of a whirlwind attack
| 10 (Divine3 0)
| 23
| Three-Weapon Fighting
| You fight three-weapon style, juggling a third weapon
| 10 (Divine3 0)
| 24
| Weapon Abatement
| You are immune to the first successful blow dealt from a weapon
|
|
[PC7] Concordant (x1) Classes Group
Serra Angel5
Level
| KXP
| Pri/Psi11W 123 456 789
|
1
| 5 (owe)
| 0-- --- ---
| 2
| 10
| 1-- --- ---
| 3
| 15
| 10- --- ---
|
4
| 22
| 11- --- ---
| 5
| 37
| 110 --- ---
| 6
| 67
| 111 --- ---
|
7
| 127
| 211 0-- ---
| 8
| 247
| 221 1-- ---
| 9
| 367
| 222 10- ---
|
10
| 607
| 222 21- ---
| 11
| 847
| 322 210 ---
| 12
| 1071
| 333 210 ---
|
13
| 1339
| 333 211 ---
| 14
| 1607
| 333 321 ---
| 15
| 1875
| 433 321 0--
|
16
| 2142
| 444 321 1--
| 17
| 2410
| 544 332 1--
| 18
| 2678
| 544 332 10-
|
19
| 2946
| 544 432 11-
| 20
| 3214
| 544 433 21-
| 21
| 3482
| 544 433 210
|
22
| 3750
| 554 443 211
| 23
| 4017
| 555 543 221
| 24
| 4285
| 665 544 321
|
25
| 4553
| 665 544 332
| 26
| 4821
| 666 554 432
| 27
| 5089
| 666 554 443
|
28
| 5357
| 776 555 543
| 29
| 5625
| 776 665 544
| 30
| 5892
| 777 666 554
|
31
| 6160
| 777 666 655
| 32
| 6428
| 877 776 665
| 33
| 6696
| 888 777 666
|
34
| 6964
| 888 877 776
| 35
| 7232
| 888 888 777
| 36
| 7500
| 888 888 888
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+4
| 2 2 2 2 2 2 2 2
| +5
| 2 2 2 2 2 2 2 2
| +6
| 3 3 3 3 3 3 3 3
|
+7
| 3 3 3 3 3 3 3 3
| +8
| 4 4 4 4 4 4 4 4
| +9
| 4 4 4 4 4 4 4 4
|
+10
| 5 5 5 5 5 5 5 5
| +11
| 5 5 5 5 5 5 5 5
| +12
| 6 6 6 6 6 6 6 6
|
+13
| 6 6 6 6 6 6 6 6
| +14
| 7 7 7 7 7 7 7 7
| +15
| 7 7 7 7 7 7 7 7
|
+16
| 8 8 8 8 8 8 8 8
| +17
| 8 8 8 8 8 8 8 8
| +18
| 9 9 9 9 9 9 9 9
|
+19
| 9 9 9 9 9 9 9 9
| +20
| 10 10 10 10 10 10 10 10
| +21
| 10 10 10 10 10 10 10 10
|
|
Requisites:
| Str 10, Int 10, Con 5, Wis 15, Chr 20
| Alignment:
| LG or LN
| HD/level:
| & +++d4
| Weapon Prof.:
| 4+/4
| To Hit Table:
| Mon +3 levels
| Save Table:
| Mon +3 levels
| Reference:
| DM {Planeshifted Angel5}
| Groups:
| Monster, Concordant (x1)
|
|
|
|
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
| Can weapon specialize using Non-War column.
| "rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
|
| MTG White spells from White Priest class:
| Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
| Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
| Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
| Disenchant (SL=2): Dispel an effect.
| Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
| Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
|
| Old MTG White spells from Wizard of the Coast class (you can use these):
| Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
| Abeyance (SL=2): Target cannot use M actions this segment (Will save)
| Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
| Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
| Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
| Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
| Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
| Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
| Blessed Wind (SL=9): Target's current hp becomes 200.
|
Levels
| Pick
| Description
|
Level 1-4:
| A
| Flying LVL*2+5" (B)
| B
| 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
| C
| 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
| D
| 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
| E
| DR (7*LVL)/+LVL
|
Level 6-8:
| F
| 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
| G
| 1N, 1/reset: Escape the party back to home (except for you)
| H
| 1V: Summon a good DL 1d7 Outer planar creature
| I
| Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
| J
| iIR LVL*10%
|
Level 9-12:
| K
| 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
| L
| 1F: Holy Bolt
| M
| 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
| N
| Pick a Sphere. Can cast Priest spells of that Sphere.
| O
| iXR LVL*5%
|
|
[PC7] Concordant (x1) Classes Group
Shadow Agent5
Level
| KXP
| ShA [Shadow5] 136 [1]
| TH
|
1
| 0
| 1-- [-]
| +1
| 2
| 5
| 2-- [-]
| +2
| 3
| 10
| 3-- [-]
| +3
|
4
| 20
| 4-- [-]
| +4
| 5
| 40
| 5-- [-]
| +5
| 6
| 80
| 6-- [-]
| +6
|
7
| 160
| 61- [-]
| +7
| 8
| 320
| 62- [-]
| +8
| 9
| 640
| 63- [-]
| +9
|
10
| 1000
| 64- [-]
| +10
| 11
| 1400
| 65- [-]
| +11
| 12
| 1800
| 66- [-]
| +12
|
13
| 2200
| 661 [-]
| +13
| 14
| 2600
| 662 [-]
| +14
| 15
| 3000
| 663 [-]
| +15
|
16
| 3400
| 664 [-]
| +16
| 17
| 3800
| 665 [-]
| +17
| 18
| 4200
| 666 [-]
| +18
|
19
| 4600
| 766 [-]
| +19
| 20
| 5000
| 866 [-]
| +20
| 21
| 5400
| 966 [-]
| +21
|
22
| 5800
| 976 [-]
| +22
| 23
| 6200
| 986 [-]
| +23
| 24
| 6600
| 996 [-]
| +24
|
25
| 7000
| A96 [-]
| +25
| 26
| 7400
| B96 [-]
| +26
| 27
| 7800
| C96 [1]
| +27
|
28
| 8200
| D96 [1]
| +28
| 29
| 8600
| DA6 [1]
| +29
| 30
| 9000
| DB6 [2]
| +30
|
31
| 9400
| DC6 [2]
| +31
| 32
| 9800
| DD6 [2]
| +32
| 33
| 10200
| DD7 [3]
| +33
|
34
| 10600
| DD8 [3]
| +34
| 35
| 11000
| DD9 [3]
| +35
| 36
| 11400
| DDA [41]
| +36
|
37
| 22800
| DDA [42]
| +37
| 38
| 34200
| DDA [43]
| +38
| 39
| 45600
| DDA [44]
| +39
|
45
| 114000
| DDA [77]
| +45
| 54
| 216600
| DDB [BB]
| +54
| 63
| 319200
| EEE [DD]
| +63
|
72
| 421800
| GFF [FF1]
| +72
|
|
Requisites:
| Str 12, Dex 10, Int 13,
|
| Class Slots 2
| Alignment:
| any E
| HD/level:
| 3d3
| Weapon Prof.:
| level*2
| Reference:
| DM {Reduced Shadow5}
| Groups:
| Rogue, Concordant (x1)
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+13
| Fort:
| level+0
| RSW:
| level+6
| Reflex:
| level+13
| PP:
| level+6
| Will:
| level+0
| BW:
| level+6
| Spell:
| level+13
|
|
Gets Exceptional Str, Barbarian Dex, and Exceptional Int bonus.
| Shadow Agent spells are resisted using aNR.
| Gets 60 Rogue points per level.
| Level N (every odd level): +1 Rogue level N pick.
| Level 27 Note: Your CCL with Shadow5 spells is CL-26.
|
| Gets 1 "Secret Agent5" pick per level, see below.
|
|
[PC7] Concordant (x1) Classes Group
Shadow Agent5 Spells
SL
| #
| Spell
| Effect
|
1
| 1
| Damaging Darkness
| A group takes CL*6 Darkness dmg (PPD save:½), Blindness (Spell save)
| 1
| 2
| Enslave
| Enslave one target (Will save)
| 1
| 3
| Lockdown Action
| Lockdown an action of a type you have
|
1
| 4
| Psi5 minor
| Choose a Psi5 or Psi(-5) Minor power
| 1
| 5
| Rogue Prowess
| When making Rogue ability checks, roll 1d60 instead of 1d100.
| 1
| 6
| Displacement
| Displacement
|
1
| 7
| Twist Command
| Command, except a Noun instead of a Verb, they will try to find and/or destroy what was said
| 1
| 8
| S Haste I
| +1S action Haste (counts as your Haste)
| 1
| 9
| Pass Without Trace
| Pass Without Trace
|
3
| 1
| Port
| Teleport within 6*CL miles
| 3
| 2
| Slay
| Slay one target (PPD save)
| 3
| 3
| Lockdown Contingencies
| x1 Special: Contingencies do not trigger in the room
|
3
| 4
| Steal Summon
| Steal someone's Summon as your own (must have empty slot available or the spell fails)
| 3
| 5
| Virus
| Summon a DL=CL/2 Virus creature
| 3
| 6
| S Haste II
| +2S or +1QS action Haste (counts as your Haste)
|
6
| 1
| Sphere of Annihilation
| Annihilate a group (Reflex save); the spell has 0 duration (the sphere is gone afterwards)
| 6
| 2
| Psi5 major
| Choose a Psi5 or Psi(-5) Major power
| 6
| 3
| Lockdown b,h Actions
| Lockdown any action with a "b" or "h" prefix
|
6
| 4
| S Haste III
| +3S or +2QS or +1QQS action Haste (counts as your Haste)
| 6
| 5
| Dust of Disappearance
| Dust of Disappearance
| 6
| 6
| Avoid Traps, Tricks
| Avoid Traps and Tricks (self only) for 1 round
|
Shadow 1 (11)
| 1
| Capital D Darkness
| Room is in Capital D Darkness (x2 Special, no one can target anything), one group takes CCL*60 Darkness dmg (no save)
| Shadow 1 (11)
| 2
| Enslave
| Target makes CCL Will saves at -CCL^2: Miss 1=Charm, Miss 3=Capital E Extract, Miss 6=Enslaved, Miss 13=Pawned
| Shadow 1 (11)
| 3
| Lockdown X Actions
| Lockdown X and unc (unconscious) Actions
|
Shadow 1 (11)
| 4
| Psi5 Ultra
| Choose a Psi5 or Psi(-5) Ultra power
| Shadow 1 (11)
| 5
| Rogue Prowess
| Your x1 Rogue abilities cost half the number of actions to use.
| Shadow 1 (11)
| 6
| Shadow Displacement
| You are displaced CCL times, ignores immunity to displacement
|
Shadow 1 (11)
| 7
| Twist Wish
| (1bM action to cast) Twist the intention of a Wish/Wishoid/Miracle to do something unintended
| Shadow 1 (11)
| 8
| X Haste I
| +1X action Haste (counts as your Haste)
|
|
[PC7] Concordant (x1) Classes Group
Secret Agent5 Picks
Levels
| Pick
| Description
|
Level 1-3:
| A
| Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
| B
| Connected: You know a friend in every city, for shelter and/or locating a shop/person
| C
| Doublespeak: 0, Speaking action, 1/r: Charm (save)
| D
| Gear: All your items are (nonmagical) +1/+1 items
| E
| Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
| F
| Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
| G
| Versatility: x(1+LVL/10) Nonweapon proficiencies.
| H
| Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
|
Level 4:
| Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
|
Level 5-7:
| F
| Cool Customer: Immune Fear, Emotion, Charm, Domination
| G
| Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
| H
| Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
| I
| Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
| J
| Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
| K
| Overkill: If you put someone below -50 hp, they are automatically slain.
| L
| Plausible Deniability: You can never be "guilty" of a crime according to the law.
| M
| Slimy: You and the space you're standing at can't be targetted.
|
Level 8:
| Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
|
Level 9-12:
| N
| Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
| O
| Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
| P
| Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
| Q
| Guns Blazing: May use two sets of missile weapons per set of hands
| R
| Immune to detection / divination effects
| S
| Immune to insta-kill and slay effects
| T
| Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
| U
| Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
|
Level 13:
| Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
|
Level 14-18:
| V-CC
| - - - (8 abilities here, currently unknown) - - -
|
Level 18:
| Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
|
Level 20-26:
| DD-KK
| - - - (8 abilities here, currently unknown) - - -
| LL
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.
