[PC8] Monster 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

[PC8] Monster Classes Group


Animal0

Level KXP War/Ani
123 456
1 0.5 (owe) *-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Str 13
Alignment: any
HD/level: & d4
Weapon Prof.: & 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells. At level 1 can cast one 1st level Priest Animal spell.
Level 4 ¶: Can use Psi14 minors as if they were 2nd level spells.
Level 10 ¶: Can use Psi14 majors as if they were 4th level spells.
Level 16 ¶: Can use Psi14 grands as if they were 6th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC8] Monster Classes Group


Arch-Animal0

Level KXP War/Ani
123 456 789
1 1 (owe) 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 31- --- ---
5 16 321 --- ---
6 32 331 --- ---
7 60 332 1-- ---
8 120 333 1-- ---
9 240 333 21- ---
10 440 333 31- ---
11 640 433 321 ---
12 840 443 331 ---
13 1040 444 332 ---
14 1240 444 432 ---
15 1440 444 443 1--
16 1640 444 444 1--
17 1840 554 444 1--
18 2040 555 444 21-
19 2240 555 544 21-
20 2440 555 554 22-
21 2640 555 555 32-
22 2840 665 555 33-
23 3040 666 555 43-
24 3240 666 655 44-
25 3440 666 665 54-
26 3640 666 666 55-
27 3840 776 666 551
28 4040 777 666 552
29 4240 777 766 553
30 4440 777 776 554
31 4640 777 777 555
32 4840 777 777 655
33 5040 777 777 665
34 5240 777 777 666
35 5440 777 777 766
36 5640 777 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: Str 16
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/2
To Hit Table: 2xMon
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells.
Can have LVL summon slots in Animals instead of the usual 1 summon slot.
Level 1 ¶: Can use Psi14 minors as if they were 1st level spells.
Level 5 ¶: Can use Psi14 majors as if they were 3rd level spells.
Level 9 ¶: Can use Psi14 grands as if they were 5th level spells.
Level 15 ¶: Can use Psi14 supers as if they were 7th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC8] Monster Classes Group


Astral Construct3

Level KXP Psi3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
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: Str 6+level, Dex 4+level, Con 5+level, Int 2+level, Wis 3+level, Chr 1+level
Alignment: any
HD/level: & 1d0+level
Weapon Prof.: & 1+level/3
To Hit Table: Mon
Save Table: Psi
Reference: DM / PsiHB3
Groups: Psionicist, Monster
 
This class can be considered Psionicist group in addition to Monster group if you have ArchPsi1, Psi3 or PsychicWarrior3 class.
Gets Psi3 powers (at a rather slow rate). Gets a stat bonus of your choice to the progression.
Psi3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ACP: Twist an effect on a target (use ER to resist)
   II. 1M, 1 ACP: Combine two groups of enemies into one group (no save).
   III. 1M, 1 ACP: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   IV. ½M, 2 ACP: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
   V. 1M, 3 ACP: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
   VI. 1M, 3 ACP: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Level 11: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 13: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 18: Pick an ability below:
   VII. ½M, 4 ACP: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
   VIII. 1M, 5 ACP: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
   IX. 1M, 6 ACP: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 20: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 22: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 27: Pick an ability below (you will get only one pick from this chart):
   X. ½M, 8 ACP:
   XI. 1M, 9 ACP: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
   XII. 1M, 10 ACP:

[PC8] Monster Classes Group


Basic Psi3 Information

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

[PC8] Monster Classes Group


[Q3.0] Level 0 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.1] Level 1 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.2] Level 2 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.3] Level 3 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.4] Level 4 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.5] Level 5 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.6] Level 6 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.7] Level 7 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.8] Level 8 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.9] Level 9 Psi3 Powers

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

[PC8] Monster Classes Group


Astral Destruct-3

Level KXP Psi-3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
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: Str 6+level, Dex 5+level, Con 4+level,
Int 3+level, Wis 2+level, Chr 1+level
Alignment: any
HD/level: & d10
Weapon Prof.: & 3+level
To Hit Table: Mon
Save Table: Psi
Reference: DM {Planeshifted Astral Construct3}
Groups: Psionicist, Monster, Alternate
 
Gets Psi-3 powers, see [Q-3]. Gets a stat bonus of your choice to the progression.
Psi-3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: You count as an additional +2 weapon to hit others.
Level 1: You may use Anti-Astral Projection; but in this case, you cannot use M actions.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½P, 1 ACP: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
   II. 1P, 1 ACP: Destroy a x0 or x1 magic item.
   III. 1P, 1 ACP: Unsummon a summon.
Level 2: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½P, 2 ACP: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
   V. 1P, 2 ACP: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
   VI. 1P, 2 ACP: Target gains +1QP action this segment
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½P, 3 ACP: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
   VIII. 1P, may borrow, 3 ACP: Fork
   IX. 1P, 3 ACP: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 13: Pick an ability below:
   X. ½M, 4 ACP: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
   XI. 1M, 4 ACP: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
   XII. 1M, 4 ACP: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 14: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 15: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC8] Monster Classes Group


Basic Psi-3 Information

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

[PC8] Monster Classes Group


[Q-3.0] Level 0 Psi-3 Powers

## Level 0 Powers Discip. Short Description Source
1 Blob Psyport Target's speed slows by 3" for one round. DM
2 Boulder Metcre You create a short-lived boulder (1d12) DM
3 Clear Telep Creature can ignore daze/fascinate/confusion for 1 segment. DM
4 Concentrate Telep Subject's mind focuses, gets +1 bonus on actions for 1 round. DM
5 Control Shadow Psykin You control a normal shadow like a puppet. DM
6 Detect Anti-Psionics Clasen You detect the presence of anti-psionic activity. DM
7 Finger of Water Metcre You deal 1d3 water damage to one foe. DM
8 Lesser Natural Weapon Psymet You gain +1 TH. DM
9 My Darkness Psykin Your eyes emit 20-ft. cone of darkness. DM
10 Near Hand Psykin Telekinesis (CL/4)*10' falling dmg, can only affect someone in your group DM
11 Near Punch Psykin Telekinetic punch deals 2 damage to someone in your group. DM
12 Nerve Psymet Target loses 1 max hp for 1 turn. DM
13 Owlsight Psymet You have ultravision. DM
14 Rockdrop Psyport Target takes +50% falling damage. DM
15 Sink Psyport Target sinks (or loses Water Walking) DM

[Q-3.1] Level 1 Psi-3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
3 Combat Reflex Clasen You gain +1 TH. DM
4 Expansion Psymet You grow 5%/level DM
5 Fork Gaze Clasen Gaze attacks (against you) affect both you and the person gazing at you. DM
6 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
7 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
8 Moralize Telep Friends gain +1 on die rolls for 1 segment. DM
9 Mortis Psymet Target loses 3 max hp for 1 turn. DM
10 Remove Sound Psykin Remove sounds in area DM
11 Reveal Thoughts Telep Target's thoughts become known to everyone in area. DM
12 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
13 Turn Object Psykin Turn a golem (RSW save) DM
14 UnCharm Person Telep Remove Charm, Domination DM

[PC8] Monster Classes Group


[Q-3.2] Level 2 Psi-3 Powers

## Level 2 Powers Discip. Short Description Source
1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
3 Clairnasience Clasen Clairnasience DM
4 Combat Presence Clasen +2 AC. DM
5 Control Earth Psykin Dig or Wall of Stone DM
6 Control Water Psykin Raise Water, Lower Water, or Part Water DM
7 Inaudibility Psykin Subject is inaudible for 10 min./level or until it attacks. DM
8 Inflict Uneasiness Telep Your mental attack deals 3d6 stat damage (random) DM
9 Muscle Lock Telep Subject cannot move or take any physical actions. DM
10 Painful Strike Psymet Your armed attacks deal extra 1d6 damage. DM
11 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
12 Remove Psionic Trap Psyport Remove a psionic trap. DM
13 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM

[Q-3.3] Level 3 Psi-3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Destruct III Metcre Astral destruct fights for you. DM
2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
4 Curse Sense Clasen Sense curses in 30-ft. radius. DM
5 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
6 Drop Psyport Target cannot fly (no save) DM
7 Duodimensional Blade Psymet +3 distributed among crit range and multiplier to all your weapons DM
8 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
9 Physm Telep +1 P action per round. DM
10 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
11 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
12 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM

[PC8] Monster Classes Group


[Q-3.4] Level 4 Psi-3 Powers

## Level 4 Powers Discip. Short Description Source
1 Astral Destruct IV Metcre Astral destruct fights for you. DM
2 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
3 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
4 Fate of None Clasen Force an enemy to reroll a die roll (chooses worst) DM
5 Hold Monster Psyport Hold Monster DM
6 Midas Touch Metcre Transforms magic items into XP or gems (1/2 value) DM
7 Polymorph Other Psymet Polymorph Other DM
8 Psychotakeback Psymet You can use power points to boost your Int, Wis, and/or Chr ability mods. DM
9 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
10 Spell Barrier Psykin SR 10+2*CL DM
11 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM

[Q-3.5] Level 5 Psi-3 Powers

## Level 5 Powers Discip. Short Description Source
1 Astral Destruct V Metcre Astral destruct fights for you. DM
2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
3 Ectoplasmic Weapon Metcre +10 TH DM
4 Graft Nonweapon Psymet A natural attack form of yours is considered a weapon (can spec., etc.) DM
5 Material Rearrangement Psykin Replace an object's material with another (same E factor or less) DM
6 Metamorphics Psymet Polymorph Any Object DM
7 Natural Shield Psymet +4 saves DM
8 Outcarnate Metcre One anti-psionic effect is permanent. DM
9 Physical Barrier Psymet -CL dmg per physical attack DM
10 Telemport Psyport Teleport someone you know to you (RSW save, attempt only 1/hour) DM

[Q-3.6] Level 6 Psi-3 Powers

## Level 6 Powers Discip. Short Description Source
1 Armor of Prudence Clasen +6 TH or saves. DM
2 Astral Destruct VI Metcre Astral destruct fights for you. DM
3 Breath of the Drake Psymet Breath water for 11d4 damage. DM
4 Improved Mortis Psymet Target loses 13 max hp. DM
5 Mass Confusion Telep Confusion a group (Will save) DM
6 Phlogiston Jaunt Psyport You enter the plane of Phlogiston. DM
7 Reintegrate Psykin Repair a broken item or reverse a disintegration effect DM
8 Replace Psykin Put an object into someone's inventory (Reflex save) DM
9 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM

[PC8] Monster Classes Group


[Q-3.7] Level 7 Psi-3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Destruct VII Metcre Astral destruct fights for you. DM
2 Contingency Metcre Sets trigger condition for another power. DM
3 Emulate Effect Clasen Manifest any Psi-3 power 6th-level and less. DM
4 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
5 Plane Shift Psyport Up to eight subjects travel to another plane. DM
6 Rebound Psykin MPaPReflection CL*15% DM
7 Sanity Telep Target is cured of insanity, confusion, feeblemind, mental effects DM
8 Teleport Without Error Psyport As Teleport with no off-targets. DM

[Q-3.8] Level 8 Psi-3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
2 Clone Metcre Clone DM
3 Mind Write Telep Subject immune to mental/emotional effects, scrying, and remote viewing. DM
4 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
5 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
6 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
7 Temporal Accelerate Psyport Can use 2S+1V per segment. DM

[Q-3.9] Level 9 Psi-3 Powers

## Level 9 Powers Discip. Short Description Source
1 Anti-Astral Projection Psyport Projects you and friends into Anti-Astral Plane. DM
2 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
3 Astral Destruct IX Metcre Astral destruct fights for you. DM
4 Greater Emulation Metcre Manifest any Psi-3 power 8th-level or less. DM
5 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM
6 Shapechange Other Psymet Shapechange Other DM

[PC8] Monster Classes Group


Astraler3

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

[PC8] Monster Classes Group


Basic Psi3 Information

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

[PC8] Monster Classes Group


[Q3.0] Level 0 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.1] Level 1 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.2] Level 2 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.3] Level 3 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.4] Level 4 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.5] Level 5 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.6] Level 6 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.7] Level 7 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.8] Level 8 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.9] Level 9 Psi3 Powers

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

[PC8] Monster Classes Group


Block

Level KXP
Spells
1 7 (none)
2 14 (none)
3 28 (none)
4 56 (none)
5 112 (none)
6 224 (none)
7 448 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 0
Alignment: any
HD/level: 6d4
Weapon Prof.: 6+level
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Brick}
Groups: Warrior, Monster, Alternate
 
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: +LVL*3 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC8] Monster Classes Group


Blue Bugbear

Level KXP 11U Bug Bear
UVW 369 1234
1 400 1-- 1-- 1---
2 3400 1-- 1-- 2---
3 6400 2-- 1-- 2---
4 9400 2-- 2-- 2---
5 12400 2-- 2-- 21--
6 15400 3-- 2-- 21--
7 18400 3-- 3-- 21--
8 21400 3-- 3-- 22--
9 24400 4-- 3-- 22--
10 27600 4-- 31- 22--
11 30600 4-- 31- 221-
12 33600 41- 31- 221-
13 36600 41- 32- 221-
14 39600 41- 32- 222-
15 42600 42- 32- 222-
16 45600 42- 33- 222-
17 48600 42- 33- 2221
18 51600 43- 33- 2221
19 54800 43- 331 2221
20 57800 43- 331 2222
21 60800 44- 331 2222
22 63800 44- 332 2222
23 66800 44- 332 3222
24 69800 441 332 3222
25 72800 441 333 3222
26 75800 441 333 3322
27 78800 442 333 3322
28 81800 442 433 3322
29 84800 442 433 3332
30 87800 443 433 3332
31 90800 443 443 3332
32 93800 443 443 3333
33 96800 444 443 3333
34 99800 444 444 3333
35 102800 444 444 4433
36 105800 444 444 4444
TH Saves
PD RS PP BW Sp Fo Re Wi
& +3 19 19 19 19 19 19 19 19
& +6 20 20 20 20 20 20 20 20
& +9 21 21 21 21 21 21 21 21
& +12 22 22 22 22 22 22 22 22
& +15 23 23 23 23 23 23 23 23
& +18 24 24 24 24 24 24 24 24
& +21 25 25 25 25 25 25 25 25
& +24 26 26 26 26 26 26 26 26
& +27 27 27 27 27 27 27 27 27
& +30 28 28 28 28 28 28 28 28
& +33 29 29 29 29 29 29 29 29
& +36 30 30 30 30 30 30 30 30
& +39 31 31 31 31 31 31 31 31
& +42 32 32 32 32 32 32 32 32
& +45 33 33 33 33 33 33 33 33
& +48 34 34 34 34 34 34 34 34
& +51 35 35 35 35 35 35 35 35
& +54 36 36 36 36 36 36 36 36
Requisites: Monster 15 or HNCL 24,
Str 34, Dex 33, Con 36
Alignment: C any
HD/level: & +++++3d13
Weapon Prof.: & level*4
To Hit Table: & 3xMon
Save Table: Conc
Reference: DM
Groups: Concordant (x2), Monster
 
[X] Section stats
ihp +6
iTH +1
P Save +1
M Save -1
War +1
Rog +1
PPsi +1
Wiz -1
Pri -1
MPsi -1
   
Gets 1X action per round.
Can use 2P+1V+1X or 2M+1V+1X (but not 1P+1M+1V+1X) per segment if desired.
Gets Extra Barb Str and Dex [bonus = (Stat-16)*5/2], and Super Barb Con [bonus = (Con-18)*3].
Psi11U effects are resisted using iMR (treating iMR as MR). Bug spells are resisted using TechR. Bear spells are resisted using XR.
Level N (every level): +1 summon slot for Animals, Eelementals, or Bugs.