|
|
[PC7] Concordant (x1) Classes Group
Sidekick
Level
| KXP
| Sidek. Hero 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 3.5
| 2-- -- [-]
| 3
| 7
| 3-- -- [-]
|
4
| 14
| 4-- -- [-]
| 5
| 28
| 41- -- [-]
| 6
| 56
| 42- -- [-]
|
7
| 112
| 43- -- [-]
| 8
| 225
| 44- -- [-]
| 9
| 450
| 441 -- [-]
|
10
| 900
| 442 -- [-]
| 11
| 1800
| 443 -- [-]
| 12
| 3600
| 443 1- [-]
|
13
| 4000
| 444 1- [-]
| 14
| 4400
| 444 2- [-]
| 15
| 4800
| 444 3- [-]
|
16
| 5200
| 444 4- [-]
| 17
| 5600
| 544 4- [-]
| 18
| 6000
| 554 4- [-]
|
19
| 6400
| 555 4- [-]
| 20
| 6800
| 555 41 [-]
| 21
| 7200
| 555 51 [-]
|
22
| 7600
| 655 51 [-]
| 23
| 8000
| 655 52 [-]
| 24
| 8400
| 665 52 [-]
|
25
| 8800
| 666 52 [-]
| 26
| 9200
| 666 53 [-]
| 27
| 9600
| 666 63 [1]
|
28
| 10000
| 766 63 [1]
| 29
| 10400
| 766 64 [2]
| 30
| 10800
| 776 64 [2]
|
31
| 11200
| 777 64 [3]
| 32
| 11600
| 777 65 [3]
| 33
| 12000
| 777 75 [4]
|
34
| 12400
| 877 75 [4]
| 35
| 12800
| 887 76 [5]
| 36
| 13200
| 888 76 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 4 2 3 1 1 1 1 0
| +2
| 5 2 4 2 1 1 1 0
| +3
| 5 3 4 3 2 2 2 1
|
+4
| 6 4 5 4 3 2 2 1
| +5
| 7 5 6 5 4 3 2 1
| +6
| 8 5 7 6 4 3 3 2
|
+7
| 8 6 7 7 5 4 3 2
| +8
| 9 7 8 8 6 4 4 2
| +9
| 10 8 9 9 7 5 4 3
|
+10
| 11 8 10 10 7 5 4 3
| +11
| 11 9 10 11 8 6 5 3
| +12
| 12 10 11 12 9 6 5 4
|
+13
| 13 11 12 13 10 7 6 4
| +14
| 14 11 13 14 10 7 6 4
| +15
| 14 12 13 14 11 8 6 5
|
+16
| 14 12 14 14 11 8 7 5
| +17
| 14 13 14 14 12 9 7 5
| +18
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Str 18, Int 16, Cml 7
| Alignment:
| any G
| HD/level:
| d16
| Weapon Prof.:
| 4+level
| To Hit Table:
| Mon
| Save Table:
| War
| Reference:
| DM {Reduced Hero}
| Groups:
| Warrior, Concordant (x1)
|
|
|
|
Gets Exc Str. Can purchase Exc Dex for 3 weapon slots and Exc Con for 2 weapon slots.u
| +1 extra Nonweapon Prof per level.
| Uses the "Spec. Barbarian" line for number of attacks.
| Has Overhit (like a 0th edition class) and Full number of attacks on off hand (like a 1st edition class).
|
|
[PC7] Concordant (x1) Classes Group
Sidekick Spells
Level
| #
| Spell
|
1
| 1
| 10*CL% IR (Innate resistance)
| 1
| 2
| +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| 1
| 3
| Resist all Elements
|
1
| 4
| Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
| 1
| 5
| Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
| 1
| 6
| +CL V actions
|
1
| 7
| +1 CL in one class
| 1
| 8
| x1.5 max PSPs in one psionic frequency
| 1
| 9
| 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
|
1
| 10
| Pick a Level 1 Rogue Ability, you have 10*LVL points in it
| 1
| 11
| Can combine Martial Arts & Specialization
| 1
| 12
| +LVL to one ability score
|
1
| 13
| xLVL Personality score (for Ego checks)
| 1
| 14
| Duplicate a "Level 1:" ability of a Warrior class
| 1
| 15
| Free wild talent in Psi72
|
2
| 1
| 10*CL% MR
| 2
| 2
| 1M, 1/d: Cureall
| 2
| 3
| +CL-3 P actions
|
2
| 4
| Pick a spell you have. It does not give a saving throw.
| 2
| 5
| +1 spell in a spell progression (Wizard or Priest)
| 2
| 6
| Free material componenting for range for your psionic powers
|
2
| 7
| Resist effects that directly target you
| 2
| 8
| 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
| 2
| 9
| 0, 1/d: Counterspell
|
2
| 10
| 0, 1/r: Roll 2d20 choose the better for one saving throw.
| 2
| 11
| 0, 1/r: Roll 2d20 choose the better for one attack roll.
| 2
| 12
| Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
|
3
| 1
| 10*CL% PR (PsiR)
| 3
| 2
| ++1 on to hit and save rolls.
| 3
| 3
| 0, 1/d: Reset
|
3
| 4
| Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
| 3
| 5
| Immune Incursion
| 3
| 6
| +CL-7 M actions
|
3
| 7
| 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
| 3
| 8
| Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
| 3
| 9
| Immune to a [C] section effect
|
4
| 1
| 10*CL% aMR (anti-Magic resistance)
| 4
| 2
| 10*CL% IR (Innate resistance)
| 4
| 3
| Pick a spell you have. It costs half the number of actions it normally requires.Y
|
4
| 4
| Pick a psionic power you have. It costs half the number of actions it normally requires.>
| 4
| 5
| +1 to number of segments per round (i.e. you get a segment 11)]
| 4
| 6
| +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
|
5
| 1
| 10*CL% ER (Effects resistance)
| 5
| 2
| +CL-19 Q∞0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
| 5
| 3
| Pick an action type. You are immune to actions of that type being locked down.
|
Hero 1 (11)
| 1
| 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
| Hero 1 (11)
| 2
| +50% XP in one non-Concordant class
| Hero 1 (11)
| 3
| Immune to Inner Elements
|
Hero 1 (11)
| 4
| Immune to Hold/Stun/Para/Summ.Sickness
| Hero 1 (11)
| 5
| Immune to Action/Memory/Other Stealing
| Hero 1 (11)
| 6
| +(Hero level) QV actions
|
Hero 1 (11)
| 7
| +2*(Hero level) all non-Concordant memorization charts
| Hero 1 (11)
| 8
| Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
| Hero 1 (11)
| 9
| Avoid Fate @ x6 multiplier, (Hero level)/d
|
Hero 1 (11)
| 10
| All Rogue Abilities at 10*(Hero level)%
| Hero 1 (11)
| 11
| Can combine Martial Arts & Specialization
| Hero 1 (11)
| 12
| +(Hero level) to all stats
|
Hero 1 (11)
| 13
| Immune ego domination
| Hero 1 (11)
| 14
| Duplicate a Level: ability of a non-Concordant class
| Hero 1 (11)
| 15
| Free wild talent in Psi72, PPs=200*(Hero level)
|
|
[PC7] Concordant (x1) Classes Group
Stealth Rogue
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 4.5
| (none)
| 3
| 9
| (none)
|
4
| 18
| (none)
| 5
| 36
| (none)
| 6
| 72
| (none)
|
7
| 144
| (none)
| 8
| 288
| (none)
| 9
| 500
| (none)
|
10
| 850
| (none)
| 11
| 1200
| (none)
| 12
| 1550
| (none)
|
13
| 1900
| (none)
| 14
| 2250
| (none)
| 15
| 2600
| (none)
|
16
| 2950
| (none)
| 17
| 3300
| (none)
| 18
| 3650
| (none)
|
19
| 4000
| (none)
| 20
| 4350
| (none)
| 21
| 4700
| (none)
|
22
| 5050
| (none)
| 23
| 5400
| (none)
| 24
| 5750
| (none)
|
25
| 6100
| (none)
| 26
| 6450
| (none)
| 27
| 6800
| (none)
|
28
| 7150
| (none)
| 29
| 7500
| (none)
| 30
| 7850
| (none)
|
31
| 8200
| (none)
| 32
| 8550
| (none)
| 33
| 8900
| (none)
|
34
| 9250
| (none)
| 35
| 9600
| (none)
| 36
| 9950
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 6 5 6 3 4 1 3 0
| +0
| 7 6 7 4 6 2 5 1
| +1
| 7 8 8 4 7 3 6 2
|
+1
| 8 9 9 5 9 5 8 3
| +2
| 9 11 9 6 10 6 9 4
| +2
| 10 12 10 7 12 7 11 5
|
+3
| 10 14 11 8 13 8 12 6
| +3
| 12 15 12 9 14 9 14 7
| +4
| 13 16 14 12 15 11 15 8
|
+4
| 15 16 15 14 16 12 17 9
| +5
| 16 16 16 16 16 13 18 10
| +5
| 16 17 16 16 16 14 20 11
|
+6
| 16 17 16 16 16 14 20 11
| +6
| 16 17 16 16 16 14 20 11
| +7
| 16 17 16 16 16 14 20 11
|
+7
| 16 17 16 16 16 14 20 11
| +8
| 16 17 16 16 16 14 20 11
| +8
| 16 17 16 16 16 14 20 11
|
|
Requisites:
| Dex 21, Con 13
| Alignment:
| C*
| HD/level:
| 3d1
| Weapon Prof.:
| 0+level
| To Hit Table:
| Rog
| Save Table:
| 3xRog
| Reference:
| DM
| Groups:
| Rogue, Concordant (x1)
|
|
|
|
Gets 50 rogue points per level.
| Level 1: Thieves' Cant.
| BlahR's are irreducible (i), unadjustible (u), and non-ignore-able by effects of your multiplier or less (n).
| You pick one ability per level.
|
|
Lvl
| Appraiser2 Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1-6
| iunRR || iunaRR || iunaaRR
| 0
| 30
| Con-13
| Con-18
| 1-6
| iunMR || iunaMR || iunaaMR
| 0
| 20
| Int-14
| Int-19
| 1-6
| iunPR || iunaPR || iunaaPR
| 0
| 10
| Chr-15
| Chr-20
|
1-6
| iunIR || iunaIR || iunaaIR
| 0
| 0
| Str-16
| Str-21
| 1-6
| Counter Innate | Psionic | Magic | Radioactive
| 1M (may borrow)
| -10
| Dex-22
| Dex-22
| 1-6
| Any Rogue ability (= level you took this at)
| na
| na
| na
| na
|
7-12
| iunCR || iunaCR || iunaaCR
| 0
| 20
| Wis+Chr-28
| Wis+Chr-38
| 7-12
| iunNR || iunaNR || iunaaNR
| 0
| 10
| Con+Wis-31
| Con+Wis-41
| 7-12
| iunWR || iunaWR || iunaaWR
| 0
| 0
| Str+Con-34
| Str+Con-44
|
7-12
| iunER || iunaER || iunaaER
| 0
| -10
| Dex+Int-37
| Dex+Int-47
| 7-12
| Avoid Fate x1 | x2 | x3 | x4 | x5 | etc.
| 2M (may borrow)
| -20
| Wis*2-50
| Wis*2-50
| 7-12
| Any Rogue ability (= level you took this at)
| na
| na
| na
| na
|
|
[PC7] Concordant (x1) Classes Group
Theist14
Level
| KXP
| Priest 123 456 78
|
1
| 14 (owe)
| --- -c- --
| 2
| 21
| --0 ab- --
| 3
| 28
| -a1 0a- --
|
4
| 42
| -01 10c --
| 5
| 63
| -11 10a --
| 6
| 98
| a11 110 --
|
7
| 161
| 011 110 c-
| 8
| 280
| 111 111 a-
| 9
| 513
| 111 111 0-
|
10
| 970
| 111 111 1-
| 11
| 1427
| 222 211 1-
| 12
| 1884
| 222 222 1-
|
13
| 2341
| 222 222 2-
| 14
| 2798
| 333 322 2-
| 15
| 3255
| 333 333 2-
|
16
| 3712
| 333 333 3-
| 17
| 4169
| 444 433 3-
| 18
| 4626
| 444 444 3-
|
19
| 5083
| 444 444 4-
| 20
| 5540
| 555 544 4-
| 21
| 5997
| 555 555 4-
|
22
| 6454
| 555 555 5-
| 23
| 6911
| 666 655 5-
| 24
| 7368
| 666 666 5-
|
25
| 7825
| 666 666 6-
| 26
| 8282
| 777 766 6-
| 27
| 8739
| 777 777 6c
|
28
| 9196
| 777 777 6a
| 29
| 9653
| 777 777 70
| 30
| 10110
| 777 777 71
|
31
| 10567
| 777 777 72
| 32
| 11024
| 777 777 73
| 33
| 11481
| 777 777 74
|
34
| 11938
| 777 777 75
| 35
| 12395
| 777 777 76
| 36
| 12852
| 777 777 77
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Pri
| 0 0 0 0 0 0 0 0
| +0
| 1 1 1 1 1 1 1 1
| +0
| 1 1 1 1 1 1 1 1
|
+1
| 2 2 2 2 2 2 2 2
| +1
| 2 2 2 2 2 2 2 2
| +1
| 3 3 3 3 3 3 3 3
|
+1
| 3 3 3 3 3 3 3 3
| +2
| 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
| +3
| 5 5 5 5 5 5 5 5
| +3
| 6 6 6 6 6 6 6 6
|
+3
| 6 6 6 6 6 6 6 6
| +4
| 7 7 7 7 7 7 7 7
| +4
| 7 7 7 7 7 7 7 7
|
+5
| 8 8 8 8 8 8 8 8
| +5
| 8 8 8 8 8 8 8 8
| +5
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Wis 34, Chr 23, 2 class slots
| Alignment:
| W*
| HD/level:
| dCON
| Weapon Prof.:
| 2+level
| To Hit Table:
| ½xPri
| Save Table:
| Mon
| Reference:
| DM
| Groups:
| Priest, Concordant (x1)
|
|
|
|
This class sets the first component of your alignment to "W" (White). You do not need to qualify for W. W counts as the other first letters (L, N, C, S, A, Nil).
| Gets 3 Specialty God picks. Gets Wis+Chr-10 bonus to spells. DM Note: The spell progression is not the same as Theist7, there are small differences.
| Each level, get one "14th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-5:
| a
| 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).
| b
| You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
| c
| 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
| d
| 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
| e
| +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
| f
| nuXR CL*20% (non-ignorable unadjustable XR)
| g
| +LVL to HNCL (this counts for qualifying for Concordant classes)
|
Level 6-10:
| h
| +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
| i
| 1M, LVL/d: Capital O Object at x(LVL/2)
| j
| 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
| k
| +1 Luck (the ability score)
| l
| +LVL C or QQZ actions
| m
| Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
| n
| 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.)
|
|
[PC7] Concordant (x1) Classes Group
X14 Minor Powers (SL=2, Concordant SL=0)
#
| Power
|
1
| +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL Cml
| 3
| +CCL QZ (Quick Zero) actions
|
|
X14 Major Powers (SL=5, Concordant SL=0)
#
| Power
|
1
| +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL HNCL (for qualifying for classes, kits, etc.)
| 3
| +CCL C actions
|
|
X14 Grand Powers (SL=8, Concordant SL=0)
#
| Power
|
1
| +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| +CCL Luck
| 3
| +1 action of any type you already possess (except X, G, Bug, and their variants)
|
|
[PC7] Concordant (x1) Classes Group
X14 Super Powers (SL=11, Concordant SL=1)
#
| Power
|
1
| +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
| 3
| +1 CCL (Concordant Caster Level) in one spell in one class
|
4
| Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
| 5
| Add 2 to HD type per level in one Concordant class (+0d+2)
| 6
| Change "Save" category of your Concordant class to Conc
|
7
| Change "To Hit" category of your Concordant class to Conc
| 8
| +1X action
| 9
| XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
|
|
X14 Ultra Powers (SL=14, Concordant SL=4)
#
| Power
|
1
| +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
| 5
| Add 2 to HD type per level in one Concordant class (+0d+2)
| 6
| Change "Save" category of your Concordant class to 1½xConc
|
7
| Change "To Hit" category of your Concordant class to 1½xConc
| 8
| +1QX action
| 9
| XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
|
|
X14 V [Ultra+1] Powers (SL=17, Concordant SL=7)
#
| Power
|
1
| +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Duplicate the effects of one Psi7 power (Ultra or lower)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
| 5
| Add 1 to number of HD per level in one Concordant class (+1d+0)
| 6
| Change "Save" category of your Concordant class to 2xConc
|
7
| Change "To Hit" category of your Concordant class to 2xConc
| 8
| +1QQX action
| 9
| iunXR 5*CCL%
|
|
[PC7] Concordant (x1) Classes Group
X14 W [Ultra+2] Powers (SL=20, Concordant SL=10)
#
| Power
|
1
| +40% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Duplicate the effects of one Psi7 power (V or lower)
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
| 5
| Add 1 to number of HD per level in one Concordant class (+1d+0)
| 6
| +1QQQX action
|
|
X14 X [Ultra+3] Powers (SL=23, Concordant SL=13)
#
| Power
|
1
| +50% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
| 2
| Replace a Concordant spell progression with another Concordant class's progression
| 3
| +1 CCL (Concordant Caster Level) in one class
|
4
| +1 CML (Concordant Memorization Level) in one class
| 5
| Add an extra stat bonus to hp per HD in one class (even if that class can't get a stat bonus)
| 6
| +1QQQQX action
|
|
[PC7] Concordant (x1) Classes Group
Theist7
Level
| KXP
| Priest 123 456 78
|
1
| 7
| --- a-- --
| 2
| 17.5
| --0 0a- --
| 3
| 28
| -a1 00- --
|
4
| 42
| -01 10- --
| 5
| 63
| a01 10a --
| 6
| 98
| 011 110 --
|
7
| 161
| 111 111 --
| 8
| 280
| 111 111 a-
| 9
| 513
| 111 111 0-
|
10
| 970
| 111 111 1-
| 11
| 1427
| 222 211 1-
| 12
| 1884
| 222 222 1-
|
13
| 2341
| 222 222 2-
| 14
| 2798
| 333 322 2-
| 15
| 3255
| 333 333 2-
|
16
| 3712
| 333 333 3-
| 17
| 4169
| 444 433 3-
| 18
| 4626
| 444 444 3-
|
19
| 5083
| 444 444 4-
| 20
| 5540
| 555 544 4-
| 21
| 5997
| 555 555 4-
|
22
| 6454
| 555 555 5-
| 23
| 6911
| 666 655 5-
| 24
| 7368
| 666 666 5-
|
25
| 7825
| 666 666 6-
| 26
| 8282
| 777 766 6-
| 27
| 8739
| 777 777 6-
|
28
| 9196
| 777 777 7-
| 29
| 9653
| 777 777 70
| 30
| 10110
| 777 777 71
|
31
| 10567
| 777 777 72
| 32
| 11024
| 777 777 73
| 33
| 11481
| 777 777 74
|
34
| 11938
| 777 777 75
| 35
| 12395
| 777 777 76
| 36
| 12852
| 777 777 77
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Pri
| 0 0 0 0 0 0 0 0
| +0
| 1 1 1 1 1 1 1 1
| +0
| 1 1 1 1 1 1 1 1
|
+1
| 2 2 2 2 2 2 2 2
| +1
| 2 2 2 2 2 2 2 2
| +1
| 3 3 3 3 3 3 3 3
|
+1
| 3 3 3 3 3 3 3 3
| +2
| 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
| +3
| 5 5 5 5 5 5 5 5
| +3
| 6 6 6 6 6 6 6 6
|
+3
| 6 6 6 6 6 6 6 6
| +4
| 7 7 7 7 7 7 7 7
| +4
| 7 7 7 7 7 7 7 7
|
+5
| 8 8 8 8 8 8 8 8
| +5
| 8 8 8 8 8 8 8 8
| +5
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Wis 26, Chr 19
| Alignment:
| S*
| HD/level:
| dCON
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| ½xPri
| Save Table:
| Mon
| Reference:
| BoD3
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Gets two specialty god picks. Gets Chr bonus to spells.
| Each level, get one "7th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-5:
| a
| 1M, LVL/d: Divine Intervention
| b
| Get double effect on your specialty priest abilities
| c
| You attack as a x2 being
| d
| No action, LVL/d: Unlock actions that are locked down
| e
| +1 [X7] minor
| f
| iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
| g
| Multiply your hp by your multiplier
|
Level 6-10:
| h
|
| i
| 1M, LVL/d: Avoid Fate at x(LVL/2)
| j
| You attack as a x3 being
| k
|
| l
| +1 [X7] major
| m
| Time/Reality Stability
| n
| 1M, LVL/d: Deal 1 idmg to a creature without ihp
|
Level 11-15:
| o
|
| p
|
| q
|
| r
|
| s
|
| t
|
| u
|
|
Level 16-20:
| v
|
| w
|
| x
|
| y
|
| z
|
| aa
|
| bb
|
|
|
[PC7] Concordant (x1) Classes Group
X7 Minor Powers (SL=2, Concordant SL=0)
#
| Power
|
1
| Trade 5 of an action type for 1 Quick of that action type.
| 2
| Trade 7 of an action type for 1 Opposing of that action type.
| 3
| Limit of 5 classes
|
4
| -0.25 to XP divisor due to race (minimum 1).
|
|
X7 Major Powers (SL=5, Concordant SL=0)
#
| Power
|
1
| Trade 4 of an action type for 1 Quick of that action type.
| 2
| Trade 6 of an action type for 1 Opposing of that action type.
| 3
| Limit of 6 classes
|
4
| -0.5 to XP divisor due to race (minimum 1).
| 5
| x1.1 hp
| 6
| x1.1 CL
|
|
X7 Grand Powers (SL=8, Concordant SL=0)
#
| Power
|
1
| Trade 3 of an action type for 1 Quick of that action type.
| 2
| Trade 5 of an action type for 1 Opposing of that action type.
| 3
| Limit of 7 classes
|
4
| -0.75 to XP divisor due to race (minimum 1).
| 5
| Considered a x2 being on either attack or defense (change at reset)
| 6
| x1.5 hp
|
7
| x1.5 CL
|
|
[PC7] Concordant (x1) Classes Group
X7 Super Powers (SL=11, Concordant SL=1)
#
| Power
|
1
| You are considered a x2 being.
| 2
| You attack as a x1 being, but defend as a x3 being.
| 3
| You attack as a x3 being, but defend as a x1 being.
|
4
| You can trade 2 of an action type for 1 Quick version of that action type.
| 5
| You can trade 4 of an action type for 1 Opposing version of that action type.
| 6
| x2 hp.
|
7
| x2 CL.
| 8
| Limit of 8 classes.
| 9
| You have a free "H" for purposes of qualifying for classes, kits, and feats.
|
10
| Planar Stable (immune to effects of being on another plane).
| 11
| -1 to XP divisor due to race (minimum 1).
| 12
| Immune to SL 0 to SL ((your level)/3, round down) effects.
|
13
| (your level)*2% iGR; works even in section [X].
| 14
| Immune to one effect in the [C] section.
| 15
| 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).
|
16
| x1.5 ML (Memorization Level) in one class.
|
|
X7 Ultra Powers (SL=14, Concordant SL=4)
#
| Power
|
1
| 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
| 3
| You can trade 3 of an action type for 1 Opposing version of that action type.
|
4
| You may "borrow" actions of any type (assuming you have them).
| 5
| You may "hold" actions of any type (assuming you have them).
| 6
| x10 hp.
|
7
| x3 CL.
| 8
| x2 ML (Memorization Level) in one class.
| 9
| Ignore all forms of XP divisors.
|
|
[PC7] Concordant (x1) Classes Group
X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)
#
| Power
|
1
| 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
| 3
| You can trade 2 of an action type for 1 Opposing version of that action type.
|
4
| x50 hp.
| 5
| x4 CL.
| 6
| x2.5 ML (Memorization Level) in one class.
|
|
X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)
#
| Power
|
1
| 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
| 3
| x200 hp.
|
4
| x5 CL.
| 5
| x3 ML (Memorization Level) in one class.
|
|
X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)
#
| Power
|
1
| 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
| 3
| x1000 hp.
|
4
| x6 CL.
| 5
| x3.5 ML (Memorization Level) in one class.
|
|
[PC7] Concordant (x1) Classes Group
Warden
Level
| KXP
| Priest 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 3
| 20- --- --- -
| 3
| 6
| 21- --- --- -
|
4
| 12
| 320 --- --- -
| 5
| 36
| 321 --- --- -
| 6
| 100
| 432 0-- --- -
|
7
| 300
| 432 1-- --- -
| 8
| 900
| 543 20- --- -
| 9
| 2700
| 543 21- --- -
|
10
| 3000
| 654 320 --- -
| 11
| 3300
| 654 321 --- -
| 12
| 3600
| 765 432 0-- -
|
13
| 3900
| 765 432 1-- -
| 14
| 4200
| 776 543 20- -
| 15
| 4500
| 776 543 21- -
|
16
| 4800
| 777 654 320 -
| 17
| 5100
| 777 654 321 -
| 18
| 5400
| 777 765 432 -
|
19
| 5700
| 777 776 543 -
| 20
| 6000
| 777 777 654 -
| 21
| 6300
| 777 777 765 -
|
22
| 6600
| 777 777 776 -
| 23
| 6900
| 777 777 777 -
| 24
| 7200
| 888 877 777 -
|
25
| 7500
| 888 888 877 -
| 26
| 7800
| 888 888 888 -
| 27
| 8100
| 888 888 888 b
|
28
| 8400
| 888 888 888 0
| 29
| 8700
| 888 888 888 1
| 30
| 9000
| 888 888 888 2
|
31
| 9300
| 888 888 888 3
| 32
| 9600
| 888 888 888 4
| 33
| 9900
| 888 888 888 5
|
34
| 10200
| 888 888 888 6
| 35
| 10500
| 888 888 888 7
| 36
| 10800
| 888 888 888 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 9 6 6 2 2 6
| +3
| 12 8 9 6 7 3 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 14 9 11 8 9 5 4 9
| +5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
+6
| 16 12 13 11 12 7 6 12
| +7
| 16 13 14 12 12 8 7 13
| +7
| 16 14 14 13 13 9 8 14
|
+8
| 16 14 15 14 14 10 8 15
| +9
| 17 15 16 14 14 10 9 16
| +9
| 17 15 16 15 15 11 10 17
|
+10
| 17 16 16 15 16 12 10 18
| +11
| 17 16 16 16 16 13 11 19
| +11
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Wis 18, Chr 16
| Alignment:
| any
| HD/level:
| d20
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| 2xPri
| Reference:
| DM / Imm Handbook {Reduced Sentinel}
| Groups:
| Priest, Concordant (x1)
|
|
|
|
Has Major access to all "normal" Priest spells. Yes, this class gets normal Priest 10th's in it's progression; this is not a typo.