[PC8] Monster Classes Group


Blue Bugbear Spells

Type CSL # Spell Effect
11U Ultra 1 Broken Ambitions (1bM to use) Counterspell, the target his next 4A worth of actions.
11U Ultra 2 Distorting Wake Dispel CCL effects.
11U Ultra 3 Eelemental Summon X Summon CCL DL X Eelementals
11U Ultra 4 Reshape Modify a magic item so it does a chosen spell effect of lower SL than the one it currently does (so a Wand of Fireballs could be made into a Wand of Web).
11U Ultra 5 Time Stretch +2 QM actions this segment
11U Ultra 6 Worldpurge All summons and elementals in the room are unsummoned.
11U V (Ultra+1) 1 Denying Wind Banhammer up to 7 effects in the room (x2 Special)
11U V (Ultra+1) 2 Dichotomancy For each protection effect on the target, you get a copy of it for yourself. For each summon he has, you get a copy of it for yourself.
11U V (Ultra+1) 3 Sway of the Stars Everyone's hp total in the room is set to 70. The current half-segment ends.
11U W (Ultra+2) 1 Beacon of Tomorrows (cast 1/d, but you can pick this more than once) Take another segment after the current one.
11U W (Ultra+2) 2 Blinkmoth Infusion All of your magic items get a +1QE Haste (counts as their Haste)
11U W (Ultra+2) 3 Eternal Dominion For 1 round, each segment, Fork an effect as a 0 action.
Bear 1 1 Animal Swarm 1 Summon CCL groups of 5^CCL DL=(CCL+4)/5 Animals
Bear 1 2 Grove 1 +CCL 9th in memorization in a Priest or Monster group class
Bear 1 3 Time/Reality Stability Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
Bear 1 4 Tough Hide AC +CCL*3 and saves +CCL*3
Bear 1 5 x1 Immunity Immune to x0 effects. Immune to x1 effects of SL 0 to CCL.
Bear 2 1 Alley Alley effect in the room (x2 special)
Bear 2 2 Fluidity You may convert P to M actions and M to P actions.
Bear 2 3 Swiftcast Your Priest and Monster spells (and their material componenting) cost half the normal number of actions to use.
Bear 2 4 Racial Adjectives A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
Bear 3 1 Insist 1X: Capital I Insist (this can in turn be "Really Objected To").
Bear 3 2 Material Componenting You may material component Concordant spells, it costs an extra X action to do this.
Bear 3 3 X Haste All in your party gets +1X action.
Bear 4 1 Animal Swarm 4 Summon CCL*4 groups of 2^CCL DL=(CCL+4)/5 Animals
Bear 4 2 Grove 4 +CCL 12th in memorization in a Priest or Monster group class

[PC8] Monster Classes Group


Bug Spells

Level # Spell
3 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
3 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
3 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
3 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
3 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
3 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
3 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
3 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
3 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
3 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
3 11 1M, can borrow from future: Counter a Concordant or XR-based effect
3 12 The "Lady's Smile" effect doesn't work for anyone within sight
3 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
3 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
3 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
6 1 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
6 2 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
6 3 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
6 4 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
6 5 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
6 6 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
6 7 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
6 8 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
6 9 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
9 1 1M: Pixelate 30' radius (no resistance); from 30' to 60' are removed from multiverse (not quite as bad as pixelated!)
9 2 Get a random TechF=BL*2 item off the Capital S Shelf (treat as a x[1d8+2] Artifact)
9 3 Immune Pixelation, Inverse Pixelation; Completely undetectable to Originators & PreAscended Ones (unless attack)
9 4 1Z, eat a Barney'd god within sight: Get a true (natural) Reset
9 5 1M: Capital R Really Object to an Insisted effect (an Insisted effect is countered, there is no further response to this)
9 6 Action Fury: 1/d: All your action types are fully Quick and Opposing (infinite number of "Q" and "Opp" modifiers) for 1r
12 1 (73-BL) X actions: Banhammer or Un-Banhammer an effect in the area
12 2 Erase yourself from the chalkboard, pixelate your PC/NPC/MPC cod piece, remove your character slot from the campaign: Really Capital I Insist a non-Concordant effect of SL 0-2 (no School/Sphere Robe effects)
12 3 1X: Ultrablack Gate

[PC8] Monster 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.)

[PC8] Monster 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

[PC8] Monster Classes Group


Carasting

Level KXP DragonMage,Pri
123 456 789 AB
TH
1 0 0-- --- -- +5
2 5 1-- --- -- +6
3 10 20- --- -- +7
4 15 21- --- -- +8
5 25 320 --- -- +9
6 45 321 --- -- +10
7 85 432 0-- -- +11
8 165 432 1-- -- +12
9 325 543 20- -- +13
10 575 543 21- -- +14
11 825 654 320 -- +15
12 1075 654 321 -- +16
13 1325 765 432 0- +17
14 1575 765 432 1- +18
15 1825 776 543 2- +19
16 2075 776 543 20 +20
17 2325 776 543 21 +21
18 2575 777 654 32 +22
19 2825 777 654 32 +23
20 3075 777 765 43 +24
21 3325 777 776 54 +25
22 3575 777 777 65 +26
23 3825 777 777 76 +27
24 4075 777 777 77 +28
25 4325 777 777 77 +29
26 4575 888 877 77 +30
27 4825 888 888 87 +31
28 5075 888 888 88 +32
29 5325 988 888 88 +33
30 5575 998 888 88 +34
31 5825 999 888 88 +35
32 6075 999 988 88 +36
33 6325 999 998 88 +37
34 6575 999 999 88 +38
35 6825 999 999 98 +39
36 7075 999 999 991 +40
37 14150 999 999 992 +41
38 21225 999 999 993 +42
39 28300 999 999 994 +43
45 70750 A99 999 999 +49
54 134425 AAA AAA AAA 1 +58
63 198100 AAA AAA AAA A +67
72 261775 BBB BBB BBA A1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +4 +4 -6 -6 +5 +0 +0 ÷1
 
Requisites: Str 17, Dex 16, Con 12, Int 14, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Rogue, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Considered a "Wyvern" race.
Gets Int bonus to spell progression. Can cast Wizard or Priest spells. Specialized in Dragon school (no opposite).
Exc Str, Exc Dex, and Exc Con bonus.
Gets 100 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
Level 9: 1 attack that hits: Really Put Out of Misery
 
Lvl Carasting Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC8] Monster Classes Group


Carasting (Dragon Mage Spells)

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC8] Monster 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

[PC8] Monster Classes Group


Companion Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4½- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44½ --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 ½-- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4½- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44½ ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 ½--
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4½-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44½
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 19, Cml 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Pet Mage}
Groups: Wizard, Monster, Alternate
 
Specialized in Enchantment; Normal in Abjuration; all other schools are Opposite.
Can have 1 animal companion per level.
Your animal companions have (10+LVL)% of your base XP.

[PC8] Monster Classes Group


Cthulhoid Horror5

Level KXP
Spells
1 6 (owe) (none)
2 13 (none)
3 27 (none)
4 55 (none)
5 111 (none)
6 223 (none)
7 447 (none)
8 895 (none)
9 1508 (none)
10 2121 (none)
11 2734 (none)
12 3347 (none)
13 3960 (none)
14 4573 (none)
15 5186 (none)
16 5799 (none)
17 6412 (none)
18 7025 (none)
19 7638 (none)
20 8251 (none)
21 8864 (none)
22 9477 (none)
23 10090 (none)
24 10703 (none)
25 11316 (none)
26 11929 (none)
27 12542 (none)
28 13155 (none)
29 13768 (none)
30 14381 (none)
31 14994 (none)
32 15607 (none)
33 16220 (none)
34 16833 (none)
35 17446 (none)
36 18059 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+5  3  3  3  3  3  3  3  3
+7  5  5  5  5  5  5  5  5
+10  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+15 10 10 10 10 10 10 10 10
+17 12 12 12 12 12 12 12 12
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+25 17 17 17 17 17 17 17 17
+27 19 19 19 19 19 19 19 19
+30 21 21 21 21 21 21 21 21
+32 22 22 22 22 22 22 22 22
+35 24 24 24 24 24 24 24 24
+37 26 26 26 26 26 26 26 26
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+45 31 31 31 31 31 31 31 31
Requisites: Str 12+level, Con 4+2*level
Alignment: C any (or) any J (or) Nil
HD/level: & 2m0
Weapon Prof.: & 6+level/6
To Hit Table: 2½xMon
Save Table: 3½xMon
Reference: Call of Cthulhu
Groups: Monster
 
The stat requirements for this class is Str 12+LVL and Con 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Str or Con until you fill the requirements). You cannot add this class unless you have Str 13 and Con 6 (what you need to be level 1).
 
The HD means to multiply your Con bonus by itself for each level. This class cannot get Barbarian Con bonus.
 
Each Level: Gets one Psi9 minor at random per level. During reset you may reroll the ones you wish to reroll.
Level 1: May weapon specialize with unarmed attacks as if they were weapons.
Levels 1-3: Pick one of these per level:
   A. 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
   B. 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
   C. Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
   D. 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
   E. +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Levels 5-7: Pick one of these per level:
   F. 1M, 1/r: +1QP next segment.
   G. Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
   I. 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
   J. 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 9: Gain 1 "Put Brain on a Plate" ( Λ ) action. Λ actions can be used once per day. Λ actions can be downgraded to OppV actions.
Level 9: 1Λ, 1 Mouth's P: Target creature makes a Will save. If he fails, he is Insane (40%, roll 1d4 insanities), Feebleminded (30%), Confused (20%), or Crapped (10%). His Brain is Put on your Plate. Keep track of these; you'll eventually be able to put them to good use. You can Put someone's Brain on a Plate more than once to hammer them more (the negative effects are cumulative), but you still have only one Brain from him on your Plate.
Level 13: 1 Mouth's V (can borrow), Eat a Brain on your Plate, 1/t: Heal self.
Level 18: Gain 1d2 "Get Brain from another Plate" ( Π ) actions (roll the 1d2 each day). Π actions can be used once per day. Π actions can be downgraded to Λ or OppP actions.
Level 27: Gain 1d3 "Consume Brain on a Plate" ( μ ) actions (roll the 1d3 each day). μ actions can be used once per day. μ actions can be downgraded to OppM actions. Note that "Consuming" a Brain isn't the same as "Eating" a Brain; Consuming is better.
Level 27: 1μ, 1Λ, 1 Mouth's P, 1/t: Target creature makes a Will save or is Capital E Eaten and you Reset. This does not count against the 1 artificial reset per natural reset limit.
Level 29: 1μ, 1Π, 1 Mouth's V, 1/t: Target Cthulhoid Horror makes a Reflex save or you steal a Brain from his Plate (which you consume) and you Reset. This does not count against the 1 artificial reset per natural reset limit, but you cannot use this and the similar Level 27 ability in the same turn.
Level 33: (no action at all to do this), Eat a Brain on your Plate, Eat a Psi6E Larva, and Eat a Pawn you control: Remove all negative [C] section effects that are currently bothering you. This includes things like Pixelation, folks! If you throw in a μ action as you do this, this effect cannot be Objected to. Note you will likely need an Oppμaction in reality, as you will probably do this during someone else's segment. If you throw in an X action, you can add N positive [C] effects to yourself, where N is your multiplier (use defensive multiplier if you have split ratings).
Level 36: Gain 1d4 "All Brains on Plates Must Be Eaten" ( £ ) actions (roll the 1d4 each day). £ actions can be used once per day. £ actions can be downgraded to OppF actions.
Level 36: N£, 3μ, 2QΠ, 1QQΛ, 1 Mouth's QQQF, Eat Capital E Enough Brains (on Plates) within sight: Get a Continuous Reset (i.e. you are Resetting all the time), with duration 1 round (N=1), 1 turn (N=2), 1 hour (N=3), or the rest of the day (N=4). If you can somehow manage to get N=6, the effect is permanent. If you get N=13, you are Stepping Out of Resets Continuously permanently (this effect doesn't cause you to go down a hole, not that you really care at this point).

[PC8] Monster Classes Group


Custom Race

Level KXP Race abil.
÷1 ÷2 ÷3
1 0 1 - -
2 2.25 2 - -
3 4.5 3 - -
4 9 4 - -
5 18 5 - -
6 36 6 - -
7 75 7 - -
8 150 8 - -
9 300 8 1 -
10 600 8 2 -
11 1000 8 3 -
12 1500 8 4 -
13 2100 8 5 -
14 2800 8 6 -
15 3600 8 7 -
16 4500 8 8 -
17 5500 9 8 -
18 6600 9 9 -
19 7800 A 9 -
20 9100 A A -
21 10500 B A -
22 12000 B B -
23 13600 C B -
24 15300 C C -
25 17100 D C -
26 19000 D D -
27 21000 D D 1
28 23100 E D 1
29 25300 E E 1
30 27600 E E 2
31 30000 F E 2
32 32500 F F 2
33 35100 F F 3
34 37800 G F 3
35 40600 G G 3
36 43500 G G 4
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: Str 2*LVL, Dex 2*LVL, Con 2*LVL,
  Int 2*LVL, Wis 2*LVL, Chr 2*LVL
Alignment: any
HD/level: & d8
Weapon Prof.: 0+level
To Hit Table: & Mon
Save Table: & Mon
Reference: DM
Groups: Custom, Monster
 
See tables for Custom Race abilities. Your "level" in abilities is your HNCL. Your "CL" in abilities is your highest CL. Racial abilities are resisted using IR (InnateR) unless noted.
The same ability cannot be taken more than once, but very similar abilities that are listed do stack.
ML adders do not work with this class at all (the "progression" given isn't really a progression, it just saves me typing a bunch of "Level: ¶" abilities).
You cannot use ÷2 powers unless you have at least 300 KXP (single classedness multiplier can be used).
You cannot use ÷3 powers unless you have at least 21000 KXP (single classedness multiplier can be used).

[PC8] Monster Classes Group


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
# Attacks with one arm +1
+0 weapon to hit you
+1 weapon to hit you
0, 1 attack: Dispel a magic/psionic effect
0, 1 attack: Dispel a magic/psionic item
0, 1/d: Cosmic Awareness for 1r
0, 1/r: Controlled Blink
0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
0, 1/r: Reroll any die roll (yourself or friend)
0, 1/s: For this segment, ignore a non-racial defense on someone
0, 1/t: Feather Fall
0, 1/t: Ventriloquism
0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
0, spend 4 spell levels, 1/r: Lend an action (you lose that action)
0, take 10 dmg, 1/r: +1P action this round
0, take 15 dmg, 1/r: +1M action this round
0, take 5 dmg, 1/r: +1V action this round
0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
0: Levitation
1bM, 1/d: Capital E Escape
1bM, 1/t: Fork an effect (caster makes LVL/3+1 saves)
1bM: Blink Wounding (can blink away after first melee hit on you)
1bM: Target gains +LVL AC/saves this segment
1bV: Catch missiles fired at you 30% this segment
1bV: Catch one missile fired at you 90%
1bV: Intensify Fire: Doubles the damage of an existing fire effect
1bV: Interpose yourself in front of an attacking creature
1D: Magic Jar into another creature (Magic Jar save)
1D: Resurrect self, but you are back at home
1D: You Reincarnate upon death, inactive and Feign Death for the rest of this combat
1F, 1/d: Holy Bolt
1F, 1/d: Shapechange (lasts for LVL segments)
1F, 1/d: Uberskins (10), self
1F, 1/d: Wind Walk
1F, 1/t: Create a LVL*10' Wall of Stone with random orientation in the room
1F, 1/t: Heal (self or other)
1F, 2/d: Time Travel up to LVL^6 minutes
1F: Automaton: Animate LVL objects as DL I Golems (count as your summon)
1F: Effect, weapon, or person is resisted using NR for 1 turn
1F: Find/Remove Specials at 20+LVL*20%
1F: Find/Remove Terrain Features at LVL*15%
1F: Find/Remove Traps at 40+LVL*20%
1F: Find/Remove Tricks at 30+LVL*20%
Custom Race Abilities (÷1)
1F: Restoration
1F: Storm Cloud: Rain/thunder, all in group take 1dLVL mini 1-pt. lightning bolts per segment
1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round
1M, 1/d: Air Walk
1M, 1/d: Commune
1M, 1/d: Create a DL I Golem (AC=3*LVL, hp=10*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Create a DL I Technological Monster (AC=4*LVL, hp=8*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Ironskins (20), self
1M, 1/d: Locate Object
1M, 1/d: Neutralize Poison
1M, 1/d: Remove Curse
1M, 1/d: Stoneskins (30), self
1M, 1/d: Wraithform
1M, 1/r: Duplication: Create 1 Mirror Image (max = LVL)
1M, 1/r: Feeblemind
1M, 1/r: Feeblemind (save)
1M, 1/r: High Frequency Sample or Wild Surge
1M, 1/r: Psi1 Psionic Blast
1M, 1/r: Removes possession, domination, charm, etc.; Does not have to be evil source
1M, 1/t: Body Coating: 5*LVL hp Armor spell, self only, stacks with Armor spell
1M, 1/t: Chaos Ball your group (incl. yourself) for LVLd6 dmg
1M, 1/t: Charm Monster
1M, 1/t: Cold Generation: LVL*LVL Cold damage (1 group, no save)
1M, 1/t: Cthulhoid Swarm I: Summon LVL Monsters using ML I "Weird" chart (random)
1M, 1/t: Dimension Door
1M, 1/t: Dispel Magic/Psi/Innate/Radioactive
1M, 1/t: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M, 1/t: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
1M, 1/t: Gravity Decrease: Increase gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Gravity Increase: Decrease gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Half Pain: Take half damage from one person for 1t
1M, 1/t: High-Frequency Sample: Generate a High-Frequency Sampler minor effect
1M, 1/t: Inertial Barrier
1M, 1/t: Innate Trigger: Contingency for 1 innate power
1M, 1/t: Mirror Image
1M, 1/t: Pass Wall
1M, 1/t: Psi Bolt: 1 target: LVLd10 telekinetic dmg (save:½)
1M, 1/t: Psi Shield: Pick Physical, Magic, or Psi: 10*LVL hp shield
1M, 1/t: Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
1M, 1/t: Summon an Astral Construct II
1M, 1/t: Telekinesis Shield: 10*LVL hp shield vs. physical,energy,TK
1M, 1/t: Teleport Without Error
1M, 1/t: Tenser's Transformation
1M, 1/w: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/w: Limited Wish