| Level N: Get N Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks). You must choose powers within a sphere in order (1 first, 2 second, etc.). The "3" (third listed) power in a sphere costs 3 Warden picks, so in order to have the 1, 2, and 3 powers of a sphere, you need 6 Warden picks total. You could do this at 3rd level if all you did was pick from that sphere.
| A list of Warden powers that use these picks follows. These powers are heavily modified and paraphrased versions of powers from the "Immortals Handbook" by Craig Cochrane; that book has a LOT more powers than what I give here, and they do different things from what I list.
| Beyond the list of Warden powers is an Alternate list of Priest spells, using the Warden's spheres. The maximum SL you can access in a Warden sphere is equal to 2 plus double the highest pick you have in the sphere (e.g. if you have a "3" pick in "Good" sphere, you can access Good spells of SL 1-8). Note that Warden can access any SL 1-2 spell on the list. If you have the "5" pick in a Warden sphere, you have Grand access (SL 1-10 and each spell is half a spell slot).
|
|
[PC7] Concordant (x1) Classes Group
Warden Powers
Sphere
| Picks
| Power Name
| Power Effect
|
Chaos
| 1
| Granted Powers
| You cast chaos spells at +1 caster level.
| Chaos
| 2
| Chaos Ward
| You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
| Chaos
| 3
| Chaos Born
| Once per round you can +LVL to any dice roll.
|
Chaos
| 4
| Chaos Brethren
| Chaos-aligned creatures you summon always have 50% more hit dice than usual.
| Chaos
| 5
| Instrument of Chaos
| Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
| Charity
| 1
| Granted Powers
| You cast magical boons upon others at +2 caster level.
|
Charity
| 2
| Shield of Kindness
| You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
| Charity
| 3
| Philanthropist
| +2 to each ability score, but you get only half money from now on.
| Charity
| 4
| Oblation
| Any creatures you summon always remain twice as long.
|
Charity
| 5
| Instrument of Charity
| Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
| Community
| 1
| Granted Powers
| Use calm emotions as a spell-like ability 1/day.
| Community
| 2
| Guards & Wards
| You and any allies in your group are immune to any effect which would cause you to travel against your will.
|
Community
| 3
| Strength in Numbers
| + to saving throws equal to the number of allies in your group. (max=LVL)
| Community
| 4
| Band of Brothers
| You can summon twice as many summoned creatures than the spell typically permits.
| Community
| 5
| Meeting of Minds
| Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
|
Darkness
| 1
| Granted Powers
| You gain blind-fight as a bonus feat.
| Darkness
| 2
| Darksight
| You can see in total darkness, even magical darkness, as if it were daylight.
| Darkness
| 3
| Night Born
| +LVL to TH, damage and AC while fighting from within total darkness.
|
Darkness
| 4
| Shadow Brethren
| Shadow-based creatures you summon always have 50% more hit dice than usual.
| Darkness
| 5
| Instrument of Darkness
| Immunities and resistances are only 50% effective against your negative energy-based attacks.
| Death
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
|
Death
| 2
| Cheat Death
| You are immune to any death or negative energy-based effects.
| Death
| 3
| Divination
| +LVL on TH, dmg and AC while facing living opponents.
| Death
| 4
| Undead Brethren
| All undead created within the radius of your divine aura have 50% more hit dice than usual.
|
Death
| 5
| Instrument of Death
| Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
| Destruction
| 1
| Granted Powers
| You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
| Destruction
| 2
| Irrefragable
| You are immune to disintegration.
|
Destruction
| 3
| Appetite for Destruction
| You gain a bonus to damage equal to LVL.
| Destruction
| 4
| Violent Offenders
| Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
| Destruction
| 5
| Instrument of Destruction
| Damage reduction is only 50% effective against your attacks.
|
Disease
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
| Disease
| 2
| Immunised
| You are immune to any type of constitution damage/draining or disease based attack.
| Disease
| 3
| Disease Carrier
| +LVL on TH, damge rolls and AC against disease ridden opponents.
|
Disease
| 4
| Diseased Brethren
| Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
| Disease
| 5
| Instrument of Disease
| Immunities and resistances are only 50% effective against your disease-based attacks.
| Elf
| 1
| Granted Powers
| You gain point blank shot as a bonus feat.
|
Elf
| 2
| Strong Minded
| You are immune to any mind affecting effects.
| Elf
| 3
| Orc Slayer
| +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
| Elf
| 4
| Fey Brethren
| Fey summoned by you always have 50% more hit dice than usual.
|
Elf
| 5
| Extension of Elvenkind
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Entropy
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
| Entropy
| 2
| Void Shield
| You are immune to nullification and gain cold resistance equal to half your hit die.
|
Entropy
| 3
| Void Born
| +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
| Entropy
| 4
| Void Brethren
| Summoned creatures within the radius of your divine aura are automatically banished.
| Entropy
| 5
| Instrument of the Void
| You do not suffer any miss chance against incorporeal targets.
|
Evil
| 1
| Granted Powers
| You cast evil spells at +1 caster level.
| Evil
| 2
| Poison Ward
| You are immune to poison.
| Evil
| 3
| Born Evil
| +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
|
Evil
| 4
| Evil Brethren
| Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
| Evil
| 5
| Stain of Evil
| Any damage you deal can only be healed within a consecrated area.
| Fear
| 1
| Granted Powers
| You cast necromancy spells at +1 caster level.
|
Fear
| 2
| Fear Shield
| You are immune to any type of strength damage/draining or fear-based attack.
| Fear
| 3
| Terrifying Opponent
| +LVL on TH, damage and AC against all opponents you frighten.
| Fear
| 4
| Horrific Breathren
| Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
|
Fear
| 5
| Instrument of Terror
| Immunities and resistances are only 50% effective against your fear-based attacks.
| Fertility
| 1
| Midwife
| You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
| Fertility
| 2
| Fertility Sheath
| You are immune to any type of constitution damage/draining or disease-based attack.
|
Fertility
| 3
| Egg Born
| You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
| Fertility
| 4
| Numerous Brethren
| You summon double the number of creatures.
| Fertility
| 5
| Rapid Rejuvenation
| You rejuvenates as if of the next highest divine status.
|
Fire
| 1
| Speak with Fire
| Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
| Fire
| 2
| Fire Ward
| You are immune to fire (or heat).
| Fire
| 3
| Fire Born
| +LVL on all TH, damage and AC
|
Fire
| 4
| Fire Brethren
| Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
| Fire
| 5
| Instrument of Fire
| Immunities and resistances are only 50% effective against your fire-based attacks.
| Good
| 1
| Granted Powers
| You cast good spells at +1 caster level.
|
Good
| 2
| Blessed Body
| You are immune to disease.
| Good
| 3
| Blessed At Birth
| +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
| Good
| 4
| Holy Brethren
| Good-aligned creatures summoned by you always have 50% more hit dice than usual.
|
Good
| 5
| Stigmatism
| Any damage you deal can only be healed within a consecrated area.
| Healing
| 1
| Granted Powers
| You cast healing spells at +1 caster level.
| Healing
| 2
| Faster Healing
| You gain fast healing equal to 1/2 your hit die.
|
Healing
| 3
| Doctor
| +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
| Healing
| 4
| Healthy Brethren
| Any creatures you summon possess fast healing equal to LVL.
| Healing
| 5
| Recovery
| Your healing powers can restore even vile damage.
|
Knowledge
| 1
| Granted Powers
| +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
| Knowledge
| 2
| Shield of Intellect
| You are immune to any type of intelligence damage/draining.
| Knowledge
| 3
| Higher Learning
| You gain a bonus to Intelligence equal to LVL.
|
Knowledge
| 4
| Intelligent Brethren
| Any creatures you summon gain an intelligence bonus equal to LVL.
| Knowledge
| 5
| Instrument of Education
| You know all skills.
| Labour
| 1
| Granted Powers
| You gain a +10 bonus to Endurance skill checks (+10 Con checks).
|
Labour
| 2
| Inexhaustible
| You cannot fail endurance checks and are immune to fatigue and exhaustion.
| Labour
| 3
| Job Satisfaction
| +LVL on TH, dmg and AC provided you have done a good days work the previous day.
| Labour
| 4
| Hard Working Brethren
| Any creatures you summon cannot be banished until the task is done.
|
Labour
| 5
| Instrument of Labour
| You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
| Law
| 1
| Granted Powers
| You cast law spells at +1 caster level.
| Law
| 2
| Shield of Law
| You are immune to any transmutationbased abilities, spells or effects.
|
Law
| 3
| Justice Bringer
| +LVL to TH, dmg and AC while
| Law
| 4
| Lawful Brethren
| Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
| Law
| 5
| Instrument of the Law
| Immunities and resistances are only 50% effective against your law-based attacks.
|
Love
| 1
| Granted Powers
| You cast enchantment spells at +1 caster level.
| Love
| 2
| Charisma Shield
| You are immune to any type of charisma damage/draining.
| Love
| 3
| Born of Love
| +LVL on TH, dmg and AC provided you have made love within the past day.
|
Love
| 4
| Brethren of Love
| Any creatures you summon gain an charisma bonus equal to LVL.
| Love
| 5
| Instrument of Enchantment
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Luck
| 1
| Granted Powers
| You gain a +1 luck bonus on all saving throws.
|
Luck
| 2
| Luck Shield
| You are immune to any type of dexterity damage/draining.
| Luck
| 3
| Born Lucky
| You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
| Luck
| 4
| Lucky Brethren
| You always summon the maximum number of creatures.
|
Luck
| 5
| Instrument of Fate
| Opponents in your group have any luck bonuses reduced by 50%.
| Madness
| 1
| Granted Powers
| You cast enchantment spells at +1 caster level.
| Madness
| 2
| Mind Blank
| You are immune to any mind affecting effects.
|
Madness
| 3
| Method behind the Madness
| +LVL on TH, dmg and AC when facing intelligent opponents.
| Madness
| 4
| Mad Brethren
| Any aberrations you summon have 50% more hit dice than normal.
| Madness
| 5
| Instrument of Madness
| Immunities are only 50% effective against your mind affecting effects and spells.
|
Magic
| 1
| Granted Powers
| Use scrolls as a wizard at one half your cleric level.
| Magic
| 2
| Spell Shield
| You automatically block the first spell used against you each round.
| Magic
| 3
| Rune Touched
| +LVL on spell focus, spell penetration and SR.
|
Magic
| 4
| Guardians of Magic
| Any constructs you summon have 50% more hit dice than normal.
| Magic
| 5
| Instrument of Magic
| Your magic works on those supposedly immune to magic, at half effect.
| Metalworking
| 1
| Granted Powers
| Divide the cost of unusual materials by CL.
|
Metalworking
| 2
| Iron Guard
| You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
| Metalworking
| 3
| Forge Born
| You gain Construct traits.
| Metalworking
| 4
| Forge Brethren
| Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
|
Metalworking
| 5
| Chink In The Armor
| You ignore magic armor or shields whose enhancement bonus is less than LVL.
| Moon
| 1
| Granted Powers
| You can turn or destroy lycanthropes.
| Moon
| 2
| Lunar Shield
| You are immune to any transmutation effects.
|
Moon
| 3
| Animal Instincts
| +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
| Moon
| 4
| Call of the Wild
| Any animals or lycanthropes you summon have 50% more hit die than usual.
| Moon
| 5
| Instrument of Change
| Your transmutation effects can affect those otherwise immune, at half effect.
|
Mountain
| 1
| Granted Powers
| You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
| Mountain
| 2
| Stonelike
| You become immune to critical hits.
| Mountain
| 3
| Earthborn
| +LVL on TH, dmg, and AC when you are standing on the earth.
|
Mountain
| 4
| Earthen Brethren
| Any earth-based creatures you summon possess 50% more hit dice than normal.
| Mountain
| 5
| Monumental
| Your damage reduction has no negating factors.
| Music
| 1
| Mysteries of Music
| Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
|
Music
| 2
| Shield of Silence
| You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
| Music
| 3
| Music Born
| +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
| Music
| 4
| Musical Brethren
| Sonic-based creatures you summon always have 50% more hit dice than usual.
|
Music
| 5
| Instrument of Music
| Immunities and resistances are only 50% effective against your sonic based attacks.
| Nature
| 1
| Granted Powers
| You can rebuke or command plant creatures as an evil cleric destroys undead.
| Nature
| 2
| Green-Skinned
| You are immune to poison effects.
|
Nature
| 3
| Son of the Forest
| +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
| Nature
| 4
| Horticulturist
| Any plants summoned by you always have 50% more hit dice than usual.
| Nature
| 5
| Green-Blooded
| You can poison even those magically immune to poison.
|
Peace
| 1
| Granted Powers
| You gain a +2 Charisma bonus.
| Peace
| 2
| Stay Thy Hand
| You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
| Peace
| 3
| Calm Under Crisis
| +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
|
Peace
| 4
| Peaceful Brethren
| Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
| Peace
| 5
| Instrument of Peace
| Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
| Revenge
| 1
| Granted Powers
| 1D: Cast a priest spell against an enemy.
|
Revenge
| 2
| Blinded by Vengeance
| You are immune to any mind affecting effects.
| Revenge
| 3
| Born to Vengeance
| +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
| Revenge
| 4
| Brothers of Vengeance
| Any creatures you summon gain a favoured enemy bonus equal to double LVL.
|
Revenge
| 5
| Instrument of Revenge
| You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
| Science
| 1
| Granted Powers
| You gain a +2 bonus to Intelligence.
| Science
| 2
| Spell Immunity
| You are immune to spells of half LVL or less.
|
Science
| 3
| Appliance of Science
| +LVL on attack roll, dmg and AC when attacking spellcasters.
| Science
| 4
| Natural Selection
| Any animals summoned by you always have 50% more hit dice than usual.
| Science
| 5
| Instrument of Science
| Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
|
Sea
| 1
| Granted Powers
| You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
| Sea
| 2
| Aquatic
| You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
| Sea
| 3
| Ocean Born
| +LVL on TH, dmg and AC if both you and your opponent are underwater.
|
Sea
| 4
| Spawn of the Deep
| Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
| Sea
| 5
| Drowning
| You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
| Secrets
| 1
| Granted Powers
| Add Bluff, Disguise and Hide to your list of cleric class skills.
|
Secrets
| 2
| Cloak of Mystery
| You are immune to divination.
| Secrets
| 3
| Stygian
| +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
| Secrets
| 4
| Occult Brethren
| Any creatures you summon benefit from having greater invisibility cast upon them.
|
Secrets
| 5
| Instrument of Secrecy
| Your illusions have a 50% chance of fooling even true seeing or similar magic.
| Skill
| 1
| Granted Powers
| You gain a +2 bonus to Dexterity.
| Skill
| 2
| Skill Shield
| You are immune to any type of dexterity damage/draining.
|
Skill
| 3
| Skill Born
| +LVL on TH, dmg and AC against opponents more powerful than yourself.
| Skill
| 4
| Lithe Brethren
| Any creatures you summon gain an Dexterity bonus equal to LVL.
| Skill
| 5
| Instrument of Skill
| You gain a Dexterity bonus equal to LVL.
|
Sky
| 1
| Granted Powers
| Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Sky
| 2
| Windy
| You are immune to wind based effects and have electricity resistance equal to half your hit die.
| Sky
| 3
| Sky Born
| +LVL on TH, dmg and AC when both you and your opponent are flying.
|
Sky
| 4
| Sky Brethren
| Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
| Sky
| 5
| Instrument of the Air
| You can automatically revoke the ability of flight in your group.
| Stoicism
| 1
| Granted Powers
| You gain a +2 bonus to Constitution.
|
Stoicism
| 2
| Hard Boiled
| You are immune to any type of Constitution damage/draining.
| Stoicism
| 3
| True Grit
| +LVL on attack and dmg provided you are at half hit points or less.
| Stoicism
| 4
| Stoic Brethren
| Any creatures you summon gain an Constitution bonus equal to LVL.
|
Stoicism
| 5
| Instrument of Stoicism
| You gain a Constitution bonus equal to LVL.
| Strength
| 1
| Granted Powers
| You gain a +2 bonus to Strength.
| Strength
| 2
| Strength Shield
| You are immune to any type of strength damage/draining.
|
Strength
| 3
| Heroic
| You gain a bonus to strength equal to LVL.
| Strength
| 4
| Strong Brethren
| Any creatures you summon gain an strength bonus equal to LVL.
| Strength
| 5
| Instrument of Strength
| You gain a Strength bonus equal to LVL.
|
Sun
| 1
| Granted Powers
| Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
| Sun
| 2
| Light Shield
| You are immune to any light (including prismatic effects) or positive energy based effects.
| Sun
| 3
| Sun Blessed
| +LVL on TH, dmg and AC providing the sun is shining on you.
|
Sun
| 4
| Radiant Brethren
| Any light or positive energybased creatures you summon have 50% more hit dice than usual.
| Sun
| 5
| Lightbearer
| Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
| Sword
| 1
| Granted Powers
| Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
|
Sword
| 2
| Sword Shield
| You are immune to the effects of any sword whose enchantment bonus is less than LVL.
| Sword
| 3
| Prince of Swords
| +LVL on TH, dmg and AC when you wield a sword.
| Sword
| 4
| Sword Brethren
| You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
|
Sword
| 5
| Riddle of Steel
| When attacking with a sword you ignore half the opponent's damage reduction.
| Thievery
| 1
| Granted Powers
| Add Bluff, Disguise and Hide to your list of cleric class skills.
| Thievery
| 2
| Sixth Sense
| You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
|
Thievery
| 3
| Dirty Tricks
| +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
| Thievery
| 4
| Sneaky Brethren
| Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
| Thievery
| 5
| Escamotage
| Opponents immune to critical hits still suffer half your sneak attack bonus damage.
|
Thunder
| 1
| Granted Powers
| Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
| Thunder
| 2
| Storm Shield
| You are immune to electricity based effects.
| Thunder
| 3
| Storm Born
| +LVL on TH, dmg and AC as long as there is no roof over your head.
|
Thunder
| 4
| Stormtroopers
| Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
| Thunder
| 5
| Instrument of Thunder
| Immunities and resistances are only 50% effective against your electricity-based attacks.
| Time
| 1
| Granted Powers
| You act as if hasted for a number of rounds per day equal to your cleric level.
|
Time
| 2
| Time Shield
| You are immune to any temporal effects.
| Time
| 3
| Time Phase
| +LVL on TH, dmg and AC provided you win initiative against your opponents.
| Time
| 4
| Chrono
| Any creatures you summon gain an initiative bonus equal to double LVL.
|
Time
| 5
| Time Shard
| Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
| Travel
| 1
| Granted Powers
| Increase movement by 3". Add survival to your list of cleric class skills.
| Travel
| 2
| Footloose
| You are immune to any effect that either impedes your movement and you can travel through any medium.
|
Travel
| 3
| Travel Born
| +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
| Travel
| 4
| Travel Companions
| Any creatures you summon have their movement rate doubled.
| Travel
| 5
| Instrument of Travel
| You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
|
War
| 1
| Granted Powers
| Free martial weapon proficiency and weapon focus with the deity's favored weapon.
| War
| 2
| Battle Ready
| You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
| War
| 3
| Warrior Born
| +LVL on TH, dmg and AC while engaged in combat.
|
War
| 4
| Brothers-at-Arms
| Any creatures you summon gain a bonus to their TH equal to double LVL.
| War
| 5
| Instrument of War
| Damage Reduction is only 50% effective against your attacks.
| Wealth
| 1
| Granted Powers
| You cast conjuration spells at +1 caster level.
|
Wealth
| 2
| Business Sense
| You are immune to acid based effects.
| Wealth
| 3
| Fervor of Greed
| +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
| Wealth
| 4
| Best Money Can Buy
| Any constructs you summon have 50% more hit dice than normal.
|
Wealth
| 5
| Bribery
| Immunities and resistances are only 50% effective against your enchantment effects.
| Winter
| 1
| Granted Powers
| You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
| Winter
| 2
| Cold Immunity
| You are immune to cold effects.
|
Winter
| 3
| Ice Born
| +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
| Winter
| 4
| Icy Brethren
| Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
| Winter
| 5
| Instrument of Cold
| Immunities and resistances are only 50% effective against your cold-based attacks.
|
Wisdom
| 1
| Granted Powers
| You gain a +2 Wisdom bonus.
| Wisdom
| 2
| Words of Wisdom
| You can automatically tell how wise your opponent is.
| Wisdom
| 3
| Wisdom Block
| You are immune to any type of wisdom damage/draining.
|
Wisdom
| 4
| Logic Born
| You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
| Wisdom
| 5
| Wisdom Touched
| Any creatures you summon gain a Wisdom bonus equal to double LVL.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=1)
Spell
| Spheres
| Effect
|
Align Weapon
| Sword
| Weapon becomes good, evil, lawful or chaotic.
| Augury
| Wisdom
| Learns whether an action will be good or bad.
| Bless
| Charity, Community
| Allies gain +1 on attack rolls and saves against fear.
|
Burning Hands
| Fire
| 1d4/level fire damage.
| Cause Fear
| Death, Fear
| One creature of 5 HD or less flees for 1d4 rounds.
| Charm Animal
| Love
| Makes one animal your friend.
|
Chill Touch
| Winter
| One touch/level deals 1d6 damage and possibly 1 Str damage.
| Cure Light Wounds
| Healing
| Cures 1d8 damage +1/level (max +5).
| Detect Secret Doors
| Knowledge
| Reveals hidden doors within 60 ft.
|
Disguise Self
| Secrets, Thievery
| Changes your appearance.
| Encrypt
| Science
| Text cannot be deciphered.
| Endure Elements
| Stoicism, Sun
| Exists comfortably in hot or cold environments.
|
Enlarge Person
| Strength
| Humanoid creatures double in size.
| Entangle
| Nature
| Plants entangle everyone in 40 ft. radius.
| Entropic Shield
| Entropy, Luck
| Ranged attacks against you have a 20% miss chance.
|
Expeditious Retreat
| Travel
| Your speed increases by 30 ft.
| Faerie Fire
| Moon
| Outlines subject with light, cancelling blur, concealment and the like.
| Inflict Light Wounds
| Destruction, Disease
| Touch deals 1d8 damage +1/level (max +5).
|
Lesser Confusion
| Madness
| One creature is confused for 1 round.
| Mage Armor
| Metalworking
| Gives subject +4 armor bonus.
| Magic Aura
| Magic
| Alters objects magic aura.
|
Magic Stone
| Mountain
| Three stones become +1 projectiles, 1d6+1 damage.
| Magic Weapon
| War
| Weapon gains +1 bonus.
| Obscuring Mist
| Darkness, Sea, Sky
| Fog surrounds you.
|
Protection from Chaos
| Law
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| Protection from Evil
| Good
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| Protection from Good
| Evil
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
|
Protection from Law
| Chaos
| +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
| Remove Fear
| Fertility
| Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
| Sanctuary
| Peace, Time
| Opponents can't attack you and you can't attack.
|
Shield of Faith
| Revenge
| Aura grants +2 or higher deflection bonus.
| Shocking Grasp
| Thunder
| Touch delivers 1d6/level electricity damage.
| True Strike
| Elf, Skill
| +20 on your next attack roll.
|
Unseen Servant
| Labour, Wealth
| Invisible force obeys your command.
| Ventriloquism
| Music
| One creature of 5HD or less flees for 1d4 rounds.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=2)
Spell
| Spheres
| Effect
|
Aid
| Charity, Good, Luck
| +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
| Animal Trance
| Moon
| Fascinates 2d6 HD of animals.
| Barkskin
| Nature
| Grants +2 (or higher) enhancement to natural armor.
|
Bear's Endurance
| Labour, Revenge, Stoicism
| Subject gains +4 to Con for 1 min./level.
| Blindness/Deafness
| Darkness
| Makes subject blinded or confused.
| Brainwash
| Science
| Subject forgets the past 24 hours.
|
Bull's Strength
| Strength
| Subject gains +4 to strength for 1 min./level.
| Calm Emotions
| Law, Peace, Time
| Calms creatures, negating negative emotions.
| Cat's Grace
| Elf, Skill
| Subject gains +4 to Dex for 1 min./level
|
Chill Metal
| Winter
| Cold metal damages those who touch it.
| Cure Moderate Wounds
| Healing
| Cures 2d8 damage +1/level (max +10).
| Death Knell
| Death
| Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
|
Desecrate
| Evil
| Fills area with negative energy making undead stronger.
| Detect Thoughts
| Knowledge
| Allows .listening. to surface thoughts.
| Eagle's Splendor
| Love
| Subject gains +4 to Charisma for 1 min./level.
|
Fog Cloud
| Sea, Thunder
| Fog obscures vision.
| Glitterdust
| Wealth
| Blinds creatures, outlines invisible creatures.
| Heat Metal
| Metalworking, Sun
| Make metal so hot it damages those who touch it.
|
Hideous Laughter
| Music
| Subject loses actions for 1 round/level.
| Identify
| Magic
| Determines properties of magic items.
| Inflict Moderate Wounds
| Disease
| Touch attack, 1d8 damage +1/level (max +10).
|
Invisibility
| Entropy, Thievery
| Subject invisible 1 min./level or until it attacks.
| Mirror Image
| Secrets
| Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
| Owl's Wisdom
| Wisdom
| Subject gains +4 to wisdom for 1 min./level.
|
Produce Flame
| Fire
| 1d6 damage +1/level, touch or thrown.
| Scare
| Fear
| Panics creatures of less than 6 HD.
| Shatter
| Chaos, Destruction
| Sonic vibration damages objects or crystalline creatures.
|
Soften Earth and Stone
| Mountain
| Turns stone to clay or dirt to sand or mud.
| Spider Climb
| Travel
| Grants ability to walk on walls and ceilings.
| Spiritual Weapon
| Sword, War
| Magical weapon attacks on its own.
|
Status
| Community, Fertility
| Monitors condition, position of allies.
| Touch of Idiocy
| Madness
| Subject takes 1d6 points of Int, Wis and Cha damage.