[PC8] Monster Classes Group


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
1M, 1V: Tree
1M, 2/d: Plane Shift
1M, 2/d: Polymorph Self
1M, 2/h: Teleport
1M, 3/d: Cure Disease
1M, 3/d: Dispel Evil
1M, 3/d: Raise Dead
1M, 3/d: True Seeing
1M, 7/d: Dispel Illusion
1M, LVL/d: Remove Fear
1M, LVL/d: Telekinesis
1M, once per 3r: 10*LVL wood dmg to one target (no save)
1M: Airy Water
1M: Anti-Magic Shell (SL=0-LVL/2)
1M: Berserk (+LVL/+LVL TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness
1M: Cast a cantrip (SL=0 Wizard spell)
1M: Cast a Psi3 cantrip (SL=0 Psi3 power)
1M: Cast an orison (SL=0 Priest spell)
1M: Charm Person
1M: Clairaudience
1M: Clairvoyance
1M: Confusion
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create Food and Water
1M: Darkness
1M: Detect Lie
1M: Detect Traps
1M: Dismiss Elemental
1M: Dispel Magic
1M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
1M: Domination (save) (only one Domination effect running at a time)
1M: Double Pain
1M: Drain: Target loses -LVL to a stat (choose stat, no save)
1M: Faerie Fire
1M: Fear
1M: Fear (save vs. spell at -LVL/3); Fumble (save vs. spell)
1M: Fear I (Scare): Target saves or loses 1P+1M action
1M: Fire Generation: LVL*LVL Fire damage (1 group, no save)
1M: Hard Radiation: LVL*LVL/3+2 Radiation damage and LVL+1 Con damage (1 group, no save)
1M: Ice Production: LVL*(LVL+2) ice dmg to one target (no save)
1M: Improved Invisibility
1M: Intellect Annihilation: 1 target: -3d6 Int (save) and insane (save)
1M: Know Alignment
1M: Levitate
Custom Race Abilities (÷1)
1M: Light Emission: LVL*LVL/2 Light damage (no save) and LVL/3+1 instances of blindness (save)
1M: LVL*LVL Vibration damage (1 group, no save)
1M: LVL^2 psionic dmg to one target (no save)
1M: LVLdLVL cold dmg (area, save:½, IR)
1M: LVLdLVL fire dmg (area, save:½, IR)
1M: Magic Missile
1M: Maze (Spell save)
1M: Mind Blast: 2*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
1M: Paralyze one target (PPD save)
1M: Reflecting Pool
1M: Sleep
1M: Sonic Generation: LVL*LVL Sound damage (no save) and LVL/3+1 instances of deafness (save)
1M: Spiritual Drain: Target loses LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Suggestion
1M: Summon a DL=(LVL+1)/2 Alien
1M: Summon a DL=(LVL+1)/2 Animal
1M: Summon a DL=(LVL+1)/2 Arctic
1M: Summon a DL=(LVL+1)/2 Beholder
1M: Summon a DL=(LVL+1)/2 Cloud
1M: Summon a DL=(LVL+1)/2 Cthulhoid Horror
1M: Summon a DL=(LVL+1)/2 Dragon
1M: Summon a DL=(LVL+1)/2 Eelemental
1M: Summon a DL=(LVL+1)/2 Elemental
1M: Summon a DL=(LVL+1)/2 Faerie
1M: Summon a DL=(LVL+1)/2 Far Realm
1M: Summon a DL=(LVL+1)/2 Giant
1M: Summon a DL=(LVL+1)/2 Golem
1M: Summon a DL=(LVL+1)/2 Hound
1M: Summon a DL=(LVL+1)/2 Humanoid
1M: Summon a DL=(LVL+1)/2 Immortal
1M: Summon a DL=(LVL+1)/2 Inner Planar
1M: Summon a DL=(LVL+1)/2 Insect
1M: Summon a DL=(LVL+1)/2 Leech
1M: Summon a DL=(LVL+1)/2 Lycanthrope
1M: Summon a DL=(LVL+1)/2 Mind Flayer World
1M: Summon a DL=(LVL+1)/2 Mutant
1M: Summon a DL=(LVL+1)/2 Nightmare Dimension
1M: Summon a DL=(LVL+1)/2 NPC
1M: Summon a DL=(LVL+1)/2 Ooze
1M: Summon a DL=(LVL+1)/2 Outer
1M: Summon a DL=(LVL+1)/2 Plant
1M: Summon a DL=(LVL+1)/2 Psionic
1M: Summon a DL=(LVL+1)/2 Rakshasa World
1M: Summon a DL=(LVL+1)/2 Reptile

[PC8] Monster Classes Group


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
# Attacks +1 (all attack forms)
|AC| 21 (or) Enemies get --2 to hit vs. you
+1M action
+1P action
+1V action
+2 weapon to hit you
+3 weapon to hit you
+LVL AC/dmg
+LVL AC/saves
+LVL dmg/saves
0, 1/d: Capital E Escape
0, 1/r: Cast a cantrip (SL=0 Wizard spell)
0, 1/r: Cast a Psi3 cantrip (SL=0 Psi3 power)
0, 1/r: Cast an orison (SL=0 Priest spell)
0, 1/r: Fork an effect
0, 1/r: Intensify: Doubles the damage of an existing effect
0, 1/r: Lend an action (you lose that action)
0, 1/s: Identify
0, 2/d: Commune
0, eat an item: +XPV/25 TH, dmg, AC, saves (all for 1t) and +XPV/2 to temp hp (lasts until used)
0, eat N gp: Cure self 2*N hp (can eat off of your gp count on chalkboard, keep track)
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 turn and +N*N*N*10 current hp
0,1/r: Second Chance: Gain a reroll.
0: Catch missiles fired at you 50% this segment
0: Catch one missile fired at you
0: Controlled Blink
0: For this round, ignore a non-racial defense on someone
0: Interpose yourself in front of an attacking creature
0: Reroll any die roll (yourself or friend)
½M: Charm Person
½M: Cure Blindness, Deafness, Disease, or Light Wounds
½M: Cure Disease
½M: Dismiss Elemental
½M: Dispel Illusion
½M: Dispel Magic
½M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
½M: Domination (save) (max two Domination effects running at a time)
½M: Double Pain (can do this twice to get Triple Pain)
½M: Drain: Target loses -LVL to a stat (choose stat, no save)
½M: Duplication: Create 1 Mirror Image (max = LVL*2)
½M: Faerie Fire (-7 AC, can be done repeatedly)
½M: Fear
½M: Feeblemind
½M: Flash: Light (can blind a person, make LVL saves)
½M: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
Custom Race Abilities (÷2)
½M: Life Field: All in party all healed for 2*LVL hp
½M: Magic Missile
½M: Mirror Image
½M: Neutralize Poison
½M: Paralyze one target (PPD save)
½M: Psi1 Psionic Blast (group)
½M: Put Out of Misery
½M: Remove Curse
½M: Removes possession, domination, charm, etc.; Does not have to be evil source
½M: Sleep
½M: Suggestion
½P or 1V: Destroy a Wall (magical or normal up to LVL' thick) or a door
½P: Destroy Clone: Kills a Clone, Simulacrum, or Shapechanger (conscious target gets a PPD save)
½V: Create Food and Water
½V: Curse (Spell save)
½V: Dig
½V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/500 hp
½V: Druid Shapechange
½V: Flash: Blind a sense (Spell save)
½V: Gaseous Form
½V: Remove Fear
½V: Split target away from group of monsters into its own group
½V: Taunt (one target)
½V: Tree
½V: Web
½V: Wraithform
1 attack, take N dmg: Whirl (do 1 attack on each monster in your group, N=# monsters)
1 attack: Dispel a magic/psionic/innate effect
1 attack: Dispel a magic/psionic/tech item
1bM: Energy Containment: Absorb max 1 die/lvl; glow (-2 AC) for #dice turns
1D: Magic Jar into another creature (aNR; no save)
1D: Resurrect self
1D: You Reincarnate upon death
1F, 1/d: Wish
1F, 3/d: Time Travel up to LVL^7 minutes
1F: Automaton: Animate LVL objects as DL II Golems (count as your summon)
1F: Control Weather
1F: Holy Bolt
1F: Shapechange (lasts for 1t)
1F: Uberskins (20), self
1M, 1/d: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/d: Create a DL II Golem (AC=4*LVL, hp=20*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Create a DL II Technological Monster (AC=5*LVL, hp=16*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Force of Nature V: Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
1M, 1/d: Infernal Spawn of Evil: Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[PC8] Monster Classes Group


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
1M, 1/d: Limited Wish
1M, 1/d: Summon an Astral Construct IV
1M, 1/d: Summon an Astral Destruct IV
1M, 1/d: Summon Planar Creature (DL IV Outer)
1M, 1/r: Heal (self or other)
1M, 1/t: Magnetic Ctrl: Shield: Shield vs. Energy/Physical, 100*LVL hp
1M, lose a racial ability for 1t: Dispel one racial ability
1M, take 50*LVL dmg: Death Field: All in group take 100*LVL dmg (PPD save:½)
1M: 2*LVL*LVL psionic dmg to one target (no save)
1M: 2*LVL*LVL Vibration damage (1 group, no save)
1M: 20*LVL wood dmg to one target (no save)
1M: Anti-Magic Shell (SL=0 to LVL-1)
1M: Berserk (+LVL*2/+LVL*2 TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness (no save)
1M: Body Coating: 10*LVL hp Armor spell, self only, stacks with Armor spell
1M: Chaos Ball your group (except yourself) for LVLd8 dmg (no save)
1M: Charm Monster
1M: Cold Generation: 2*LVL*LVL Cold damage (1 group, no save)
1M: Confusion a group
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create a LVL*10' Wall of Stone
1M: Create a random Trick (only enemies trigger it)
1M: Cthulhoid Swarm I: Summon LVL Monsters using ML II "Weird" chart (random)
1M: Dimension Door
1M: Dispel Evil
1M: Dispel Magic/Psi/Innate/Radioactive
1M: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M: Fear (save vs. spell at -LVL); Fumble (save vs. spell at -LVL)
1M: Fear I+ (Scare+): Target loses 1P+1M action (no save)
1M: Fire Generation: 2*LVL*LVL Fire damage (1 group, no save)
1M: Fire Maze (Spell save)
1M: Gravity Decrease: Increase gravity in room or object/person by LVL G's (x1 Special)
1M: Gravity Increase: Decrease gravity in room or object/person by LVL G's (x1 Special)
1M: Half Pain: Take half damage from one person for 1t
1M: Hard Radiation: LVL*LVL+2 Radiation damage and LVL+2 Con damage (1 group, no save)
1M: High Frequency Sample or Wild Surge
1M: High-Frequency Sample: Generate a High-Frequency Sampler major effect
1M: Ice Production: (LVL+2)*(LVL+2) ice dmg to one target (no save)
1M: Inertial Barrier
1M: Innate Trigger: Contingency for 2 innate powers
1M: Intellect Annihilation: 1 target: -4d6 Int (no save) and insane (save at -LVL)
1M: Ironskins (20), self
1M: Light Emission: LVL*LVL Light damage (no save) and LVL instances of blindness (save)
1M: Locate Object or Person
1M: LVLd(2*LVL) cold dmg (area, save:½, IR)
Custom Race Abilities (÷2)
1M: LVLd(2*LVL) fire dmg (area, save:½, IR)
1M: Magnetic Ctrl: Force Bolt: 1 target: LVLd100 dmg (save:0)
1M: Mind Blast: 3*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save at -10), P actions (Will save at -5), or M actions (Will save)
1M: Pass Wall
1M: Plane Shift
1M: Psi Bolt: 1 target: LVLd12 telekinetic dmg (no save)
1M: Psi Shield: Pick Physical, Magic, or Psi: 20*LVL hp shield
1M: Rainbow Silver effect
1M: Raise Dead
1M: Rust Metal
1M: Sonic Generation: 2*LVL*LVL Sound damage (no save) and LVL instances of deafness (save)
1M: Spiritual Drain: Target loses 2*LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Stoneskins (30), self
1M: Storm Cloud: Rain/thunder, all in group take 3dLVL mini 1-pt. lightning bolts per segment
1M: Summon a DL=LVL/2+2 Alien
1M: Summon a DL=LVL/2+2 Animal
1M: Summon a DL=LVL/2+2 Arctic
1M: Summon a DL=LVL/2+2 Beholder
1M: Summon a DL=LVL/2+2 Cloud
1M: Summon a DL=LVL/2+2 Cthulhoid Horror
1M: Summon a DL=LVL/2+2 Dragon
1M: Summon a DL=LVL/2+2 Eelemental
1M: Summon a DL=LVL/2+2 Elemental
1M: Summon a DL=LVL/2+2 Faerie
1M: Summon a DL=LVL/2+2 Far Realm
1M: Summon a DL=LVL/2+2 Giant
1M: Summon a DL=LVL/2+2 Golem
1M: Summon a DL=LVL/2+2 Hound
1M: Summon a DL=LVL/2+2 Humanoid
1M: Summon a DL=LVL/2+2 Immortal
1M: Summon a DL=LVL/2+2 Inner Planar
1M: Summon a DL=LVL/2+2 Insect
1M: Summon a DL=LVL/2+2 Leech
1M: Summon a DL=LVL/2+2 Lycanthrope
1M: Summon a DL=LVL/2+2 Mind Flayer World
1M: Summon a DL=LVL/2+2 Mutant
1M: Summon a DL=LVL/2+2 Nightmare Dimension
1M: Summon a DL=LVL/2+2 NPC
1M: Summon a DL=LVL/2+2 Ooze
1M: Summon a DL=LVL/2+2 Outer
1M: Summon a DL=LVL/2+2 Plant
1M: Summon a DL=LVL/2+2 Psionic
1M: Summon a DL=LVL/2+2 Rakshasa World
1M: Summon a DL=LVL/2+2 Reptile

[PC8] Monster Classes Group


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
#M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
[Aligned] Messiah: Same aligned beings will not attack you
[Energy] Absorption: One type of energy heals you
[Energy] Immunity: You are immune to one type of energy
+(LVL+1)/3 iAC
+(LVL+1)/3 ihp
+1 [X7] major
+1 [X7] minor
+1 11th in memorization in a Wizard group class (even if off right side of chart)
+1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
+1 CML (Concordant Memorization Level) and -2 LVL in one class {can reverse this}
+1 equip slot in every position
+1 ihp; +2 #Att; 1M: Cast any Ench/Charm spell of SL 1-10
+1 Luck (the ability score)
+1 CCL (Concordant Caster Level) in one class
+1 MF 30' r
+1 Psi frequency
+1 QOpp0 only for Atheist powers
+1 QX action
+1 size; Pro Evil
+1 Speciality Priest god (if you qualify)
+1 to Limit of # classes
+1 XP or +1 item XP /r
+10% XP in all your non-Concordant classes.
+10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+10*LVL iaMR that can't be ignored
+10*LVL iER & iaER that can't be ignored
+10*LVL iIR that can't be ignored
+10*LVL iMR that can't be ignored
+10*LVL iPR that can't be ignored
+10*LVL% iRR that can't be ignored
+10*LVL% iWR that can't be ignored
+100% XP; another +100% XP in Legend
+15' (half a "pencil length") reach with melee
+1F Action
+1QQX action
Custom Race Abilities (÷3)
+1QX action
+1X action
+2 Size; 6M,3P,4V,15 Psi11B mana: Target becomes a familiar of yours (!)
+2*LVL all non-Concordant memorization charts
+2*LVL to max # of actions
+20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+25*LVL set Con. Hold Con.
+25*LVL set Dex. Hold Dex.
+25*LVL set Str. Hold Str.
+2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r
+30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+5 levels in Psi6E or Demonologist; 1V: Remove an Immunity
+50% XP in one non-Concordant class
+6 levels in Lich; +3 levels in Villain; Attack as x9 creature
+6 levels in Psi6E or Demonologist; +4 limbs
+7 levels in Psi6E or Demonologist; x2 Nonweapons
+LVL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
+LVL "Level:" picks from Priest group of your HNLVL+LVL or lower.
+LVL 10th in memorization in a Wizard group class
+LVL C or QQZ actions
+LVL Full actions
+LVL infinitely Quick Opposing 0 (Zero) actions
+LVL MSaves (using the [X] section saving throw rules)
+LVL OppM or QQM actions
+LVL Opposing actions
+LVL Opposing actions.
+LVL OppV or QM actions
+LVL PSaves (using the [X] section saving throw rules)
+LVL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
+LVL QM actions
+LVL QOpp actions
+LVL QOppM or QQQM or X actions
+LVL QOppX actions or # segments per round
+LVL QP actions
+LVL QV actions
+LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ

[PC8] Monster Classes Group


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
+LVL Research Points per reset (see [P12])
+LVL S actions
+LVL set Int. You may add LVL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
+LVL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +LVL.
+LVL Summon slots for Elementals. 1X: Summon a DL=10+LVL Elemental that you can comprehend and control.
+LVL to all stats
+LVL to HNCL (this counts for qualifying for Concordant classes)
+LVL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
+LVL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
+LVL*2 to your natural AT; your natural AT stacks with your armor's AT.
+LVL*2 weapon needed to hit you, this cannot be ignored.
+LVL*20% distributed among irrRMPIWR
+LVL^2 unarmed TH and damage, +LVL to # attacks unarmed, it is of an unusual element (can change with each punch)
+LVL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
+LVL-9 Specialty Priest picks. Can pick from any pantheon.
+Str Int; +Dex Wis; +Con Chr; Str=Dex=Con=0; Astral Projection
+CCL/2 isaves
+CCL/2 iTH
+CCL/2 X actions
+LVL/2 iAC
+LVL/2 idmg
+LVL/2 ihp
+LVL/2 QP actions (infinitely quick P actions)
+LVL/2 QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
0 action, 1/r: Cureall
0 action, 1/r: Reset
0, 1/r: Any 0th-4th level Wizard or Priest spell
0, 1/r: Any 0th-6th level Warrior or Monster spell
0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
0, 1/r: Any 1st-5th level Priest spell
0, 1/r: Any 1st-6th level Wizard spell
0, 1/r: Any 2nd-6th level Priest spell
0, 1/r: Any 2nd-7th level Wizard spell
0, 1/r: Any 3rd-7th level Priest spell
0, 1/r: Any 3rd-8th level Wizard spell
0, 1/r: Any 4th-8th level Priest spell
Custom Race Abilities (÷3)
0, 1/r: Any 4th-9th level Wizard spell
0, 1/r: Any 5th-10th level Wizard spell
0, 1/r: Any 5th-9th level Priest spell
0, 1/r: Any 6th-10th level Priest spell
0, 1/r: Any 6th-11th level Wizard spell
0, 1/r: Any 7th-11th level Priest spell
0, 1/r: Any 7th-12th level Wizard spell
0, 1/r: Any psionic grand
0, 1/r: Any psionic major
0, 1/r: Any psionic minor
0, 1/r: Any psionic super
0, 1/r: Causeall up to LVL creatures.
0, 1/r: Drop Time-Reality Stability on one target for 1 round
0, 1/r: Set up to LVL creatures.
0, 1/s: Choose LVL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/t: Counter an effect that targets you
0, 2*LVL/d: Dispel a Concordant effect
0, 2/reset: 1 minor familiar pick, use until next reset
0, LVL/d: Anti-Concordant Shell (0th-1st)
0, LVL/d: Anti-Concordant Shell (0th-3rd)
0, LVL/d: Anti-Concordant Shell (0th-5th)
0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
0, LVL/d: Halve hp on a creature with at least 1000 hp
0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
0, LVL/d: Target creature is not Time/Reality Stable
0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
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.
0,1/d: Lady's Smile or Remove Lady's Smile 800'r
0,1/r,even if Crapped: Remove Crapped
0,1/r: Lower all effects on you

[PC8] Monster Classes Group


Dancing Potion Bottle1


Level

KXP
Psi24
mMG SU

TH
1 0 1-- --
2 2.8 2-- --
3 5.6 2-- --
4 11.2 3-- --
5 22.4 3-- --
6 44.8 31- --
7 89.6 32- --
8 179.2 32- --
9 350 33- --
10 520 33- --
11 690 331 --
12 860 332 --
13 1030 332 --
14 1200 432 --
15 1370 433 --
16 1540 433 --
17 1710 443 --
18 1880 443 1-
19 2050 443 2-
20 2220 443 3-
21 2390 443 3-
22 2560 444 3-
23 2730 444 3-
24 2900 444 4-
25 3070 444 4-
26 3240 444 4-
27 3410 544 4-
28 3580 544 4-
29 3750 554 41
30 3920 554 42
31 4090 555 43
32 4260 555 44
33 4430 555 54
34 4600 555 54
35 4770 555 55
36 4940 665 551
37 5110 665 552
38 5280 665 553
39 5450 665 554
45 6470 766 666
54 8000 888 877
63 9530 A99 999
72 11060 BBB AAA 1
Requisites: Int 10, Wis 12
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Reference: Wiz
Groups: Psionicist, Wizard, Monster, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level-1
Reflex: level+0
Will: level+0
   
You count as a potion for effects that refer to potions.
Divide the cost of potions by LVL.
Gets +1E action, can use 1S+1E+1V per segment.
Level 1: Identify potions by sight.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.

[PC8] Monster Classes Group


[Q24.4] Intelligent Item Psionics - Minor

Effect gp cost (3E) Source d77
10 ranks in Bluff 5000 DMG3.5? 1
10 ranks in Decipher Script 5000 DMG3.5? 2
10 ranks in Diplomacy 5000 DMG3.5? 3
10 ranks in Intimidate 5000 DMG3.5? 4
10 ranks in Knowledge (choose category) 5000 DMG3.5? 5
10 ranks in Listen 5000 DMG3.5? 6
10 ranks in Search 5000 DMG3.5? 7
10 ranks in Sense Motive 5000 DMG3.5? 8
10 ranks in Spellcraft 5000 DMG3.5? 9
10 ranks in Spot 5000 DMG3.5? 10
1E: activate zone of truth 3/day 6500 DMG3.5? 11
1E: bless its allies 3/day 1000 DMG3.5? 12
1E: cure moderate wounds (2d8+3) on wielder 3/day 6500 DMG3.5? 13
1E: darkness 3/day 6500 DMG3.5? 14
1E: daze monster 3/day 6500 DMG3.5? 15
1E: detect magic at will 3600 DMG3.5? 16
1E: faerie fire 3/day 1100 DMG3.5? 17
1E: hold person on an enemy 3/day 6500 DMG3.5? 18
1E: locate object 3/day 6500 DMG3.5? 19
1E: major image 1/day 5400 DMG3.5? 20
1E: minor image 1/day 2200 DMG3.5? 21
Anti-Magic 10% (DR 6T) 0D&D-Master 22
Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5) 0D&D-Master 23
Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5) 0D&D-Master 24
Bouyancy, to 10,000 cn (DR 6T) 0D&D-Master 25
Cause Fear* (R 120', DR 2T; X5) 0D&D-Master 26
Cause Wounds, Light* (EF 7 hp; X5) 0D&D-Master 27
Change Odors (EF 30' cube) 0D&D-Master 28
Change Tastes (EF 40 meals or 20 cu.ft.) 0D&D-Master 29
Climb Walls, 70% (DR 12T) 0D&D-Master 30
ConfuseAlignment*(R Touch, DR 40T; 0D&D-Master 31
Container, to 5,000 cn (DR 6 hours) 0D&D-Master 32
Cure Wounds (EF 7 hp; B26) 0D&D-Master 33
Darkness*(R 120', DR46T, EF30' dia; X11) 0D&D-Master 34
deathwatch continually active 2700 DMG3.5? 35
detect elevator/shifting rooms/walls in a 10' radius DMG1 36
Detect Evil (DR 6T, EF R 60'; B41) 0D&D-Master 37
detect evil/good in a 10' radius DMG1 38
detect gems, kind, and number in a 10' radius DMG1 39
detect invisible objects in a 10' radius DMG1 40
Detect Magic (DR 6T, EF R 60'; B39) 0D&D-Master 41
detect magic in a 10' radius DMG1 42
Detect New Construction (R 60', DR 36T) 0D&D-Master 43
detect precious metals, kind, and amount in a 20' radius DMG1 44
detect secret doors in a 5' radius DMG1 45
Detect Slopes (R 30', DR 36T) 0D&D-Master 46
detect sloping passages in a 10' radius DMG1 47
detect traps of large size in a 10' radius DMG1 48
Find Traps, 50% (DR 6T) 0D&D-Master 49
FloatingDisc(DR 6T, EF 5,000 cn; B39) 0D&D-Master 50
HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15) 0D&D-Master 51
Levitate (DR 46T; B41) 0D&D-Master 52
locate object in a 120' radius DMG1 53
Magic Missile (EF 5 missiles, ld6 + 1D each; B40) 0D&D-Master 54
Memorize + 1 bonus spell level 0D&D-Master 55
Mindmask (R Touch, DR 12T; X11) 0D&D-Master 56
Open Locks, 60% (DR 6T) 0D&D-Master 57
Predict Weather(DR 12 hours, EF 40 miles; C 15) 0D&D-Master 58
Produce Fire (DR 2T; C15) 0D&D-Master 59
Protection from Evil (DR 6T; B40) 0D&D-Master 60
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27) 0D&D-Master 61
Read Languages (DR 6T; B40) 0D&D-Master 62
Read Magic (DR 3T; B40) 0D&D-Master 63
Remove Fear (DR 3T, EF +6 SAve; B27) 0D&D-Master 64
Repair normal objects (EF up to 1,000 0D&D-Master 65
Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27) 0D&D-Master 66
Resist Fire (DR 6T, EF + 2ST, -1ldie D; 0D&D-Master 67
Shield (DR 6T; B40) 0D&D-Master 68
Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40) 0D&D-Master 69
Speak with Animals (R 30', DR 6T; X6) 0D&D-Master 70
Timekeeping (DR to 24 hours from 1 mark) 0D&D-Master 71
Tree movement (DR 12T) 0D&D-Master 72
Ventriloquism (R go', DR 3T; B40) 0D&D-Master 73
Warp Wood(R240', EF40 arrows; C15) 0D&D-Master 74
Water Breathing (R30', DR 1 day; X12) 0D&D-Master 75
Weapon damage bonus + 2 (DR 1T) 0D&D-Master 76
Web (R lo'cu, DR 48T; B42) 0D&D-Master 77