| Wind wall
| Sky
| Deflects arrows, smaller creatures and gases.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=3)
Spell
| Spheres
| Effect
|
Animate Dead
| Death
| Creates undead skeletons and zombies.
| Blindnes/Deafness
| Love
| Makes subject blinded or deafened
| Brain Drain
| Science
| Subject loses 1d6 points of Intelligence, which are gained by the caster.
|
Bull's Strength
| Labour
| Subject gains +4 to Str for 1 min./level.
| Clairaudience/Clairvoyance
| Knowledge, Music
| Hear/see at range for 1 min./level.
| Contagion
| Destruction, Disease
| Affect subjects with chosen disease.
|
Cure Serious Wounds
| Healing
| Cures 3d8 damage +1/level (max +15).
| Darkvision
| Moon
| See 60 ft. in total darkness.
| Deeper Darkness
| Darkness
| Object sheds supernatural shadow in 60 ft. radius.
|
Dispel Magic
| Magic
| Cancels magical spells and effects.
| Fear
| Fear
| Subjects within cone flee for 1 round/level.
| Fly
| Travel
| Subject flies at speed of 60 ft.
|
Gaseous Form
| Sky
| Subject becomes insubstantial and can fly slowly.
| Haste
| Skill, Time
| One creature/level moves faster, +1 on attack rolls, AC and Reflex saves.
| Heat Metal
| Wealth
| Make metal so hot it damages those who touch it.
|
Keen Edge
| Sword
| Doubles weapons normal threat range.
| Lightning Bolt
| Thunder
| Electricity deals 1d6 damage/level.
| Magic Circle against Chaos
| Law
| As protection spells, but 10 ft. radius and 10 min./level.
|
Magic Circle against Evil
| Good
| As protection spells, but 10 ft. radius and 10 min./level.
| Magic Circle against Good
| Evil
| As protection spells, but 10 ft. radius and 10 min./level.
| Magic Circle against Law
| Chaos
| As protection spells, but 10 ft. radius and 10 min./level.
|
Magic Vestment
| Strength, War
| Armor or shield gains +1 enhancement bonus per four levels.
| Magic Weapon, Greater
| Metalworking
| +1/four levels (max +5).
| Nondetection
| Secrets, Thievery
| Hides subject from divination, scrying.
|
Plant Growth
| Nature
| Grows vegetation, improves crops.
| Prayer
| Charity, Community
| Allies +1 bonus on most rolls, enemies -1 penalty.
| Protection from Energy
| Luck, Stoicism
| Absorbs 12 points/level of damage from one kind of energy.
|
Rage
| Madness
| Subject gains +2 to Str and Con, +1 on Will saves, -2 to AC.
| Remove Disease
| Fertility
| Cures all diseases affecting subject.
| Resist Energy
| Fire
| Ignores 10 (or more) points of fire damage/attack.
|
Searing Light
| Sun
| Ray deals 1d8/two levels, more against undead.
| Sleet Storm
| Winter
| Hampers vision and movement.
| Slow
| Entropy
| One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
|
Snare
| Elf
| Creates a magic booby trap.
| Speak with Dead
| Revenge, Wisdom
| Corpse answers one question/two levels.
| Stone Shape
| Mountain
| Sculpts stone into any shape.
|
Suggestion
| Peace
| Compels subject to follow stated course of action.
| Water Breathing
| Sea
| Sculpts stone into any shape.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=4)
Spell
| Spheres
| Effect
|
Air Walk
| Sky
| Subject treads on air as if solid (climb at 45-degree angle)
| Black Tentacles
| Darkness
| Tentacles grapple all within 15 ft. spread.
| Chaos Hammer
| Chaos
| Damages and staggers lawful creatures.
|
Charm Monster
| Love
| Makes monster believe it is your ally.
| Command Plants
| Nature
| Sway the actions of one or more plant creatures.
| Confusion
| Madness, Thievery
| Subjects behave oddly for 1 round/level.
|
Control Water
| Sea
| Raises or lowers bodies of water.
| Crushing Despair
| Fear
| Subjects take -2 on attack rolls, damage rolls and save checks.
| Cure Critical Wounds
| Healing
| Cures 4d8 damage +1/level (max +20).
|
Death Ward
| Death, Fertility
| Grants immunity to death spells and negative energy effects.
| Discern Lies
| Wisdom
| Reveals deliberate falsehoods.
| Dissect
| Science
| Cutting beam has chance to sever one of an opponent's appendages.
|
Divination
| Knowledge
| Provides useful advice for specific proposed actions.
| Divine Power
| War
| You gain attack bonus, +6 to Str and 1 hp/level.
| Enervation
| Entropy
| Subject gains 1d4 negative levels.
|
Fire Shield
| Revenge, Sun
| Creatures attacking you take fire damage while you are protected against cold.
| Freedom of Movement
| Luck, Skill, Travel
| Subject moves normally despite impediments.
| Holy Smite
| Good
| Damages and blinds evil creatures.
|
Imbue with Spell Ability
| Charity, Community, Magic
| Imbue with Spell Ability.
| Inflict Critical Wonds
| Destruction
| Touch attack, 4d8 damage +1/level (max 20).
| Invisibility, Greater
| Secrets
| As invisibility, but subject can attack and stay invisible.
|
Lesser Geas
| Labour
| Commands subject of 7 HD or less.
| Magic Weapon, Greater
| Sword
| +1 bonus/four levels (max +5).
| Order's Wrath
| Law
| Damages and dazes chaotic creatures.
|
Polymorph
| Moon
| Gives one willing subject a new form.
| Rusting Grasp
| Metalworking, Wealth
| Your touch corrodes iron and alloys.
| Shout
| Music, Thunder
| Deafens all within cone and deals 5d6 sonic damage.
|
Slow
| Time
| One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
| Spell Immunity
| Strength
| Subject is immune to one spell per four levels.
| Spike Stones
| Mountain
| Creatures in area take 1d8 damage, may be slowed.
|
Stoneskin
| Stoicism
| Ignore 10 points of damage per attack.
| Tongues
| Peace
| Speak any language.
| Tree Stride
| Elf
| Step from one tree to another far away.
|
Unholy Blight
| Evil
| Damages and sickens good creatures.
| Wall of Fire
| Fire
| Deals 2d4 damage out to 10 ft. and 1d4 out to 20 ft. Passing through a wall deals 2d6 damage +1/level.
| Wall of Ice
| Winter
| Ice plane creates wall with 15 hp +1/vlevel, or hemisphere can trap creatures inside.
|
Waves of Fatigue
| Disease
| Several targets become fatigued.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=5)
Spell
| Spheres
| Effect
|
Baleful Polymorph
| Moon
| Transforms subject into harmless animal.
| Break Enchantment
| Luck
| Frees subject from enchantments, alterations, curses and petrification.
| Call Lightning Storm
| Thunder
| As call lightning but 5d6 damage per bolt.
|
Commune with Nature
| Elf
| You learn about terrain for 1 mile/level.
| Cone of Cold
| Winter
| 1d6/level cold damage.
| Control Winds
| Sky
| Change wind direction and speed.
|
Cure Light Wounds, Mass
| Charity, Healing
| Cures 1d8 damage +1/level (max +25) for many creatures.
| Dispel Chaos
| Law
| +4 bonus against attacks by chaotic creatures.
| Dispel Evil
| Good
| +4 bonus against attacks by evil creatures.
|
Dispel Good
| Evil
| +4 bonus against attacks by good creatures.
| Dispel Law
| Chaos
| +4 bonus against attacks by lawful creatures.
| False Vision
| Secrets, Thievery
| Fools scrying with an illusion.
|
Fire Shield
| Fire
| Creatures attacking you take fire damage while you are protected against cold.
| Flame Strike
| Sun, War
| Smite foes with divine fire (1d6/level damage).
| Globe of Invulnerability
| Stoicism
| As lesser globe of invulnerability, plus 4th level spell effects.
|
Hold Monster
| Peace
| As hold person, but any creature.
| Ice Storm
| Sea
| Hail deals 5d6 damage in cylinder 40 ft. across.
| Inflict Light Wounds, Mass
| Destruction
| Deals 1d8 damage +1/level to many creatures.
|
Insect Plague
| Disease
| Locust swarms attack creatures
| Mark of Justice
| Revenge
| Designates action that will trigger curse on subject.
| Mind Fog
| Madness
| Subjects in fog get -10 to Wis and Will checks.
|
Neutron Beam
| Science
| Ray deals 5 points of damage/level (max 75), passes through multiple targets.
| Nightmare
| Darkness, Fear
| Sends vision dealing 1d10 damage, fatigue.
| Overland Flight
| Skill
| You can fly at a speed of 40 ft. and can hustle over long distances.
|
Permanency
| Time
| Make cerytain spells permanent.
| Plane Shift
| Travel
| As many as eight subjects travel to another plane.
| Raise Dead
| Fertility
| Restores life to subject who died as long as one day/level ago.
|
Righteous Might
| Strength
| Your size increases and you gain combat bonuses.
| Secret Chest
| Wealth
| Hide expensive chest on ethereal plane, you can retrieve it at will.
| Slay Living
| Death
| Touch attack kills subject.
|
Song of Discord
| Music
| Forces targets to attack each other.
| Spell Resistance
| Magic
| Subject gains SR 12 + level.
| Symbol of Sleep
| Love
| Triggered rune puts nearby creatures into catatonic slumber.
|
Telekinesis
| Labour
| Moves object, attacks creature or hurls object or creature.
| Telepathic Bond
| Community
| Link lets allies communicate.
| True Seeing
| Knowledge, Wisdom
| Lets you see things as they really are.
|
Wall of Iron
| Metalworking, Sword
| 30 hp/four levels; can topple onto foes.
| Wall of Stone
| Mountain
| Creates a stone wall that can be shaped.
| Wall of Thorns
| Nature
| Thorns damage anyone who tries to pass.
|
Waves of Fatigue
| Entropy
| Several targets become fatigued.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=6)
Spell
| Spheres
| Effect
|
Animate Objects
| Chaos
| Objects attack your foes.
| Anti-life Shell
| Entropy
| 10-ft. field hedges out living creatures.
| Anti-Magic Field
| Magic
| Negates magic within 10 ft.
|
Banishment
| Revenge
| Banishes 2 HD/level of extraplanar creatures.
| Bear's Endurance, Mass
| Fertility, Stoicism
| As bear's endurance, affects one subject/level.
| Blade Barrier
| Good, Metalworking, Sword, War
| Wall of blades deals 1d6/level damage.
|
Cat's Grace, Mass
| Skill
| As cat's grace, affects one subject/level.
| Chain Lightning
| Sky, Thunder
| 1d6 damage/level; 1 secondary bolt/level each deals half damage.
| Cone of Cold
| Sea
| 1d6/level cold damage.
|
Contingency
| Time
| Sets trigger condition for another spell.
| Create Undead
| Death, Evil
| Create ghouls, ghasts, mummies or mohrgs.
| Find the Path
| Elf, Knowledge
| Shows the most direct way to a location.
|
Fire Seeds
| Fire, Sun
| Acorns and berries become grenades and bombs.
| Force Field
| Science
| Aura blocks 50 hit points of damage and regenerates 1 point/round.
| Freezing Sphere
| Winter
| Freezes water or deals cold damage.
|
Guards and Wards
| Wealth
| Array of magic effects protects area.
| Harm
| Destruction, Disease
| Deals 10 points/level damage to target.
| Heal
| Healing
| Cures 10 points/level damage, all diseases and mental conditions.
|
Heroes Feast
| Charity
| Food for one creature/level cures and grants combat bonuses.
| Heroes. Feast
| Community
| Food for 1 creature/level cures and grants combat bonuses.
| Hold Monster
| Law
| As hold person, but any creature.
|
Irresistable Dance
| Music
| Forces subjects to dance.
| Mislead
| Luck, Secrets, Thievery
| Turns you invisible and creates illusory double.
| Move Earth
| Labour
| Digs trenches and builds hills.
|
Owl's Wisdom, Mass
| Wisdom
| As owl's wisdom, affects one subject/level.
| Permanent Image
| Moon
| Includes sight, sound and smell.
| Phantasmal Killer
| Madness
| Fearsome illusion kills subject or deals 3d6 damage.
|
Repel Wood
| Nature
| Pushes away wooden objects.
| Shadow Walk
| Darkness, Travel
| Step into shadows to travel rapidly.
| Stoneskin
| Mountain, Strength
| Ignores 10 points of damage per attack.
|
Suggestion, Mass
| Peace
| As suggestion, plus one subject/level.
| Symbol of Fear
| Fear
| Triggered rune panics nearby creatures.
| Symbol of Persuasion
| Love
| Triggered rune charms nearby creatures.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=7)
Spell
| Spheres
| Effect
|
Acid Fog
| Sea
| Fog deals acid damage.
| Animate Objects
| Labour
| Objects attack your foes.
| Animate Plants
| Nature
| One or more trees animate and fight for you.
|
Blasphemy
| Evil
| Kills, paralyzes, weakens, or dazes nonevil subjects.
| Control Weather
| Sky, Thunder, Winter
| Changes weather in local area.
| Damocles. Sword
| Sword
| Floating magic blade strikes opponents.
|
Destruction
| Death
| Kills subject and destroys remains.