[PC8] Monster Classes Group


[Q24.5] Intelligent Item Psionics - Major

Effect gp cost (3E) Source d259
10 ranks in Sense Motive ELH3? 1
10 ranks in Survival ELH3? 2
1E: arcane eye 1/day 10000 DMG3.5? 3
1E: cause fear in an enemy at will 7200 DMG3.5? 4
1E: clairvoyance 3/day 16000 DMG3.5? 5
1E: create daylight 3/day 16000 DMG3.5? 6
1E: create deeper darkness 3/day 16000 DMG3.5? 7
1E: create magic circle against (opposing alignment) at will 16000 DMG3.5? 8
1E: detect (opposing alignment) at will 7200 DMG3.5? 9
1E: detect thoughts at will 44000 DMG3.5? 10
1E: detect undead at will 7200 DMG3.5? 11
1E: dimensional anchor on a foe 1/day 10000 DMG3.5? 12
1E: dismissal on a foe 1/day 10000 DMG3.5? 13
1E: fear against foes 3/day 30000 DMG3.5? 14
1E: gust of wind 3/day 11000 DMG3.5? 15
1E: haste on its owner 3/day 16000 DMG3.5? 16
1E: invisibility purge (30 ft. range) 3/day 16000 DMG3.5? 17
1E: lesser globe of invulnerability 1/day 10000 DMG3.5? 18
1E: locate creature 3/day 30000 DMG3.5? 19
1E: quench on fires 3/day 16000 DMG3.5? 20
1E: slow on its enemies 3/day 16000 DMG3.5? 21
Ability Score bonus (DR 6T, EF 1 random score) 0D&D-Master 22
Ability Score bonus (DR 6T, EF 2 random scores) 0D&D-Master 23
AC bonus -2 (DR 6T) 0D&D-Master 24
AC bonus -4 (DR 6T) 0D&D-Master 25
Adds 1 point to possessor’s maior attribute DMG1 26
Animate dead (1 figure) (by touch) - 7 times/week DMG1 27
Anti-Animal Shell (DR 40T C16) 0D&D-Master 28
Anti-Magic 20% (DR 6T) 0D&D-Master 29
Anti-Plant Shell (DR 6T; Cl6) 0D&D-Master 30
Audible glamer upon command - 3 times/day DMG1 31
Bearhug (DR 1T) 0D&D-Master 32
Bless (by touch) DMG1 33
Bug Repellant (DR 40T, + 4 ST) 0D&D-Master 34
Buoyancy, to 20,000 cn (DR 12T) 0D&D-Master 35
Buoyancy, to 40,000 cn (DR 18T) 0D&D-Master 36
Calm Others (R 120', EF up to 40 HD) 0D&D-Master 37
Cause Disease*(R 30'; X6) 0D&D-Master 38
Cause Wounds, Critical* (EF 21 hp; 0D&D-Master 39
Cause Wounds, Serious* (EF 14 hp; 0D&D-Master 40
Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13) 0D&D-Master 41
Charm Person (R 120'; B39) 0D&D-Master 42
charm person on contact - 3 times/day DMG1 43
Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21) 0D&D-Master 44
Choose Best Option (R lT, EF 1 choice) 0D&D-Master 45
Clairaudience (when touched to the ear) DMG1 46
clairoudience, 30' range-3 times/day 1 round per use DMG1 47
Clairvoyance (when touched to the eyes) DMG1 48
Clairvoyance(R 60', DR 12T; X11) 0D&D-Master 49
clairvoyance, 30' range - 3 times/day, 1 round per use DMG1 50
Climb Walls, 100% (DR 12T) 0D&D-Master 51
Climb Walls, 80% (DR 12T) 0D&D-Master 52
Climb Walls, 90% (DR 12T) 0D&D-Master 53
Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14) 0D&D-Master 54
Color spray - 3 times/day DMG1 55
Communication (DR 6T) 0D&D-Master 56
Comprehend languages when held DMG1 57
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13) 0D&D-Master 58
Container, to 10,000 cn (DR 6 hours) 0D&D-Master 59
Container, to 20,000 cn (DR 6 hours) 0D&D-Master 60
Container. to 15,000 cn (DR 6 hours) 0D&D-Master 61
Continual Darkness* (R 120', EF 30' rad; X6) 0D&D-Master 62
continuous detect scrying effect 10000 DMG3.5? 63
Control Plants (R all in 30' x 30', DR 20T; X61) 0D&D-Master 64
Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15) 0D&D-Master 65
Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16) 0D&D-Master 66
Create food and water - 1 time/day DMG1 67
Create magic aura (R 120', DR 3T, EF 40' cube) 0D&D-Master 68
Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12) 0D&D-Master 69
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22) 0D&D-Master 70
Create Poison * (R Touch; X8) 0D&D-Master 71
Create Water (RDR 6T, EF 50 gallons; X7) 0D&D-Master 72
Cure Blindness (R Touch; X6) 0D&D-Master 73
Cure Disease (R 30 ' ; X6) 0D&D-Master 74
Cure light wounds (1d8+5) on wielder 1/day ELH3? 75
Cure light wounds- 7 times/week DMG1 76
Cure Wounds, Critical(EF 21 hp; C12) 0D&D-Master 77
Cure Wounds, Serious (EF 14 hp; X7) 0D&D-Master 78
Curse* (R Touch; EF limited, see X14) 0D&D-Master 79
Darkness (5', 10', or 15‘ radius) - 3 times/day DMG1 80
Detect [opposing alignment] at will ELH3? 81
Detect charm - 3 times/day DMG1 82
Detect Danger (R 200 ' , DR 6T; M4) 0D&D-Master 83
Detect evil/good when held or ordered DMG1 84
Detect invisibility when held and ordered DMG1 85
Detect Invisible (R 400', DR 6T; B41) 0D&D-Master 86
Detect magic - 3 times/day DMG1 87
Detect magic at will ELH3? 88
Detect secret doors at will ELH3? 89
determine directions and depth - 2 times/day DMG1 90
Dimension Door (R lo', DR lr, EF 360'; X13) 0D&D-Master 91
Disarm Attack (DR 6T) 0D&D-Master 92
Dispel Evil (R 30', DR 1T; X8) 0D&D-Master 93
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20) 0D&D-Master 94
Dodge normal missiles (DR lT, EF Save vs. wands) 0D&D-Master 95
Elasticity (DR 12T, EF 1/2 Dmg blunt weapons) 0D&D-Master 96
ESP (30’-60' range) - 3 times/day DMG1 97
ESP(R 60', DR 12T; B41) 0D&D-Master 98
ESP, 30' range - 3 times/day 1 round per use DMG1 99
Feather fall on wielder 1/day ELH3? 100
Feather fall when grasped and ordered DMG1 101
Feeblemind (R 240', EF -4S?, INT 2; 0D&D-Master 102
Find Secret Doors (R lo', DR 6T) 0D&D-Master 103
Find traps - 3 times/day DMG1 104
Find Traps (DR 2T, EF 30' ; X5) 0D&D-Master 105
Find traps at will ELH3? 106
Find Traps, 60% (DR 6T) 0D&D-Master 107
Find Traps, 70% (DR 6T) 0D&D-Master 108
Find Traps, 80% (DR 6T) 0D&D-Master 109
Fly (DR 40 + ld6T, MV 360'; X12) 0D&D-Master 110
Fly when held and ordered - 1 time/day DMG1 111
flying, 12" - 1 hour/day DMG1 112
fnfravision when held or worn DMG1 113
Free Monster* (R 120', EF up to 4 cr; X15) 0D&D-Master 114
Free Person* (R 120', EF up to 4 cr; 0D&D-Master 115
Gaseous Form (DR 3T) 0D&D-Master 116
Growth of Animal (R 120', DR 12T, EF 0D&D-Master 117
Growth of Plants (R 120', EF 3,000 0D&D-Master 118
Hallucinatory Terrain (R 240'; X13) 0D&D-Master 119
Harden* (R 120', EF 3,000 sq.ft. X 0D&D-Master 120
Haste (R 240', DR 3T, EF 24 cr in 60'; 0D&D-Master 121
heal - 1 time/day DMG1 122
Hear Noise, 50% (DR 12T) 0D&D-Master 123
Heat Metal (R 30', DR 7r; M4) 0D&D-Master 124
Hide in Shadows, 30% (DR 6T) 0D&D-Master 125
Hide in Shadows, 50% (DR 6T) 0D&D-Master 126
Hit points bonus + 1 per Hit Die (DR 0D&D-Master 127
Hit rolls bonus + 2 (DR 1T) 0D&D-Master 128
Hit rolls bonus + 3 (DR 1T) 0D&D-Master 129
Hit rolls bonus + 4 (DR 1T) 0D&D-Master 130
Hold Monster (R 120', DR 46T, EF up to 4 cr; X15) 0D&D-Master 131
Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12) 0D&D-Master 132
Hold Portal (DR 12T; B39) 0D&D-Master 133
Hypnotic pattern (when moved) - 3 times/day DMG1 134
Ice, Storm (R 120', EF 20d6 D, 20' cube; X13) 0D&D-Master 135
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13) 0D&D-Master 136
illusion, 120' range - 2 times/day, as the wand DMG1 137
Immune to Disease (R Touch, DR 18T) 0D&D-Master 138
Immune to Paralysis (R Touch, DR 6T) 0D&D-Master 139
Immune to Poison (DR 18T, EF self 0D&D-Master 140
Infravision (R Touch, DR 1 day, EF see 60'; X12) 0D&D-Master 141
Invisibility (B41) 0D&D-Master 142
Invisibility (improved) - 3 times/day DMG1 143
Invisibility lO'radius(R 120'; X12) 0D&D-Master 144
Item creates wall of fire in a ring with the wielder at the center 1/day 10000 DMG3.5? 145
Jump for 20 minutes on wielder 1/day ELH3? 146
Knock (R 60'; B41) 0D&D-Master 147
Know Alignment (DR lr, EF R 30; X5) 0D&D-Master 148
Know alignment when held and ordered - 1 time/day DMG1 149
Leap to 30', + 2 Hit roll bonus (DR 1T) 0D&D-Master 150
Levitate when held and ordered - 3 times/day DMG1 151
levitation, 1 turn duration - 3 times/day ot 6th level of magic DMG1 152
Light (R 120', DR 46T, EF 30' dia; B40) 0D&D-Master 153
Light-7 time/week DMG1 154
Locate object in a 120-ft. radius ELH3? 155
Locate Object(DR 6T, EF 120'; X6) 0D&D-Master 156
Lower Water (R 240', DR lOT, EF 1/2 height; X16) 0D&D-Master 157
Magic Door (R lo', DR 7 uses; C22) 0D&D-Master 158
Massmorph (R 240', EF 100 mansize; X13) 0D&D-Master 159
Memorize + 2 bonus spell levels 0D&D-Master 160
Memorize + 3 bonus spell levels 0D&D-Master 161
Memorize + 4 bonus spell levels 0D&D-Master 162
Merging (DR 18T, EF 7 cr) 0D&D-Master 163
Mind blank - 3 times/day DMG1 164
MirrorImage(DR 6T, EF 5 false images; B42) 0D&D-Master 165
Move Silently, 50% (DR 6T) 0D&D-Master 166
Neutralize Poison (R Touch; X8) 0D&D-Master 167
Obscure (DR 40T, EF 400fsq/40'high; C15) 0D&D-Master 168
Obscurement- 1 time/day DMG1 169
Open Locks, 70% (DR 6T) 0D&D-Master 170
Open Locks, 80% (DR 6T) 0D&D-Master 171
Parry (DR 6T) 0D&D-Master 172
Pass Plant (EF 300-600 yards; C16) 0D&D-Master 173
Pass without trace - 1 time/day DMG1 174
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22) 0D&D-Master 175
Pick Pockets, 50% (DR 6T) 0D&D-Master 176
Plant Door(DR 40T; C15) 0D&D-Master 177
Polymorph Other(R 60', up to 2x HD; X13) 0D&D-Master 178
Possessor immune to disease DMG1 179
Possessor immune to fear DMG1 180
Possessor immune to gas of any type DMG1 181
Possessor need neither eat nor drink for up to 1 week DMG1 182
Protection +2 when held or worn DMG1 183
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8) 0D&D-Master 184
Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15) 0D&D-Master 185
Protection from many creatures (DR 6T, EF up to 15HD) 0D&D-Master 186
Protection from Normal Missiles (R 30', DR 12T X12) 0D&D-Master 187
Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5) 0D&D-Master 188
Protection from some creatures (DR 6T, EF up to 5 HD) 0D&D-Master 189
Remove fear by touch DMG1 190
Remove Geas* (R 30'; X16) 0D&D-Master 191
Remove Traps, 50% (DR 6T) 0D&D-Master 192
Repair temporary magical object (1 obj) 0D&D-Master 193
Sanctuary when held or worn - 1 time/day DMG1 194
Saving Throws bonus + 2 (DR 6T) 0D&D-Master 195
Security (EF Trap 5 items, alarm only) 0D&D-Master 196
Set normal Trap, 50% (DR 6T) 0D&D-Master 197
Set normal Trap, 70% (DR 6T) 0D&D-Master 198
Shelter 0D&D-Master 199
Shield, when held or worn, upon command - 3 times/day DMG1 200
Shrink Plants* (R 120', EF 3,000 sq.ft.; 0D&D-Master 201
Silence15'radius(R 180', DR 12T; X6) 0D&D-Master 202
Size Control (DR 6T, 3' to 18') 0D&D-Master 203
Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12) 0D&D-Master 204
Speak with animals- 3 timedday DMG1 205
Speak with dead- 1 timelday DMG1 206
Speak with plants - 7 times/week DMG1 207
Speak with Plants(R 30', DR 3T; X8) 0D&D-Master 208
Speak with the Dead (R 30', EF 3 questions; X7) 0D&D-Master 209
Spell damage bonus, + l/die (DR 1 spell) 0D&D-Master 210
Spider climb for 20 minutes on wielder 1/day ELH3? 211
status effect, usable at will 11000 DMG3.5? 212
strength - 1 time/day (upon wielder only) DMG1 213
Striking (R 30', DR lT, EF + ld6 D; 0D&D-Master 214
Summon Animals (R 360', DR 3T; M5) 0D&D-Master 215
Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20) 0D&D-Master 216
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each DMG1 217
telepathy, 60' range - 2 times/day DMG1 218
teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments DMG1 219
Tongues when held or worn and commanded DMG1 220
Tracking (DR 6 hours, EF 90% outdoor, 50% indoor) 0D&D-Master 221
Transport Through Plants (EF +2 cr;C16) 0D&D-Master 222
Turn Undead as Cleric L12 (DR 2T) 0D&D-Master 223
Turn Undead as Cleric L6 (DR 1T) 0D&D-Master 224
Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T) 0D&D-Master 225
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T) 0D&D-Master 226
Turn Wood(R 30', DR 40T, EF 120' X 60'; M5) 0D&D-Master 227
Ultravision when held or worn DMG1 228
Ventriloquism upon command - 3 times/day DMG1 229
Wall of Stone (R 60', EF 1,000 cu.ft.; X15) 0D&D-Master 230
Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14) 0D&D-Master 231
Water breathing upon command DMG1 232
Water walking ability DMG1 233
Weapon damage bonus + 3 (DR 1T) 0D&D-Master 234
Weapon damage bonus + 4 (DR 1T) 0D&D-Master 235
Weapon damage bonus + 5 (DR 1T) 0D&D-Master 236
Weapon strength bonus + 1 (DR 1T) 0D&D-Master 237
Weapon strength bonus + 2 (DR 1T) 0D&D-Master 238
Wearer immune ta charm or hold spells DMG1 239
Wearer immune to magic missiles DMG1 240
Web- 1 time/day DMG1 241
Web movement (DR 12T) 0D&D-Master 242
Wielder can use see invisibility at will ELH3? 243
Wielder does not need to breathe ELH3? 244
Wielder does not need to sleep ELH3? 245
Wielder has free use of Blind-Fight ELH3? 246
Wielder has free use of Combat Expertise ELH3? 247
Wielder has free use of Combat Reflexes ELH3? 248
Wielder has free use of evasion ELH3? 249
Wielder has free use of Improved Initiative ELH3? 250
Wielder has free use of Improved Sunder ELH3? 251
Wielder has free use of Mobility ELH3? 252
Wielder has free use of uncanny dodge (as a 5th-level barbarian) ELH3? 253
Wizard lock - 7 time/week DMG1 254
Wizard Lock (R 10'; B42) 0D&D-Master 255
WizardEye (R 240', DR 6I', MV 120'; X14) 0D&D-Master 256
Write - 1 time/day DMG1 257
X-ray vision, 40' range - 2 times/day 1 turn per use DMG1 258
Zombie animation - 1 time/week DMG1 259

[PC8] Monster Classes Group


[Q24.6] Intelligent Item Psionics - Grand

Effect gp cost (3E) Source d209
+2 to armor class of possessor or AC 20, whichever is better DMG1 1
1E: 10d6 fireball 60000 DMG3.5? 2
1E: 10d6 lightning bolt 60000 DMG3.5? 3
1E: 15d6 greater shout 3/day 130000 DMG3.5? 4
1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use) ELH3? 5
1E: confusion 50000 DMG3.5? 6
1E: contagion (heightened to 4th level) as touch attack 56000 DMG3.5? 7
1E: crushing despair 50000 DMG3.5? 8
1E: dimension door on itself and wielder 50000 DMG3.5? 9
1E: Finger of death (100 ft. range, DC 171) ELH3? 10
1E: Globe of invulnerability ELH3? 11
1E: Heal ELH3? 12
1E: ice storm 50000 DMG3.5? 13
1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) ELH3? 14
1E: Magic missile (200-ft. range, 3 missiles) ELH3? 15
1E: mass inflict light wounds 81000 DMG3.5? 16
1E: phantasmal killer 50000 DMG3.5? 17
1E: poison (heightened to 4th level) as touch attack 56000 DMG3.5? 18
1E: prying eyes 81000 DMG3.5? 19
1E: rusting grasp as touch attack 56000 DMG3.5? 20
1E: song of discord 81000 DMG3.5? 21
1E: Stoneskin (wielder only, 10 minutes per use) ELH3? 22
1E: Summon monster III ELH3? 23
1E: Summon monster VI ELH3? 24
1E: Telekinesis (250 lb. maximum, 1 minute each use) ELH3? 25
1E: Teleport, 600 lb. maximum ELH3? 26
1E: true resurrection on wielder, once per month 200000 DMG3.5? 27
1E: Wall of force ELH3? 28
1E: waves of exhaustion 164000 DMG3.5? 29
Ability Score bonus (DR 6T, EF 3 random scores) 0D&D-Master 30
AC bonus -6 (DR 6T) 0D&D-Master 31
Acid Breath (EF 30' X 5') 0D&D-Master 32
Animal summoning (II or III)-2 times/day DMG1 33
Animate object upon command- 1 time/day DMG1 34
Animate Objects (R 60', DR 6T, EF 4,000 cn; X9) 0D&D-Master 35
AnimateDead(R60', EF40 HD; X14) 0D&D-Master 36
Anti-Magic 30% (DR 6T) 0D&D-Master 37
Anti-Magic 40% (DR 6T) 0D&D-Master 38
Anti-Magic Shell (DR 12T; X15) 0D&D-Master 39
Appear+ (R 240', DR lT, EF 20'cube; 0D&D-Master 40
Babble* (R 60', DR 40T; X9) 0D&D-Master 41
Barrier (R 60', DR 12T, EF 7-70 D; 0D&D-Master 42
blindness brand (2-12 rounds) DMG1 43
Bull’s strength (wielder only) ELH3? 44
Buoyancy, any weight (DR 36T) 0D&D-Master 45
Buoyancy, to 80,000 cn (DR 24T) 0D&D-Master 46
Burrowing (DR 6T, MV lo', 30', or60 ' ) 0D&D-Master 47
Cat’s grace (wielder only) ELH3? 48
Cause serious wounds by touch DMG1 49
Charm monster-2 time/day DMG1 50
Charm person (DC 111) on contact ELH3? 51
Charm person -7 times/week DMG1 52
Climb Walls, 110% (DR 12T) 0D&D-Master 53
Climb Walls, 120% (DR 12T) 0D&D-Master 54
Cone of cold (9-12 dice) -2 times/day DMG1 55
Confusion - 1 time/day DMG1 56
confusion brand (2-12 rounds) DMG1 57
Container, to 25,000 cn (DR 6 hours) 0D&D-Master 58
Container, to 30,000 cn (DR 6 hours) + mounts; X8) 0D&D-Master 59
Container, to 35,000 cn (DR 6 hours) 0D&D-Master 60
Control Animals (DR 20T, EF up to 40HD, 20 cr) 0D&D-Master 61
Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr) 0D&D-Master 62
Create normal objects (EF up to 1,000 0D&D-Master 63
Cure blindness by touch DMG1 64
Cure disease by touch DMG1 65
Dance (R Touch, DR 8r, EF -4STIAC; C24) 0D&D-Master 66
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16) 0D&D-Master 67
Defeat/slay a particular creature type (see the bane special ability for choices) DMG3.5? 68
Defeat/slay a particular race or kind of creature DMG3.5? 69
Defeat/slay all (other than the item and the wielder) DMG3.5? 70
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) DMG3.5? 71
Defeat/slay diametrically opposed alignment DMG3.5? 72
Defeat/slay divine spellcasters (including divine entities and servitors) DMG3.5? 73
Defeat/slay nonspellcasters DMG3.5? 74
Defeat/slay the servants of a specific deity DMG3.5? 75
Defend a particular race or kind of creature DMG3.5? 76
Defend the servants and interests of a specific deity DMG3.5? 77
Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22) 0D&D-Master 78
Detect thoughts (100-ft. range, 1 minute per use) ELH3? 79
Dimension door- 2 times/day DMG1 80
Disintegrate - 1 time/day DMG1 81
disintegrate brand DMG1 82
Dispel illusion upon command - 2 times/day DMG1 83
Dispel magic upon command- 2 timeslday DMG1 84
DispelMagic(R 120', EF 20'cube; X8) 0D&D-Master 85
Dodge any missiles (DR lT, EF Save vs. Wands) 0D&D-Master 86
Dodge directional attacks (DR lT, EF Save vs. Wands) 0D&D-Master 87
Double movement speed (on foot) DMG1 88
Double weapon damage (DR 1T) 0D&D-Master 89
Emotion - 2 times/day DMG1 90
Exorcise - 1 timelmonth DMG1 91
Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24) 0D&D-Master 92
fear brand (1-4 rounds) DMG1 93
Fear by touch or gaze DMG1 94
Feeblemind by touch ELH3? 95
Find Traps, 100 % (DR 6T) 0D&D-Master 96
Find Traps, 110% (DR 6T) 0D&D-Master 97
Find Traps, 90% (DR 6T) 0D&D-Master 98
Finger ofDeath*(R 60'; X9, C12) 0D&D-Master 99
Fire Ball (R 240', EF 20d6 D; X11) 0D&D-Master 100
Fire Breath (EF 30' x 10' D = hp) 0D&D-Master 101
Fire shield- 2 times/day DMG1 102
Fireball (9-12 dice) - 2 times/day DMG1 103
Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16) 0D&D-Master 104
Fly (30 minutes per use) ELH3? 105
Geas Another (R 30'; X16) 0D&D-Master 106
Giant strength (determine type) for 2 turns DMG1 107
Haste - 1 time/day DMG1 108
Haste (wielder only, 10 rounds) ELH3? 109
Heal - 1 time/day DMG1 110
Hear Noise, 140% (DR 36T) 0D&D-Master 111
Hear Noise, 90% (DR 24T) 0D&D-Master 112
Hide in Shadows, 70% (DR 6T) 0D&D-Master 113
Hit points bonus + 2 per Hit Die (DR 0D&D-Master 114
Hit rolls bonus + 5 (DR 1T) 0D&D-Master 115
Hit rolls bonus + 6 (DR 1T) 0D&D-Master 116
Hold animal - 1 time/day DMG1 117
Hold monster- 1 time/day DMG1 118
Hold person - 1 time/day DMG1 119
Ice Breath (EF 30' x 10' D = hp) 0D&D-Master 120
Immune to Aging attacks (R Touch, DR 0D&D-Master 121
insanity brand (1-4 rounds) DMG1 122
Invisibility (wielder only, up to 30 minutes per use) ELH3? 123
Leap to 60', + 4 Hit roll bonus (DR 1T) 0D&D-Master 124
Leap to go', + 6 Hit roll bonus (DR 1T) 0D&D-Master 125
Levitation (wielder only, 10 minute duration) ELH3? 126
Lie Detection (R 120', DR 3T) 0D&D-Master 127
Life Drain' (R Touch; EF Drains 1 level; C13) 0D&D-Master 128
Lightning bolt (9-12 dice) -2 times/day DMG1 129
Lightning Bolt (R 180', EF 20d6 D, 0D&D-Master 130
Lore (DR 1T or 1 day; C22) 0D&D-Master 131
Magic Lock*(R lo', DR 7 uses, EF 10' 0D&D-Master 132
Mapmaking (DR lT, EF Sense 60' range) 0D&D-Master 133
Mass Charm (R 120', EF 30HD, -2 Save; C24) 0D&D-Master 134
MassInvisibility(R 240', EF 60'sq, 300 man-size; C22) 0D&D-Master 135
Memorize + 5 bonus spell levels 0D&D-Master 136
Memorize + 6 spell bonus levels 0D&D-Master 137
Memorize + 7 bonus spell levels 0D&D-Master 138
Minor globe of invulnerability - 1 time/day DMG1 139
Move Earth (R 240', DR 6T C21) 0D&D-Master 140
Move Silently, 70% (DR 6T) 0D&D-Master 141
Move Silently, 90% (DR 6T) 0D&D-Master 142
Open Locks, 100% (DR 6T) 0D&D-Master 143
Open Locks, 90% (DR 6T) 0D&D-Master 144
paralysis brand (1-4 rounds) DMG1 145
Paralyzation by touch DMG1 146
Passwall ELH3? 147
Passwall-2 times/day DMG1 148
Phantasmal killer- 1 time/day DMG1 149
PhantasmalForce(R 240', EF 40'cube; B42) 0D&D-Master 150
Pick Pockets, 75% (DR 6T) 0D&D-Master 151
Plane Travel (self only, 1 shift) 0D&D-Master 152
Poison gas breath (DR 3r, EF 20') 0D&D-Master 153
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25) 0D&D-Master 154
Polymorph Self (DR 46T; X14) 0D&D-Master 155
Polymorph self-7 timeslweek DMG1 156
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22) 0D&D-Master 157
Projected Image (R 240', DR 6T; X16) 0D&D-Master 158
Protection from most creatures (DR 6T, EF up to 15 HD) 0D&D-Master 159
Raise Dead (R 120', EF 132 days dead; 0D&D-Master 160
Regenerate 2 h.p./turn (but not if killed) DMG1 161
Remove Barrier*(R 60'; C12) 0D&D-Master 162
Remove Charm* (R 120', EF up to X12) 0D&D-Master 163
Remove curse by touch - 7 times/week DMG1 164
Remove Traps, 75% (DR 6T) 0D&D-Master 165
Repair permanent magical object (1 obj) 0D&D-Master 166
Reverse Gravity (R go', EF 30'cube; 0D&D-Master 167
Rulership (EF + 10 to + 50 Confidence) 0D&D-Master 168
Saving Throws bonus + 4 (DR 6T) 0D&D-Master 169
Saving Throws bonus + 6 (DR 6T) 0D&D-Master 170
Set normal Trap, 90% (DR 6T) 0D&D-Master 171
Shield on wielder ELH3? 172
Slow- 1 time/day DMG1 173
Speak with monster- 2 times/day DMG1 174
Speak with Monsters (DR 6T; X9) 0D&D-Master 175
Spell damage bonus, + 2/die (DR 1 spell) 0D&D-Master 176
Statue (DR 80T, EF + 2 Init; C23) 0D&D-Master 177
Stone to flesh - 1 time/day DMG1 178
Stone to Flesh (R 120', EF l0'cube; X16) 0D&D-Master 179
Suggestion - 2 times/day DMG1 180
Summon Weather (DR 240T, EF 30 miles; C 16) 0D&D-Master 181
Survival (DR 48 hours; M3) 0D&D-Master 182
Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24) 0D&D-Master 183
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day DMG1 184
Telepathy (100 ft. range) ELH3? 185
Teleport (no error) - 2 times/day DMG1 186
Teleport (R 10'; X15) 0D&D-Master 187
Tracking (DR 6 hours, EF 90% anywhere) 0D&D-Master 188
Transmute rock to mud - 2 times/day DMG1 189
Treasure Finding (DR 6T, EF 400') 0D&D-Master 190
True seeing ELH3? 191
True seeing - 1 time/day DMG1 192
Truesight (DR 5T, EF 120'; '212) 0D&D-Master 193
Turn Undead as Cleric L24 (DR 3T) 0D&D-Master 194
Turn Undead bonus +6 to roll, +3d6 HD (DR 1T) 0D&D-Master 195
Turn wood- 1 time/day DMG1 196
Victory (EF +25 CR Roll, on CRT worst 91-100) 0D&D-Master 197
Wall of fire - 2 time/day DMG1 198
Wall of ice - 2 times/day DMG1 199
Wall of Iron (R120', EF500sq. ft.;C21) 0D&D-Master 200
Wall of thorns - 2 times/day DMG1 201
Weapon damage is +2 hit points DMG1 202
Weapon strength bonus + 3 (DR 1T) 0D&D-Master 203
Weapon strength bonus + 4 (DR 1T) 0D&D-Master 204
Wielder gets +2 luck bonus on attacks, saves, and checks 80000 DMG3.5? 205
Wind walk - 1 time/day DMG1 206
Wizard eye - 2 times/day DMG1 207
Word of recall - 1 time/day DMG1 208
X-ray vision - 2 times/day DMG1 209

[PC8] Monster Classes Group


[Q24.7] Intelligent Item Psionics - Super

Effect gp cost (3E) Source d170
1E: Chain lightning (enhanced; 20d6 damage; DC 161) ELH3? 1
1E: Finger of death (heightened to 9th level; DC 191) ELH3? 2
1E: Gate ELH3? 3
1E: Greater teleport ELH3? 4
1E: Mass heal ELH3? 5
1E: Meteor Swarm (DC 191) ELH3? 6
1E: Phase Door ELH3? 7
1E: Prismatic Sphere (DC 191) ELH3? 8
1E: Summon monster IX ELH3? 9
1E: Sunburst (heightened to 9th level; DC 191) ELH3? 10
Ability Scores bonus (DR 6T, EF 4 random scores) 0D&D-Master 11
Ability Scores bonus (DR 6T, EF all scores) 0D&D-Master 12
AC bonus -10 (DR 6T) 0D&D-Master 13
AC bonus -8 (DR 6T) 0D&D-Master 14
All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) DMG1 15
All of possessor's ability totals raised to 18 each upon pronouncement of a command word DMG1 16
Anti-Magic 50% (DR 6T) 0D&D-Master 17
Anti-Magic Ray (DR lT, EF 100%) 0D&D-Master 18
Astral projection ELH3? 19
Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) ELH3? 20
Blasting (EF 60' x 20', 2d6 + deafen) 0D&D-Master 21
Blend with surroundings (DR 6T) 0D&D-Master 22
Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day DMG1 23
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) ELH3? 24
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month DMG1 25
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) ELH3? 26
Clone (R 10'; M6) 0D&D-Master 27
Close Gate*(R 30'; C26) 0D&D-Master 28
Container, to 40,000 cn (DR 6 hours) 0D&D-Master 29
Container, to 50,000 cn (DR 6 hours) 0D&D-Master 30
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large) 0D&D-Master 31
Control Giants (DR 20T, EF one type, 4 0D&D-Master 32
Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr) 0D&D-Master 33
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr) 0D&D-Master 34
Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7) 0D&D-Master 35
CreateAnyMonster(R go', DR 4T, EF 40 HD; M8) 0D&D-Master 36
Creeping doom callable- 1 time/day DMG1 37
Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day DMG1 38
Deoth ray equal to a finger of death with no saving throw - 1 time/day DMG1 39
Disintegrate (R 60', EF 1 cr; X16) 0D&D-Master 40
Dominate monster (DC 191) on contact ELH3? 41
Earthquake (R 120 yards, DR lT, EF 175'sq; C13) 0D&D-Master 42
Energy drain (DC 191) on contact ELH3? 43
Find the Path (DR 46T; XU) 0D&D-Master 44
Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8) 0D&D-Master 45
Foresight (wielder only) ELH3? 46
Gate (R 30', DR 1T or d%T; C26) 0D&D-Master 47
Gate spell power, 100% effective - 1 time/day DMG1 48
Greater invisibility (wielder only; extended; 40-minute duration) ELH3? 49
Haste (wielder only; extended; 40-round duration) ELH3? 50
Heal (R Touch; M9) 0D&D-Master 51
Hit points bonus +3 per Hit Die (DR 0D&D-Master 52
Immune to Breath Weapons (R Touch, DR 1T) 0D&D-Master 53
Immune to Energy Drain (R Touch, DR 0D&D-Master 54
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9) 0D&D-Master 55
Imprisonment spell power - 1 time/week DMG1 56
Inertia control (DR 4 hours, 1 obj) 0D&D-Master 57
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week DMG1 58
Life Trapping 0D&D-Master 59
Luck (DR lT, EF Choose result of 1 roll) 0D&D-Master 60
Magical resistance of 50%-75% for possessor upon command word- 1 time/day DMG1 61
Major attribute permanently raised to 19 upon command word DMG1 62
Maze (R 60', DR 6T to 4r; C26) 0D&D-Master 63
Memorize + 10 bonus spell levels 0D&D-Master 64
Memorize + 8 bonus spell levels 0D&D-Master 65
Memorize + 9 bonus spell levels 0D&D-Master 66
Metal to Wood (R 120', EF 2,000 cn; C16) 0D&D-Master 67
Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) 0D&D-Master 68
Meteorswarm - 1 time/day DMG1 69
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24) 0D&D-Master 70
Monster summoning VIII- 2 times/day DMG1 71
Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13) 0D&D-Master 72
Open Locks, 110% (DR 6T) 0D&D-Master 73
Open Locks, 120% (DR 6T) 0D&D-Master 74
Open Mind' (R Touch, EF -8ST; C24) 0D&D-Master 75
Permanence (R 10'; C25) 0D&D-Master 76
Pick Pockets, 100% (DR 6T) 0D&D-Master 77
Plane shift- 1 time/day DMG1 78
Polymorph any object- 1 time/day DMG1 79
Power word blind/kill/stun - 1 time/day DMG1 80
Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26) 0D&D-Master 81
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25) 0D&D-Master 82
Premonition of death or serious harm to possessor DMG1 83
Prismatic spray- 1 time/day DMG1 84
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9) 0D&D-Master 85
Protection from all creatures (DR 6T) 0D&D-Master 86
Protection from Magical Detection (DR 6T, EF self + items) 0D&D-Master 87
Raise Dead Fully (R 60', EF up to 8 years dead; C 13) 0D&D-Master 88
Random Avangion2 spell, CSL=1, CCL=9 (see [PC7]) DM 89
Random Avangion2 spell, CSL=2, CCL=8 (see [PC7]) DM 90
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7]) DM 91
Random Bug spell, CSL=3, CCL=7 (see [PC7]) DM 92
Random Bug spell, CSL=6, CCL=4 (see [PC7]) DM 93
Random Bug spell, CSL=9, CCL=1 (see [PC7]) DM 94
Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7]) DM 95
Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7]) DM 96
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7]) DM 97
Random Hero spell, CSL=1, CCL=9 (see [PC7]) DM 98
Random Hero spell, CSL=2, CCL=8 (see [PC7]) DM 99
Random Hero spell, CSL=3, CCL=7 (see [PC7]) DM 100
Random Hero spell, CSL=4, CCL=6 (see [PC7]) DM 101
Random Hero spell, CSL=5, CCL=5 (see [PC7]) DM 102
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7]) DM 103
Random Legend spell, CSL=1, CCL=9 (see [PC7]) DM 104
Random Legend spell, CSL=2, CCL=8 (see [PC7]) DM 105
Random Legend spell, CSL=3, CCL=7 (see [PC7]) DM 106
Random Legend spell, CSL=4, CCL=6 (see [PC7]) DM 107
Random Legend spell, CSL=5, CCL=5 (see [PC7]) DM 108
Random Legend spell, CSL=6, CCL=4 (see [PC7]) DM 109
Random Legend spell, CSL=7, CCL=3 (see [PC7]) DM 110
Random Legend spell, CSL=8, CCL=2 (see [PC7]) DM 111
Random Lich spell, CSL=0, CCL=10 (see [PC7]) DM 112
Random Lich spell, CSL=1, CCL=9 (see [PC7]) DM 113
Random Lich spell, CSL=2, CCL=8 (see [PC7]) DM 114
Random Lich spell, CSL=3, CCL=7 (see [PC7]) DM 115
Random Lich spell, CSL=4, CCL=6 (see [PC7]) DM 116
Random Lich spell, CSL=5, CCL=5 (see [PC7]) DM 117
Random Lich spell, CSL=6, CCL=4 (see [PC7]) DM 118
Random Lich spell, CSL=7, CCL=3 (see [PC7]) DM 119
Random Lich spell, CSL=8, CCL=2 (see [PC7]) DM 120
Random Psi14 super, CCL=9 (see [PC7]) DM 121
Random Psi14 ultra, CCL=6 (see [PC7]) DM 122
Random Psi14 ultra+1, CCL=3 (see [PC7]) DM 123
Random Psi7 super, CCL=9 (see [PC7]) DM 124
Random Psi7 ultra, CCL=6 (see [PC7]) DM 125
Random Psi7 ultra+1, CCL=3 (see [PC7]) DM 126
Random Villain spell, CSL=1, CCL=9 (see [PC7]) DM 127
Random Villain spell, CSL=2, CCL=8 (see [PC7]) DM 128
Random Villain spell, CSL=3, CCL=7 (see [PC7]) DM 129
Random Villain spell, CSL=4, CCL=6 (see [PC7]) DM 130
Random Villain spell, CSL=5, CCL=5 (see [PC7]) DM 131
Random Villain spell, CSL=6, CCL=4 (see [PC7]) DM 132
Random Warlord spell, CSL=4, CCL=6 (see [PC7]) DM 133
Random Warlord spell, CSL=8, CCL=2 (see [PC7]) DM 134
Regeneration (EF 3hP'r for IT) 0D&D-Master 135
Remove Traps, 100% (DR 6T) 0D&D-Master 136
Restoration - 1 time/day DMG1 137
Resurrection - 7 times/week DMG1 138
Shades - 2 times/day DMG1 139
Shape change - 2 times/day DMG1 140
Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9) 0D&D-Master 141
Smash attack (DR 1T) 0D&D-Master 142
Spell absorption, 19-24 levels- 1 time/week DMG1 143
Spell damage bonus, + 3/die (DR 1 spell) 0D&D-Master 144
Spell damage bonus,-+ 4/die (DR 1 spell) 0D&D-Master 145
Stoneskin (wielder only; extended; 400-minute duration) ELH3? 146
Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week DMG1 147
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week DMG1 148
Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature DMG1 149
Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24) 0D&D-Master 150
Temporal stasis, no saving throw, upon touch - 1 time/month DMG1 151
Time stop of twice normal duration - 1 time/week DMG1 152
Timestop (DR 1 + ld4r; M10) 0D&D-Master 153
Total fire/heat resistance for all creatures within 20' of the item DMG1 154
Total immunity from all forms of cold DMG1 155
Total immunity from all forms of mental and psionic attacks DMG1 156
Trap the soul with 90% effectiveness- 1 time/month DMG1 157
Travel(DR 40T, MV 360'/720'gaseous; 0D&D-Master 158
Triple weapon damage (DR 1T) 0D&D-Master 159
Turn Undead as Cleric L36 (DR 3T) 0D&D-Master 160
User can cast combination spells (if a spell caster) as follows (d4): DMG1 161
Vanish -2 timeslday DMG1 162
Vision - 1 time/day DMG1 163
Weapon strength bonus + 5 (DR 1T) 0D&D-Master 164
Weather Control (DR Conc., EF 240 yards; C16) 0D&D-Master 165
Wish - 1 time/day DMG1 166
Wish (M10) 0D&D-Master 167
Word of Recall (X9) 0D&D-Master 168
X-Ray Vision (R 30', DR 1T) 0D&D-Master 169
Youth restored to creature touched - 1 time/month DMG1 170

[PC8] Monster Classes Group


Ethereal Repair60

Level KXP Psi60
mMG SU
1 0.5 (owe) 1-- --
2 6 2-- --
3 18 2-- --
4 54 3-- --
5 108 3-- --
6 216 31- --
7 343 32- --
8 512 32- --
9 729 33- --
10 1000 33- --
11 1300 331 --
12 1600 332 --
13 1900 332 --
14 2200 432 --
15 2500 433 --
16 2800 433 --
17 3100 443 --
18 3400 443 1-
19 3700 443 2-
20 4000 443 3-
21 4300 443 3-
22 4600 444 3-
23 4900 444 3-
24 5200 444 4-
25 5500 444 4-
26 5800 444 4-
27 6100 544 4-
28 6400 544 4-
29 6700 554 41
30 7000 554 42
31 7300 555 43
32 7600 555 44
33 7900 555 54
34 8200 555 54
35 8500 555 55
36 8800 665 55
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: Str 6+level, Dex 3+level, Con 2+level,
Int 5+level, Wis 4+level, Chr 1+level
Alignment: any
HD/level: & 2d3
Weapon Prof.: & 6+level/6
To Hit Table: Mon
Save Table: Psi
Reference: DM {Double Planeshifted Astral Construct3}
Groups: Priest, Psionicist, Monster, Alternate
 