| Dictum
| Law
| Kills, confuses, stuns or deafens non-lawful subjects.
| Disintegrate
| Destruction
| Makes one creature or object vanish.
|
Earthquake (4.0)
| Mountain
| Intense tremor shakes 5 ft./level radius.
| Experiment
| Science
| As wish, but chance of failure.
| Eyebite
| Fear
| Target becomes panicked, sickened and comatose.
|
Fire Storm
| Fire
| Deals 1d6/level Fire Damage.
| Grasping Hand
| Strength
| Large hand provides cover, pushes and grapples.
| Holy Word
| Good
| Kills, paralyzes, weakens, or dazes nongood subjects.
|
Insanity
| Madness, Moon
| Subject suffers continuous confusion.
| Legend Lore
| Knowledge
| Lets you learn tales about a person place or thing.
| Limited Wish
| Charity, Skill
| Alters reality - within spell limits.
|
Liveoak
| Elf
| Oak becomes treant guardian.
| Magnificent Mansion
| Community, Wealth
| Door leads to extradimensional mansion.
| Major Creation
| Metalworking
| As minor creation, plus stone and metal.
|
Power Word Blind
| Darkness, Love, War
| Blinds creature with 200 hp or less.
| Regenerate
| Healing
| Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
| Repulsion
| Peace, Time
| Creatures can't approach you.
|
Screen
| Secrets, Thievery
| Illusion hides area from vision, scrying.
| Simulcrum
| Fertility
| Creates partially real double of a creature.
| Spell Turning
| Luck, Magic, Revenge, Stoicism
| Reflect 1d4+6 spell levels back at the caster.
|
Sunbeam
| Sun
| Beam blinds and deals 4d6 damage.
| Teleport, Greater
| Travel
| As teleport, but no range limit and no off-target arrival.
| Vision
| Wisdom
| As legend lore but quicker and strenuous.
|
Waves of Exhaustion
| Disease, Entropy
| Several targets become exhausted.
| Word of Chaos
| Chaos, Music
| Kills, confuses, stuns or deafens non-chaotic subjects.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=8)
Spell
| Spheres
| Effect
|
Animal Shapes
| Moon
| One ally/level polymorphs into chosen animal.
| Binding
| Peace
| Utilizes an array of techniques to imprison a creature.
| Clenched Fist
| Strength
| Large hand provides cover, pushes or attacks your foes.
|
Cloak of Chaos
| Chaos
| +4 to AC, +4 resistance, SR 25 against lawful spells.
| Clone
| Fertility
| Duplicate awakens when original dies.
| Control Plants
| Nature
| Control actions of one or more plant creatures.
|
Create Greater Undead
| Darkness, Death
| Create shadows, wraiths, spectres or devourers.
| Cure Critical Wounds, Mass
| Healing
| Cures 4d8 damage +1/level (max +40) for many creatures.
| Discern Location
| Knowledge, Revenge
| Reveals exact location of creature or object.
|
Earthquake
| Destruction
| Intense tremor shakes 5-ft./level radius.
| Etherealness
| Travel
| Travel to the ethereal plane with companions.
| Heal
| Charity
| Cures 10 points/level of damage, all diseases and mental conditions.
|
Holy Aura
| Good
| +4 to AC, +4 resistance, SR 25 against evil spells.
| Horrid Wilting
| Disease, Entropy, Sea
| Deals 1d6/level damage within 30 ft.
| Incendiary Cloud
| Fire
| Cloud deals 4d6 fire damage/round.
|
Iron Body
| Metalworking, Mountain
| Your body becomes living iron.
| Mind Blank
| Secrets, Stoicism
| Subject is immune to mental/emotional magic and scrying.
| Moment of Prescience
| Luck, Skill, Wisdom
| You gain insight bonus on single attack roll, check or save.
|
Planar Ally, Greater
| Labour
| As lesser planar ally but up to 18 HD.
| Polar Ray
| Winter
| Ranged touch attack deals 1d6/level cold damage.
| Polymorph Any Object
| Thievery
| Changes any subject into anything else.
|
Power Word Stun
| War
| Stuns creature with 150 hp or less.
| Protection from Spells
| Magic
| Confers +8 resistance.
| Radiation Poisoning
| Science
| As poison, but affects all with 30 ft. radius
|
Refuge
| Sword
| Alters item to transport its wielder to you.
| Shield of Law
| Law
| +4 to AC, +4 resistance, SR 25 against chaotic spells.
| Shout, Greater
| Music
| Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
|
Sunburst
| Elf, Sun
| Blinds all within 10 ft., deals 6d6 damage..
| Symbol of Insanity
| Madness
| Triggered rune renders nearby creatures insane.
| Sympathy
| Community, Love
| Object or location attracts certain creatures.
|
Temporal Stasis
| Time
| Puts subject into suspended animation.
| Trap the Soul
| Fear, Wealth
| Imprisons subject within gem.
| Unholy Aura
| Evil
| +4 to AC, +4 resistance, SR 25 against good spells.
|
Whirlwind
| Sky, Thunder
| Cyclone deals damage and can pick up creatures.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=9)
Spell
| Spheres
| Effect
|
Antipathy
| Elf
| Object or location affected by spell repels certain creatures.
| Astral Projection
| Travel
| Projects you and companions onto Astral Plane.
| Crushing Hand
| Strength
| Large hand provides cover, pushes or crushes your foes.
|
Disjunction
| Magic, Metalworking
| Dispels magic, disenchants magic items.
| Dominate Monster
| Love, Music
| As dominate person, but any creature.
| Elemental Swarm
| Fire, Mountain, Sea, Sky
| Summons multiple air elementals.
|
Energy Drain
| Winter
| Subject Gains 2d4 negative levels.
| Energy Drain
| Disease
| Subject gains 2d4 negative levels.
| Foresight
| Knowledge, Skill, Wisdom
| sixth sense. warns of impending danger.
|
Heal, Mass
| Healing
| As heal, but with several subjects.
| Hold Monster, Mass
| Peace
| As hold monster, but all within 30 ft.
| Implosion
| Destruction
| Kills one creature/round.
|
Imprisonment
| Secrets
| Entombs subject beneath the earth.
| Miracle
| Luck
| Requests intercession from a higher source.
| Power Word Kill
| Darkness, War
| Kills creatures with 100 hp or less.
|
Prismatic Sphere
| Community, Sun
| As prismatic wall, but surrounds on all sides.
| Refuge
| Wealth
| Alters item to transprt its possessor to you.
| Regenerate
| Stoicism
| Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35)
|
Self-Destruct
| Science
| You explode, dealing 100 points of damage to all within a 100 ft. radius.
| Shambler
| Nature
| Summon 1d4+2 shambling mounds to fight for you.
| Shapechange
| Moon
| Transforms you into any creature and change forms once per round.
|
Storm of Vengeance
| Revenge, Thunder
| Storm rains acid, lightning and hail.
| Summon Monster IX
| Chaos, Evil, Good, Labour, Law
| Calls extraplanar creatures to fight for you.
| Time Stop
| Thievery, Time
| You act freely for 1d4+1 rounds.
|
True Resurrection
| Fertility
| As resurrection, plus remains aren't needed.
| Vorpal Edge
| Sword
| Adds vorpal quality to blade for 1 round/level.
| Wail of the Banshee
| Death, Entropy
| Kills one creatre/level.
|
Weird
| Fear, Madness
| As phantasmal killer, but affecst all within 30 ft.
| Wish
| Charity
| As limited wish, but with fewer limits.
|
|
[PC7] Concordant (x1) Classes Group
Warden Spells (Alternate Spheres) (SL=10)
Spell
| Spheres
| Effect
|
Contingent Resurrection
| Fertility
| Subject automatically resurrected if slain.
| Damnation
| Evil
| Send your foe to hell.
| Dire Winter
| Winter
| 1000 ft.- radius emanation deals 2d6 cold damage for 20 hours.
|
Dreamscape
| Travel
| You physically travel to the region of dreams.
| Earthquake (5.0)
| Mountain
| Intense tremor shakes 50 ft./level radius.
| Eclipse
| Darkness
| A solar eclipse follows you.
|
Hellball
| Evil
| You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
| Kiloton
| Science
| Create an atomic blast.
| Let go of me
| Travel
| Grappler takes 20d6 damage, you take 10d6.
|
Lord of Nightmares
| Fear
| You are possessed by a dream larva for 20 rounds and take 12d6 damage.
| Mass Frog
| Moon
| All in a 40 ft. radius are transformed into frogs.
| Nailed to the Sky
| Sky
| Affix foe to the heavens.
|
Pestilence
| Disease
| Inflict slimy doom on all creatures and plants within a half mile diameter area.
| Rain of Fire
| Fire
| You create a 2-mile-radius fire storm dealing 1 point of fire damage per round.
| Raise Island
| Mountain, Sea
| You create a small island in the sea.
|
Safe Time
| Time
| You contingently duck damage in a static time stream for 1 round.
| Tempest of Vengeance
| Revenge, Thunder
| Tempest rains acid, lightning and hail.
| Time Duplicate
| Time
| You and your future self exist together for 1 round.
|
Verdigris
| Nature
| 100 ft. area overun by tsunami of plant growth, dealing 10d6 damage.
| Vorpal Blade Barrier
| Sword, War
| Wall of blades deals 1d6/level damage plus chance of decapitation.
|
|
[PC7] Concordant (x1) Classes Group
X(-40) (old Psi-4)
Level
| KXP
| Psi-40 mMG SU
|
1
| 0
| 1-- --
| 2
| 1.2
| 2-- --
| 3
| 2.4
| 31- --
|
4
| 4.8
| 41- --
| 5
| 9.6
| 52- --
| 6
| 19.2
| 621 --
|
7
| 38.4
| 731 --
| 8
| 76.8
| 831 --
| 9
| 153.6
| 942 --
|
10
| 307.2
| 942 1-
| 11
| 540
| 952 1-
| 12
| 780
| 953 1-
|
13
| 1020
| 963 1-
| 14
| 1260
| 963 2-
| 15
| 1500
| 974 2-
|
16
| 1740
| 974 3-
| 17
| 1980
| 984 3-
| 18
| 2220
| 985 3-
|
19
| 2460
| 995 4-
| 20
| 2700
| 996 4-
| 21
| 2940
| 996 5-
|
22
| 3180
| 997 5-
| 23
| 3420
| 997 6-
| 24
| 3660
| 998 6-
|
25
| 3900
| 998 7-
| 26
| 4140
| 999 7-
| 27
| 4380
| 999 71
|
28
| 4620
| 999 72
| 29
| 4860
| 999 73
| 30
| 5100
| 999 74
|
31
| 5340
| 999 75
| 32
| 5580
| 999 76
| 33
| 5820
| 999 77
|
34
| 6060
| 999 87
| 35
| 6300
| 999 88
| 36
| 6540
| 999 99
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 3 8 2 3 1 0 1
| +2
| 5 4 8 2 3 1 0 2
| +3
| 6 4 8 3 4 2 0 2
|
+4
| 6 5 8 3 4 2 1 3
| +5
| 6 5 9 3 4 2 1 3
| +6
| 6 6 9 4 5 3 1 4
|
+7
| 7 6 9 4 5 3 2 4
| +8
| 7 7 9 4 5 4 2 5
| +9
| 7 7 10 5 6 4 2 5
|
+10
| 7 8 10 5 6 4 3 6
| +11
| 8 8 10 5 6 5 3 6
| +12
| 8 9 10 6 7 5 3 7
|
+13
| 8 9 11 6 7 6 4 7
| +14
| 8 10 11 6 7 6 4 8
| +15
| 9 10 11 7 8 6 4 8
|
+16
| 9 11 11 7 8 7 5 9
| +17
| 9 11 12 7 9 7 5 9
| +18
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Dex 0, Con 0, San 6
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level
| To Hit Table:
| Mon
| Save Table:
| Psi
| Reference:
| DM
| Groups:
| Psionicist, Mirror
|
|
|
|
See [Q-40] Reality Psionics for rules and powers.
| The PSPs of this frequency are unenforced, but P-40Ps = Level - Dex + 20.
| 1 P-40P = 100 PSPs (Psi1 or Psi2) for conversion.
| Minor = ÷1.25 one effect
| Major = ÷1.5 one effect
| Grand = ÷2 one effect
| Super = ÷2.5 one effect
|
| There's only one power in Psi-40:
| 1M or 1bM, 1 P-40P: Multiply the chosen effect by the Psi-40D = power's divisor (x1.25, x1.5, x2, or x2.5). Some examples:
| Ability Score: Choose one ability score. It is divided by Psi-40D (round down, no save).
| AC: Divide target's AC by Psi-40D (no save)
| Actions: Pick one action type (M, P, V). Target's number of actions of that type is divided by Psi-40D (PP save)
| Damage: Target's physical damage is divided by Psi-40D
| hp: Divide target's hp by Psi-40D (no save)
| Move Rate: Divide target's Move Rate by Psi-40D (no save)
| Multiplier: Subtract Psi-40D -1 to target's multiplier (Spell save). Using a Minor does nothing. Using a Major: -1 mult. in offense or defense (not both).