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
P60Ps = Str + Int + Wis - 36 +level*5.
Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
Level 1: You may use Ethereal Projection.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ERP: Cure 10*LVL hp to one target.
   II. 1M, 1 ERP: Repair a x0 or x1 magic item.
   III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½M, 2 ERP: Cure 10*LVL hp to one group.
   V. 1M, 2 ERP: Add a charge to an item.
   VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½M, 3 ERP: Restore an effect that was dispelled within the last round.
   VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
   IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC8] Monster Classes Group


Basic Psi60 Information

P60Ps = Str + Int + Wis - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 

Psi60 Minor Powers

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +LVL move rate, +LVL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +LVL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*LVL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (LVL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

[PC8] Monster Classes Group


Psi60 Major Powers

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +LVL move rate, +LVL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 LVL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

Psi60 Grand Powers

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
Deathly Glow Health Cml Phys S2 6 LVL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, LVL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

[PC8] Monster Classes Group


Psi60 Super Powers

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -LVL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -LVL Cml to target
Decrease Luck Health Luck Phys D3 12 -LVL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +LVL Cml to target
Increase Luck Health Luck Phys D3 12 +LVL Luck to target
Increase HNCL Health HNCL Phys D5 20 +LVL HNCL and +LVL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)

Psi60 Ultra Powers

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC8] Monster Classes Group


Faerie

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 0 1-- - - - - - -
2 0.1 2-- - - - - - -
3 0.2 3-- - - - - - -
4 0.4 31- - - - - - -
5 0.8 32- - - - - - -
6 1.6 33- - - - - - -
7 3.2 331 - - - - - -
8 6.4 332 - - - - - -
9 12.8 333 - - - - - -
10 25.6 333 1 - - - - -
11 51.2 333 2 - - - - -
12 102.4 333 3 - - - - -
13 204.8 333 3 1 - - - -
14 409.6 333 3 2 - - - -
15 819.2 333 3 3 - - - -
16 1638 333 3 3 1 - - -
17 3276 333 3 3 2 - - -
18 6552 333 3 3 3 - - -
19 16500 333 3 3 3 1 - -
20 26500 333 3 3 3 2 - -
21 36500 333 3 3 3 3 - -
22 46500 333 3 3 3 3 1 -
23 56500 333 3 3 3 3 2 -
24 66500 333 3 3 3 3 3 -
25 76500 333 3 3 3 3 3 1
26 86500 333 3 3 3 3 3 2
27 96500 333 3 3 3 3 3 3
28 106500 444 3 3 3 3 3 3
29 116500 444 4 4 4 3 3 3
30 126500 444 4 4 4 4 4 4
31 136500 555 4 4 4 4 4 4
32 146500 555 5 5 5 4 4 4
33 156500 555 5 5 5 5 5 5
34 166500 666 5 5 5 5 5 5
35 176500 666 6 6 6 5 5 5
36 186500 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Dex 13, Wis 10, Chr 15, Cml 18
-2  5  4  4  2  3  0  2  0 Alignment: any
-1  5  4  5  2  3  0  2  0 HD/level: d1
-1  5  4  5  2  3  0  2  0 Weapon Prof.: 1+level/16
-1  5  4  5  3  3  1  3  0 To Hit Table: ½xThf0
-1  5  4  5  3  3  1  3  0 Save Table: ½xElf0
-1  5  4  5  3  4  1  3  0 Reference: DM
-1  5  4  5  3  4  1  3  0 Groups: Monster
-1  5  5  5  3  4  1  4  1  
-1  5  5  5  3  4  1  4  1
+0  7  6  7  4  5  2  4  1
+0  7  6  7  4  5  2  4  1
+0  7  6  7  5  5  2  5  1
+0  7  6  7  5  5  2  5  1
+0  7  6  7  5  6  3  5  2
+0  7  6  7  5  6  3  5  2
+0  7  7  7  5  6  3  6  2
+0  7  7  7  5  6  3  6  2
+1  9  8  9  6  7  3  6  2
Yes, this class gets fractional SLs.
Level 5 (and every level divisible by 5): Gain an "Any Rogue" pick of this level minus 4 (e.g. at Level 10 you get an "Any Rogue 6" pick). You have LVL+15 points in that Rogue ability (beyond stat and base).

[PC8] Monster Classes Group


Faerie Spells

SL # Name Effect
0 1 Detect Fey Detect Faeries
0 2 Protection from Fey Protection from Faeries (for an individual)
0 3 Speak with Animals and Plants Speak with Animals and Plants
½ 1 Animal Friendship Animal Friendship
½ 2 Fey Bane +2d6 dmg vs. Faeries
½ 3 Sense Fey Portal Detect Plant Door, Tree, Magical Grove
1 1 Dancing Lights Dancing Lights
1 2 Greater Sleep Sleep to a group, 4d4 HD, max HD=8 (save)
1 3 Magic Circle against Fey Protection from Faeries (for a group)
1 Cloak of the Trickster Invisibility as long as you're motionless
2 Nymph's Blessing Lasts for 1 turn. 0, 1/r: Charm Person (save)
3 Plant Growth Plant Growth
2 1 Kiss of the Selkie Underwater action; Water Breathing
2 2 Misdirection Misdirection
2 3 Rainbow / Rainbow Pattern Rainbow / Rainbow Pattern
1 Curse Curse (save)
2 Displacement Displaced
3 Erase Memory Forget (save)
3 1 Blinding Beauty Blindness to a group (save)
3 2 Suggestion Suggestion (save)
3 3 Summon Fey Summons a DL 1d4+1 Faerie
1 Commune with Nature Commune with Nature
2 Otto's Irresistible Dance Otto's Irresistible Dance
3 Unearthly Beauty Lasts for 1 turn. 0, 1/r: Slay Living (save)
4 1 Gift of the Leprechaun Duplicate a SL 0-8 Healing, Animal, or Plant spell
4 2 Mirage Arcana Mirage Arcana
4 3 Power Word Blind Power Word Blind (240 hp, includes Stun)

[PC8] Monster Classes Group


Falco

Level KXP Wiz/Pri/Psi7
123 456 789 AB
TH
1 0 1-- --- -- +1
2 3.3 2-- --- -- +2
3 6.6 30- --- -- +3
4 13.2 41- --- -- +4
5 26.4 420 --- -- +5
6 52.8 430 --- -- +6
7 105.6 440 --- -- +7
8 211.2 541 0-- -- +8
9 422.4 542 0-- -- +9
10 750 543 0-- -- +10
11 1100 544 0-- -- +11
12 1450 554 10- -- +12
13 1800 554 20- -- +13
14 2150 554 30- -- +14
15 2500 554 40- -- +15
16 2850 655 410 -- +16
17 3200 655 420 -- +17
18 3550 655 430 -- +18
19 3900 655 440 -- +19
20 4250 665 541 0- +20
21 4600 665 542 0- +21
22 4950 665 543 0- +22
23 5300 665 544 0- +23
24 5650 666 554 10 +24
25 6000 666 554 20 +25
26 6350 666 554 30 +26
27 6700 666 554 40 +27
28 7050 666 655 41 +28
29 7400 666 655 42 +29
30 7750 666 655 43 +30
31 8100 666 655 44 +31
32 8450 666 655 54 +32
33 8800 666 655 55 +33
34 9150 666 666 55 +34
35 9500 666 666 65 +35
36 9850 666 666 661 +36
37 19700 666 666 662 +37
38 29550 666 666 663 +38
39 39400 666 666 664 +39
45 98500 777 766 666 +45
54 187150 888 777 777 1 +54
63 275800 888 777 777 7 +63
72 364450 999 988 888 81 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +3 +4 -1 -1 -2 -3 +8 +20 +5 ÷1
 
Requisites: Str 13, Dex 9, Con 13,
  Race Slots 1, Class Slots 2
Alignment: any (usually E)
HD/level: & d10
Weapon Prof.: & 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+5
Fort: level+5
Reflex: level+5
Will: level+5
   
Considered a "Vampire" race.
Can cast Wizard or Priest spells. Gets your choice of Int or Wis bonus to spell progression. Gets access to 1 school or sphere per level.
Can also use Psi7 powers from progression, Minor: SL=1; Major: SL=3; Grand: SL=5; Super: SL=7.
Has none of the vulnerabilities of Vampires (You cannot be turned, can operate normally in daylight, etc.)
Level 1: +2 or better weapon needed to hit you.
Level 1: Troll-like regeneration 3 hp/s.
Level 1: Immune Sleep, Charm, Hold, Poison, Paralysis. Resist Cold and Electricity.
Level 1 ¶: All of your weapons are Vorpal (Natural 18+: Sever head of target).
Level 1 ¶: All of your attacks Energy Drain 2 levels per attack.
Level 1 ¶: Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r).
Level 2: 1M, Gaze: Charm Person (Will save)
Level 3: 1V: Shapechange into a Bat, healing yourself 10-40% of damage taken.
Level 4: 1F: Summon 10d10 DL I Rats, 10d10 DL I Bats, or 3d6 DL II Wolves.
Level 5: 1M: Gaseous Form
Each level, get one "5th edition" pick from the choices below.
 

[PC8] Monster Classes Group


Falco (5th ed. picks)

Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC8] Monster Classes Group


Ghost

Level KXP ProtoLich/Psi7
123 456   mMG S
1 10 (owe) 1-- --- / 1-- -
2 12 2-- --- / 2-- -
3 16 3-- --- / 3-- -
4 22 31- --- / 4-- -
5 30 32- --- / 41- -
6 60 33- --- / 42- -
7 120 43- --- / 43- -
8 240 44- --- / 44- -
9 480 441 --- / 54- -
10 960 442 --- / 55- -
11 1460 443 --- / 551 -
12 1960 444 --- / 552 -
13 2460 544 --- / 553 -
14 2960 554 --- / 554 -
15 3460 554 1-- / 555 -
16 3960 554 2-- / 655 -
17 4460 554 3-- / 665 -
18 4960 554 4-- / 666 -
19 5460 555 4-- / 766 -
20 5960 555 5-- / 776 -
21 6460 655 5-- / 777 -
22 6960 665 5-- / 877 -
23 7460 666 5-- / 877 1
24 7960 666 6-- / 877 2
25 8460 666 61- / 877 3
26 8960 666 62- / 877 4
27 9460 666 63- / 877 5
28 9960 666 64- / 877 6
29 10460 666 65- / 877 7
30 10960 666 66- / 887 7
31 11460 766 66- / 888 7
32 11960 776 66- / 888 8
33 12460 777 66- / 988 8
34 12960 777 76- / 998 8
35 13460 777 77- / 999 8
36 13960 777 771 / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Dex 10, Con 13, Int 13, Wis 12
Alignment: any N (or) any E
HD/level: & ++++d10
Weapon Prof.: & 5+level/5
To Hit Table: Mon +5 levels
Save Table: Mon +5 levels
Reference: DM
Groups: Monster
 
Ghost gets Protolich spells and Psi7 powers.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: AC +9+LVL*3/2
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks

[PC8] Monster 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.)

[PC8] Monster 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

[PC8] Monster Classes Group


Githyanki Knight

Level KXP Psi1/2/3/30
mMG SU
1 0 4-- --
2 10.25 5-- --
3 20.5 61- --
4 31 72- --
5 41.5 83- --
6 52.5 94- --
7 65 A51 --
8 107.5 B61 --
9 210 C72 --
10 312.5 D82 --
11 415 E93 --
12 530 FA3 1-
13 645 GB4 1-
14 1075 HC4 1-
15 1700 ID5 2-
16 2330 JE5 2-
17 2960 KF6 21
18 3600 LG6 31
19 4250 MH7 31
20 4900 NI7 31
21 5550 OJ8 42
22 6200 PK8 42
23 6850 QL9 42
24 7500 RM9 52
25 8150 SNA 53
26 8800 TOA 53
27 9450 UPB 63
28 10100 VQB 63
29 10750 WRC 64
30 11400 XSC 74
31 12050 YTD 74
32 12700 ZUD 74
33 13350 ZVE 85
34 14000 ZWE 85
35 14650 ZXF 85
36 15300 ZYF 95
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: Int 16, Wis 16, Chr 16
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Monster
 
Gets your choice of Psi1, Psi2, or Psi3. Gets Psi30 in addition.
See ( [Q1], [Q2], or [Q3] ), and [Q30] for rules and powers.
PSPs = (Int+Wis+Chr-36)*10 + level*60
These are in Psi1/Psi2 PSPs. Psi3 and Psi30 powers cost 10 times the listed amount.
Level 1: Astral Perception and Astral Projection.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: 1M, 1/d: Plane Shift
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

[PC8] Monster Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC8] Monster Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC8] Monster Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC8] Monster Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC8] Monster Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC8] Monster Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC8] Monster Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC8] Monster Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC8] Monster 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).

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster Classes Group


Basic Psi3 Information

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

[PC8] Monster Classes Group


[Q3.0] Level 0 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.1] Level 1 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.2] Level 2 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.3] Level 3 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.4] Level 4 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.5] Level 5 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.6] Level 6 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.7] Level 7 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.8] Level 8 Psi3 Powers

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

[PC8] Monster Classes Group


[Q3.9] Level 9 Psi3 Powers

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

[PC8] Monster Classes Group


Basic Psi10 Information

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

[PC8] Monster Classes Group


Psi10 First Level Powers (minors)

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

[PC8] Monster Classes Group


Psi10 Second Level Powers (minors)

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

[PC8] Monster Classes Group


Psi10 Third Level Powers (majors)

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

[PC8] Monster Classes Group


Psi10 Fourth Level Powers (majors)

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

[PC8] Monster Classes Group


Psi10 Fifth Level Powers (grands)

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

[PC8] Monster Classes Group


Psi10 Sixth Level Powers (grands)

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

[PC8] Monster Classes Group


Psi10 Seventh Level Powers (grands)

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

Psi10 Eighth Level Powers (supers)

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

Psi10 Ninth Level Powers (supers)

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

Psi10 Tenth Level Powers (supers)

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

[PC8] Monster Classes Group


Golem16

Level KXP Psi16
mMG S
1 0 1-- -
2 4 2-- -
3 8 3-- -
4 16 4-- -
5 32 5-- -
6 64 6-- -
7 128 7-- -
8 256 8-- -
9 512 81- -
10 900 82- -
11 1300 83- -
12 1700 84- -
13 2100 85- -
14 2500 86- -
15 2900 87- -
16 3300 88- -
17 3700 98- -
18 4100 981 -
19 4500 982 -
20 4900 983 -
21 5300 984 -
22 5700 985 -
23 6100 986 -
24 6500 987 -
25 6900 988 -
26 7300 998 -
27 7700 998 1
28 8100 998 2
29 8500 998 3
30 8900 998 4
31 9300 998 5
32 9700 998 6
33 10100 998 7
34 10500 998 8
35 10900 999 8
36 11300 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 16, Con 19
Alignment: any
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Monster, Technology
 
See [Q16] for Psi16 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: Immune Poison
Level 1: Immune Hold, Charm, Fear
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.

[PC8] Monster Classes Group


Gorilla Shaman (Mox Monkey)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.8 20- --- -
3 3.6 31- --- -
4 7.2 320 --- -
5 14.4 321 --- -
6 28.8 332 0-- -
7 57.6 332 1-- -
8 115.2 333 20- -
9 230.4 333 21- -
10 410 333 32- -
11 590 333 33- -
12 770 433 330 -
13 950 443 331 -
14 1130 444 332 -
15 1310 444 433 -
16 1490 444 443 -
17 1670 444 444 -
18 1850 544 444 0
19 2030 554 444 1
20 2210 555 444 2
21 2390 555 544 3
22 2570 555 554 4
23 2750 555 555 4
24 2930 555 555 5
25 3110 655 555 5
26 3290 665 555 5
27 3470 666 555 5
28 3650 666 655 5
29 3830 666 665 5
30 4010 666 666 5
31 4190 666 666 6
32 4370 766 666 6
33 4550 776 666 6
34 4730 777 666 6
35 4910 777 766 6
36 5090 777 776 6
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
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 6, Wis 7
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Shaman}
Groups: Priest, Monster, Alternate
 
Exceptional Str bonus.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: 1M: Shatter a magic item (save)
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 9: 1M: Shatter a magic item (no save)
Level 18: 1M: Mordenkainen's Disjunction
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).