| Saves: Divide target's save rolls by Psi-40D (no save), automisses saves on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
| Spell: One spell, psionic power, or innate ability has it's effect divided by Psi-40D
| To Hit: Divide target's to hit rolls by Psi-40D, automisses on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
|
| Level 1: Can convert 1M -> 1bM only for Psi-40.
|
|
[PC7] Concordant (x1) Classes Group
X4A
Level
| KXP
| X4 mMG S
|
1
| 0
| 1-- -
| 2
| 1.2
| 2-- -
| 3
| 2.4
| 11- -
|
4
| 4.8
| 21- -
| 5
| 9.6
| 12- -
| 6
| 19.2
| 111 -
|
7
| 38.4
| 211 -
| 8
| 76.8
| 121 -
| 9
| 153.6
| 112 -
|
10
| 307.2
| 111 1
| 11
| 540
| 211 1
| 12
| 780
| 121 1
|
13
| 1020
| 112 1
| 14
| 1260
| 111 2
| 15
| 1500
| 211 2
|
16
| 1740
| 121 2
| 17
| 1980
| 112 2
| 18
| 2220
| 222 2
|
19
| 2460
| 322 2
| 20
| 2700
| 232 2
| 21
| 2940
| 223 2
|
22
| 3180
| 222 3
| 23
| 3420
| 322 3
| 24
| 3660
| 232 3
|
25
| 3900
| 223 3
| 26
| 4140
| 333 3
| 27
| 4380
| 433 3
|
28
| 4620
| 343 3
| 29
| 4860
| 334 3
| 30
| 5100
| 333 4
|
31
| 5340
| 433 4
| 32
| 5580
| 343 4
| 33
| 5820
| 334 4
|
34
| 6060
| 444 4
| 35
| 6300
| 554 4
| 36
| 6540
| 555 5
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 3 8 2 3 1 0 1
| +2
| 5 4 8 2 3 1 0 2
| +3
| 6 4 8 3 4 2 0 2
|
+4
| 6 5 8 3 4 2 1 3
| +5
| 6 5 9 3 4 2 1 3
| +6
| 6 6 9 4 5 3 1 4
|
+7
| 7 6 9 4 5 3 2 4
| +8
| 7 7 9 4 5 4 2 5
| +9
| 7 7 10 5 6 4 2 5
|
+10
| 7 8 10 5 6 4 3 6
| +11
| 8 8 10 5 6 5 3 6
| +12
| 8 9 10 6 7 5 3 7
|
+13
| 8 9 11 6 7 6 4 7
| +14
| 8 10 11 6 7 6 4 8
| +15
| 9 10 11 7 8 6 4 8
|
+16
| 9 11 11 7 8 7 5 9
| +17
| 9 11 12 7 9 7 5 9
| +18
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Wis 0, Chr 0, Cml 6
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Mon
| Save Table:
| Psi
| Reference:
| DM
| Groups:
| Psionicist, Concordant [x1]
|
|
|
|
See [X4] for rules and powers.
| P4Ps = Level - Wis +20.
| 1 P4P = 100 PSPs (Psi1 or Psi2) for conversion.
| Minor = x1.25 in one effect (chosen from the list in the original X4 writeup or in X4A writeup)
| Major = x1.5 in one effect ( " )
| Grand = x2 in one effect ( " )
| Super = x2.5 in one effect ( " )
| When you get a Major, it must be converted from a Minor you already have (see progression).
| There's only one power in X4:
| 1M, 1 P4P: Multiply the chosen effect by the power's multiplier (x1.25, x1.5, x2, or x2.5).
|
|
[PC7] Concordant (x1) Classes Group
Basic X4 Information
A superstition is a belief that some event/object will have a certain effect. Usually this is harmless and has no game effect. However, some superstitions are so strong for the believer that they actually have a "real"-world effect. In this case superstitions becomes a passive psionic frequency. Most believers of superstitions are simply that, and never develop powers.
| The superstition psionic frequency (also called Psi frequency 4) is called passive because the believer (or "psionic") does not know that he is really the source of the effect, not the trigger. A superstition "psionicist" would be someone who spreads rumor and fear among people, and therefore increase Belief Ratings in the area.
| Superstitions are not directly related to Imagination Psionics, Omens, Miracles, or Awe Power, but any of these could give someone a Belief Rating.
|
| There is an older (original) system for X4 presented in [Z13].
|
|
[X4.1] X4 Powers
None of the original X4 rules are used here. The idea is the fantasy society has advanced to the point where people now understand how X4 works, and people consciously have (and manipulate) X4 powers. Because of this, the applications for X4 are much more practical than the older system presented in [Z13].
| Use the progression for the X4A class seen in [PC5].
| Wild Talents are considered their highest level divided by 2 (round down; a level 0 X4A still gets 1 Minor).
|
| Basically, for each "power" in your progression, choose an effect to have multiplied.
| The multiplier (referenced as "X4M" below) is 1.25 for Minors, 1.5 for Majors, 2 for Grands, and 2.5 for Supers.
|
| There are certainly more things you can believe in than the list below; check with the DM if you have an idea. Inherently or obviously broken ideas (believing in your level, your XP, or how many of you there are) will not be approved.
|
|
|
#
| Belief
| Effect
|
1
| Ability Score
| Choose one ability score. New score = (old score - 10) * X4M + 10
| 2
| AC
| Your new AC = (old AC - 10) * X4M + 10
| 3
| Actions
| Pick one action type (M, P, V). Your number of actions of that type is multiplied by X4M
|
4
| Damage
| Damage with one physical weapon is multiplied by X4M
| 5
| hp
| Multiply hp by X4M
| 6
| Item
| How many of an item exists is multiplied by X4M (you need a Grand to duplicate a x2 item)
|
7
| Money
| How much money you get in dungeon is multiplied by X4M (only affects you, not whole party)
| 8
| Move Rate
| Multiply Move Rate by X4M
| 9
| Multiplier
| Add X4M-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
|
10
| Saves
| Multiply your save rolls by X4M, you automake saves on natural 21-X4M or better (Minor is 19).
| 11
| Spell
| One spell that you know has it's effect multiplied by X4M, or costs only 1/(X4M*2-1) of a spell slot
| 12
| To Hit
| Multiply your to hit rolls by X4M, you autohit on natural 21-X4M or better (Minor is 19).
|
|
P4Ps (unenforced rule):
| This limits how often you can use your X4 powers.
| P4Ps = Level - Wis + 20
| Where "Level" is half your level if a Wild Talent. Note that Wisdom reduces the number of P4Ps. If this number is negative, you cannot use X4 at all.
| Each time a X4 multiplier is used (or every hour for continuous effects), a P4P is lost from the pool. When your P4P pool is empty, you cannot use X4 powers. The P4P pool refills at 1 P4P per hour. 1 P4P = 100 PSPs in Psi1 for conversion purposes.
|
|
[PC7] Concordant (x1) Classes Group
X7A
Level
| KXP
| [X7] mMG SUV W
|
1
| 70
| 1-- --- -
| 2
| 140
| 2-- --- -
| 3
| 210
| 3-- --- -
|
4
| 280
| 4-- --- -
| 5
| 350
| 5-- --- -
| 6
| 700
| 6-- --- -
|
7
| 1400
| 7-- --- -
| 8
| 2100
| 8-- --- -
| 9
| 2800
| 81- --- -
|
10
| 3500
| 82- --- -
| 11
| 7000
| 83- --- -
| 12
| 10500
| 84- --- -
|
13
| 14000
| 85- --- -
| 14
| 17500
| 86- --- -
| 15
| 21000
| 87- --- -
|
16
| 24500
| 88- --- -
| 17
| 28000
| 98- --- -
| 18
| 31500
| 981 --- -
|
19
| 35000
| 982 --- -
| 20
| 38500
| 983 --- -
| 21
| 42000
| 984 --- -
|
22
| 45500
| 985 --- -
| 23
| 49000
| 986 --- -
| 24
| 52500
| 986 1-- -
|
25
| 56000
| 986 2-- -
| 26
| 59500
| 986 3-- -
| 27
| 63000
| 986 31- -
|
28
| 66500
| 986 32- -
| 29
| 70000
| 986 33- -
| 30
| 73500
| 986 43- -
|
31
| 77000
| 986 44- -
| 32
| 80500
| 986 54- -
| 33
| 84000
| 986 541 -
|
34
| 87500
| 986 542 -
| 35
| 91000
| 986 543 -
| 36
| 94500
| 986 543 1
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Conc
| 18 18 18 18 18 18 18 18
| +22
| 19 19 19 19 19 19 19 19
| +22
| 19 19 19 19 19 19 19 19
|
+24
| 20 20 20 20 20 20 20 20
| +24
| 20 20 20 20 20 20 20 20
| +26
| 21 21 21 21 21 21 21 21
|
+26
| 21 21 21 21 21 21 21 21
| +28
| 22 22 22 22 22 22 22 22
| +28
| 22 22 22 22 22 22 22 22
|
+30
| 23 23 23 23 23 23 23 23
| +30
| 23 23 23 23 23 23 23 23
| +32
| 24 24 24 24 24 24 24 24
|
+32
| 24 24 24 24 24 24 24 24
| +34
| 25 25 25 25 25 25 25 25
| +34
| 25 25 25 25 25 25 25 25
|
+36
| 26 26 26 26 26 26 26 26
| +36
| 26 26 26 26 26 26 26 26
| +38
| 27 27 27 27 27 27 27 27
|
|
Requisites:
| HNCL 9, Str 0, Dex 0, Con 0, Int 0, Wis 0, Chr 0
| Alignment:
| any
| HD/level:
| & d7
| Weapon Prof.:
| 7+level/2
| To Hit Table:
| ½xConc
| Save Table:
| ½xConc
| Reference:
| DM
| Groups:
| Psionicist, Concordant (x1)
|
|
|
|
See [X7] for rules and powers.
|
|
[PC7] Concordant (x1) Classes Group
X7 Minor Powers (SL=2, Concordant SL=0)
#
| Power
|
1
| Trade 5 of an action type for 1 Quick of that action type.
| 2
| Trade 7 of an action type for 1 Opposing of that action type.
| 3
| Limit of 5 classes
|
4
| -0.25 to XP divisor due to race (minimum 1).
|
|
X7 Major Powers (SL=5, Concordant SL=0)
#
| Power
|
1
| Trade 4 of an action type for 1 Quick of that action type.
| 2
| Trade 6 of an action type for 1 Opposing of that action type.
| 3
| Limit of 6 classes
|
4
| -0.5 to XP divisor due to race (minimum 1).
| 5
| x1.1 hp
| 6
| x1.1 CL
|
|
X7 Grand Powers (SL=8, Concordant SL=0)
#
| Power
|
1
| Trade 3 of an action type for 1 Quick of that action type.
| 2
| Trade 5 of an action type for 1 Opposing of that action type.
| 3
| Limit of 7 classes
|
4
| -0.75 to XP divisor due to race (minimum 1).
| 5
| Considered a x2 being on either attack or defense (change at reset)
| 6
| x1.5 hp
|
7
| x1.5 CL
|
|
[PC7] Concordant (x1) Classes Group
X7 Super Powers (SL=11, Concordant SL=1)
#
| Power
|
1
| You are considered a x2 being.
| 2
| You attack as a x1 being, but defend as a x3 being.
| 3
| You attack as a x3 being, but defend as a x1 being.
|
4
| You can trade 2 of an action type for 1 Quick version of that action type.
| 5
| You can trade 4 of an action type for 1 Opposing version of that action type.
| 6
| x2 hp.
|
7
| x2 CL.
| 8
| Limit of 8 classes.
| 9
| You have a free "H" for purposes of qualifying for classes, kits, and feats.
|
10
| Planar Stable (immune to effects of being on another plane).
| 11
| -1 to XP divisor due to race (minimum 1).
| 12
| Immune to SL 0 to SL ((your level)/3, round down) effects.
|
13
| (your level)*2% iGR; works even in section [X].
| 14
| Immune to one effect in the [C] section.
| 15
| 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).
|
16
| x1.5 ML (Memorization Level) in one class.
|
|
X7 Ultra Powers (SL=14, Concordant SL=4)
#
| Power
|
1
| 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
| 3
| You can trade 3 of an action type for 1 Opposing version of that action type.
|
4
| You may "borrow" actions of any type (assuming you have them).
| 5
| You may "hold" actions of any type (assuming you have them).
| 6
| x10 hp.
|
7
| x3 CL.
| 8
| x2 ML (Memorization Level) in one class.
| 9
| Ignore all forms of XP divisors.
|
|
[PC7] Concordant (x1) Classes Group
X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)
#
| Power
|
1
| 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
| 3
| You can trade 2 of an action type for 1 Opposing version of that action type.
|
4
| x50 hp.
| 5
| x4 CL.
| 6
| x2.5 ML (Memorization Level) in one class.
|
|
X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)
#
| Power
|
1
| 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
| 3
| x200 hp.
|
4
| x5 CL.
| 5
| x3 ML (Memorization Level) in one class.
|
|
X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)
#
| Power
|
1
| 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
| 2
| You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
| 3
| x1000 hp.
|
4
| x6 CL.
| 5
| x3.5 ML (Memorization Level) in one class.
|
|