[PC8] Monster Classes Group


Gruul Grave-Troll (MTG G/R)

Level KXP Wizard
123 456 7
1 0 1-- --- ---
2 3 2-- --- ---
3 7 3-- --- ---
4 15 31- --- ---
5 31 32- --- ---
6 63 43- --- ---
7 127 431 --- ---
8 255 432 --- ---
9 510 543 --- ---
10 1020 543 1-- ---
11 1531 543 2-- ---
12 2041 654 3-- ---
13 2552 654 31- ---
14 3062 654 32- ---
15 3572 765 43- ---
16 4083 765 431 ---
17 4593 765 432 ---
18 5104 876 543 ---
19 5614 876 543 1--
20 6124 876 543 2--
21 6635 987 654 3--
22 7145 987 654 31-
23 7656 987 654 32-
24 8166 A98 765 43-
25 8676 A98 765 431
26 9187 A98 765 432
27 9697 A98 765 433
28 10208 A98 765 444
29 10718 A98 765 555
30 11228 A98 766 666
31 11739 A98 777 777
32 12249 A98 888 888
33 12760 A99 999 999
34 13270 AAA AAA AAA
35 13780 BBB BBB BBB
36 14291 CCC CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  7  5  3  6  0  1  1
+5  4  7  5  3  7  1  1  1
+6  4  8  5  4  7  1  1  2
+7  4  8  6  4  7  2  2  2
+8  5  9  6  4  8  2  2  3
+9  5  9  7  5  8  3  3  3
+10  5 10  7  5  9  3  3  4
+11  6 10  7  6  9  4  4  4
+12  6 10  8  6  9  4  4  5
+13  6 11  8  6 10  5  5  5
+14  7 11  9  7 10  5  5  6
+15  7 12  9  7 11  6  6  6
+16  7 12  9  8 11  6  6  7
+17  7 13 10  8 11  7  7  7
+18  8 13 10  8 12  7  7  8
+19  8 13 11  9 12  8  8  8
+20  8 14 11  9 13  8  8  9
+21  9 14 11 10 13  9  9  9
Requisites: Str 14, Con 16, Int 14
Alignment: CG, CN, CE, or TN
HD/level: 1e6  (see note)
Weapon Prof.: 3+level/6
To Hit Table: Mon+3
Save Table: Wiz/Mon
Reference: DM {Planeshifted Golgari Brute22 / Troll}
Groups: Wizard, Monster, Alternate
 
Hit Dice: "1e6" is an open-ended d6's. If using "Max hp per HD" rule: You automatically roll a "6" once, then get the average (3.5) on the second roll (the max hp rule is not "deep"). So you get 9.5 hp per level (plus Con bonus).
Exceptional Con bonus.
Each time you kill a monster, you get +1 TH and +1 dmg for the rest of the fight (1 turn).
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 3: Barbarian Con bonus.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC8] Monster Classes Group


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  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
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC8] Monster Classes Group


Internet Troll8

Level KXP Psi8
mMG SU
1 8.8 1-- --
2 17.8 2-- --
3 35.6 3-- --
4 71.2 41- --
5 107.2 51- --
6 249.6 62- --
7 534.4 72- --
8 840.8 831 --
9 1153.6 931 --
10 1473 A41 --
11 1783 B42 --
12 2094 C52 --
13 2406 D52 --
14 2719 E63 --
15 3033 F63 --
16 3348 G73 1-
17 3664 H74 1-
18 3981 I84 1-
19 4299 J84 1-
20 4618 K95 2-
21 4938 L95 2-
22 5259 MA5 2-
23 5581 NA6 2-
24 5904 OB6 3-
25 6228 PB6 3-
26 6553 QC7 3-
27 6879 RC7 3-
28 7206 SD7 4-
29 7534 TD8 4-
30 7863 UE8 4-
31 8193 VE8 4-
32 8524 WF9 51
33 8856 XF9 51
34 9189 YG9 51
35 9523 ZGA 51
36 9858 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+3 (total = 27, max = 9)
+4 (total = 30, max = 10)
+5 (total = 33, max = 11)
+6 (total = 36, max = 12)
+7 (total = 39, max = 13)
+8 (total = 42, max = 14)
+9 (total = 45, max = 15)
+10 (total = 48, max = 16)
+11 (total = 51, max = 17)
+12 (total = 54, max = 18)
+13 (total = 57, max = 19)
+14 (total = 60, max = 20)
+15 (total = 63, max = 21)
+16 (total = 66, max = 22)
+17 (total = 69, max = 23)
+18 (total = 72, max = 24)
+19 (total = 75, max = 25)
+20 (total = 78, max = 26)
Requisites: Str 16, Con 18, Int 16
Alignment: L any (or) any N (or) any E
HD/level: & ++2d6
Weapon Prof.: & 4+level/4
To Hit Table: War +3 levels
Save Table: Cust
Reference: DM {Variant Troll / Internetizer}
Groups: Monster, Technology,
Random, Internet
 
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC8] Monster 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.

[PC8] Monster 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

[PC8] Monster Classes Group


Kobold0

Level KXP
Spells
1 0.5 (owe) (none)
2 1 (none)
3 2 (none)
4 4 (none)
5 8 (none)
6 16 (none)
7 30 (none)
8 60 (none)
9 120 (none)
10 220 (none)
11 320 (none)
12 420 (none)
13 520 (none)
14 620 (none)
15 720 (none)
16 820 (none)
17 920 (none)
18 1020 (none)
19 1120 (none)
20 1220 (none)
21 1320 (none)
22 1420 (none)
23 1520 (none)
24 1620 (none)
25 1720 (none)
26 1820 (none)
27 1920 (none)
28 2020 (none)
29 2120 (none)
30 2220 (none)
31 2320 (none)
32 2420 (none)
33 2520 (none)
34 2620 (none)
35 2720 (none)
36 2820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Dex 13
Alignment: any E (or) any S
HD/level: & d4
Weapon Prof.: & 4+level/4
To Hit Table: CTD0
Save Table: Half0
Reference: 0D&D
Groups: Rogue, Monster
 
This class can be considered Rogue group in addition to Monster group if you have Halfling0, Scout, or Thief0 class.
(Some sort of Rogue chart, temporary rule is to use Scout or Halfling0, your choice)

[PC8] Monster Classes Group


Living Wall


Level

KXP

Spells

TH
1 0 (none) +10
2 3 (none) +10
3 6 (none) +10
4 12 (none) +10
5 24 (none) +10
6 48 (none) +10
7 96 (none) +10
8 192 (none) +10
9 270 (none) +10
10 337.5 (none) +10
11 412.5 (none) +10
12 495 (none) +10
13 585 (none) +10
14 682.5 (none) +10
15 787.5 (none) +10
16 900 (none) +10
17 1020 (none) +10
18 1147.5 (none) +10
19 1282.5 (none) +10
20 1425 (none) +10
21 1575 (none) +10
22 1732.5 (none) +10
23 1897.5 (none) +10
24 2070 (none) +10
25 2250 (none) +10
26 2437.5 (none) +10
27 2632.5 (none) +10
28 2835 (none) +10
29 3045 (none) +10
30 3262.5 (none) +10
31 3487.5 (none) +10
32 3720 (none) +10
33 3960 (none) +10
34 4207.5 (none) +10
35 4462.5 (none) +10
36 4725 (none) +10
37 9450 (none) +10
38 14175 (none) +10
39 18900 (none) +10
45 47250 (none) +10
54 89775 (none) +10
63 132300 (none) +10
72 174825 (none) +10
Requisites: Con 40, Class Slots 2
Alignment: any
HD/level: d10 Hull points
Weapon Prof.: 10+level/10
To Hit Table: +10
Reference: MM2
Groups: Monster
Complexity: CF=3
   
Saving Throws:  
PPD: level+10
RSW: level+5
PP: level+10
BW: level-5
Spell: level-5
Fort: level+15
Reflex: level-5
Will: level-5
   
You have Hull points instead of hit points. Other sources of hp on your character are converted to Hp (at 10 to 1, round down).
1V, 1/r, Eat a slain or helpless target: They are Erased from the chalkboard; you gain one of their abilities permanently (this will be similar mechanics to how Uncommoner3 works).

[PC8] Monster Classes Group


Maelstrom Archangel11


Level

KXP
Psi11
123 456 789

TH
1 0 1-- --- --- +4
2 5 2-- --- --- +5
3 10 21- --- --- +6
4 20 22- --- --- +7
5 40 221 --- --- +8
6 80 222 --- --- +9
7 160 322 1-- --- +10
8 320 332 2-- --- +11
9 500 333 21- --- +12
10 1000 333 32- --- +13
11 1500 433 321 --- +14
12 2000 444 321 --- +15
13 2500 444 322 --- +16
14 3000 444 432 --- +17
15 3500 544 432 1-- +18
16 4000 555 432 2-- +19
17 4500 655 443 2-- +20
18 5000 655 443 21- +21
19 5500 655 543 22- +22
20 6000 655 544 32- +23
21 6500 655 544 321 +24
22 7000 665 554 322 +25
23 7500 666 654 332 +26
24 8000 776 655 432 +27
25 8500 776 655 443 +28
26 9000 777 665 543 +29
27 9500 777 665 554 +30
28 10000 887 666 654 +31
29 10500 887 776 655 +32
30 11000 888 777 665 +33
31 11500 888 777 766 +34
32 12000 988 887 776 +35
33 12500 999 888 777 +36
34 13000 999 988 887 +37
35 13500 999 999 888 +38
36 14000 999 999 999 1 +39
37 28000 999 999 999 2 +40
38 42000 999 999 999 3 +41
39 56000 999 999 999 4 +42
45 140000 A99 999 999 9 +48
54 266000 AAA AAA AAA 91 +57
63 392000 AAA AAA AAA A9 +66
72 518000 BBB BBB BAA AA1 +75
Requisites: Str 12, Dex 14, Con 19, Int 12, Wis 15, Chr 20,
  Class Slots 2
Alignment: L any
HD/level: & ++++d6
Weapon Prof.: 7+level/3
Reference: MTG
Groups: Warrior, Psionicist, Monster
Complexity: CF=3
 
Saving Throws:
PPD: level+7 Fort: level+7
RSW: level+7 Reflex: level+7
PP: level+7 Will: level+7
BW: level+7
Spell: level+7
 
Gets Chr bonus to progression.
Exceptional Str, Dex, Con, Int, Wis, and Chr.
 
Level 1 ¶: After doing an attack sequence, if you killed at least one whole group of monsters by yourself (which may even be a single monster), you may then cast a spell that segment using a 0 action.
Level 1: Cleave for free.
Level 1 ¶: Great Cleave for free.
Level 9 ¶: You don't get lost in the Maelstrom.
 
Pick one Angel5 pick below per level.
 
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
A' Flying LVL*3/2+8" (C)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
B' 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
C' 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
D' 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E DR (7*LVL)/+LVL
E' SR 6*LVL
Level 5-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
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: Escape the party back to home (except for you)
G' 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon a good DL 1d7 Outer planar creature
H' 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
I' Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iIR LVL*10%
J' iER LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
K' 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
L' 1F: Unholy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
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.
N' Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%
O' iGoodR LVL*5% (Resistance vs. Good aligned beings)

[PC8] Monster Classes Group


Maelstrom Archangel11 (MTG Spells)

School/Sphere SL # Spell Effect
Artifact 1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
Artifact 1 2 Ivory Tower Regenerate 3 hp/s.
Artifact 1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
Artifact 1 4 Sol Ring +2 SL in progression.
Artifact 1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
Artifact 1 6 Summon Myr 1 Summon a DL=1 Myr
Artifact 1 7 Voltaic Key 1V: An item gets 1E action this segment.
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Black 1 2 Paralyze Target is paralyzed (PP save)
Black 1 3 Unholy Strength Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Blue 1 1 Ancestral Recall This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Blue 1 2 Flight Target flies at 12" (C).
Blue 1 3 Mind Games Target loses his next action (Spell save)
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Red 1 1 Earthbind Target loses flying and takes double normal falling damage (no save).
Red 1 2 False Orders (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Red 1 3 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
White 1 2 Death Ward 1bM, cannot act next segment: Avoid a slay effect on someone.
White 1 3 Healing Salve One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Artifact 2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
Artifact 2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
Artifact 2 3 Illusionary Mask Your summons are Dust of Disappearanced
Artifact 2 4 Lightning Greaves Your summons are not summoning sick
Artifact 2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
Artifact 2 6 Summon Myr 2 Summon a DL=2 Myr
Artifact 2 7 Sun Droplet Regenerate 10 hp/s.
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Black 2 2 Simulacrum 1bM: Redirect any amount of damage from you to one of your subordinates.
Black 2 3 Terror Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Blue 2 2 Force Spike 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Blue 2 3 Invisibility Improved Invisibility.
Blue 2 4 Time Walk This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Gold 2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
Gold 2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
Gold 2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
Gold 2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
Gold 2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
Gold 2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
Gold 2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
Gold 2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
Gold 2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
Gold 2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
Gold 2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
Gold 2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
Gold 2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
Red 2 2 Raging River Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Red 2 3 Shatter Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
White 2 2 Circle of Protection When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
White 2 3 Disenchant Dispel an effect.
Artifact 3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
Artifact 3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
Artifact 3 3 Brass Gnat 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.
Artifact 3 4 Brass Gnat 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).
Artifact 3 5 Brass Gnat 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.
Artifact 3 6 Brass Gnat 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.
Artifact 3 7 Brass Gnat 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.
Artifact 3 8 Brass Gnat 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.
Artifact 3 9 Brass Gnat 3-7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
Artifact 3 10 Brass Gnat 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.
Artifact 3 11 Brass Gnat 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.
Artifact 3 12 Brass Gnat 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).
Artifact 3 13 Brass Gnat 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.
Artifact 3 14 Brass Gnat 3-12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
Artifact 3 15 Brass Gnat 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.
Artifact 3 16 Brass Gnat 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.
Artifact 3 17 Brass Gnat 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.
Artifact 3 18 Caltrops 10 damage damaging shield (no save, TechR to resist)
Artifact 3 19 Fireshrieker One of your summons deals double damage
Artifact 3 20 Forcefield Damage Threshold 10 from physical attacks
Artifact 3 21 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
Artifact 3 22 Summon Myr 3 Summon a DL=3 Myr
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Black 3 2 Gloom [x1 Special] Priest spells cost triple spell slots to cast.
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Blue 3 2 Mana Leak 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Blue 3 3 Psionic Blast Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Gold 3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
Gold 3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
Gold 3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
Gold 3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
Gold 3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
Gold 3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
Gold 3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
Gold 3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
Gold 3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
Gold 3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
Gold 3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
Gold 3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
Gold 3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
Gold 3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
Gold 3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
Gold 3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
Gold 3 17 Sky Spirit Summon a DL III Spirit, it flies.
Gold 3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
Gold 3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Red 3 1 Fervor You and your summons are not summoning sick.
Red 3 2 Stone Rain Deal CL Hull dmg to one inanimate object (no save)
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
White 3 2 Reverse Damage 1bM: One effect that's damaging you heals you for that amount instead.
Artifact 4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
Artifact 4 2 Icy Manipulator 1S: Target loses his next action.
Artifact 4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
Artifact 4 4 Summon Myr 4 Summon a DL=4 Myr
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Black 4 2 Lich Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Blue 4 2 Control Magic Charm Monster (Will save)
Blue 4 3 Counterspell 1bM or 1 OppM: Counter target magical/psionic effect.
Gold 4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
Gold 4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
Gold 4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
Gold 4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
Gold 4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
Gold 4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
Gold 4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
Gold 4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
Gold 4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
Gold 4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
Gold 4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
Gold 4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
Gold 4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
Gold 4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
Gold 4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Red 4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
Red 4 3 Orcish Oriflamme All your subordinates get +1 offensive DL.
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
White 4 2 Resurrection Resurrect someone who's been killed within the past CL s.
Artifact 5 1 Al-Abara's Carpet Immune to attackers unless they are flying
Artifact 5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
Artifact 5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
Artifact 5 4 Summon Myr 5 Summon a DL=5 Myr
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
Blue 5 2 Evacuation A group of summons is unsummoned
Gold 5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
Gold 5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
Gold 5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
Gold 5 4 Ordered Migration Summon CL/6 DL I Birds
Gold 5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
Gold 5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
Gold 5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
Gold 5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
Gold 5 9 Tobias Andrion Summon a DL V Human, he beats things.
Gold 5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Artifact 6 1 Brass Gnat 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.
Artifact 6 2 Brass Gnat 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).
Artifact 6 3 Brass Gnat 6-3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
Artifact 6 4 Brass Gnat 6-4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
Artifact 6 5 Brass Gnat 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.)
Artifact 6 6 Brass Gnat 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.
Artifact 6 7 Brass Gnat 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.
Artifact 6 8 Brass Gnat 6-8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
Artifact 6 9 Brass Gnat 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.
Artifact 6 10 Brass Gnat 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.
Artifact 6 11 Joven's Tools 1M: Target creature ignores all defenses with one attack
Artifact 6 12 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
Artifact 6 13 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Blue 6 2 Quash 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Gold 6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
Gold 6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
Gold 6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Red 6 2 Gravity Sphere No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Artifact 7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
Artifact 7 2 Summon Myr 7 Summon a DL=7 Myr
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Gold 7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
Gold 7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
Gold 7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
Gold 7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Artifact 8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
Artifact 9 1 Brass Gnat 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).
Artifact 9 2 Brass Gnat 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).
Artifact 9 3 Brass Gnat 9-3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
Artifact 9 4 Brass Gnat 9-4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
Artifact 9 5 Brass Gnat 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.
Artifact 9 6 Brass Gnat 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.).
Artifact 9 7 Brass Gnat 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.
Artifact 9 8 Darksteel Forge Your items are indestructible.
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC8] Monster Classes Group


Master Monster

Level KXP
Spells
TH
1 0 (none) +1
2 4 (none) +2
3 8 (none) +3
4 16 (none) +4
5 32 (none) +5
6 64 (none) +6
7 128 (none) +7
8 256 (none) +8
9 512 (none) +9
10 800 (none) +10
11 1200 (none) +11
12 1600 (none) +12
13 2000 (none) +13
14 2400 (none) +14
15 2800 (none) +15
16 3200 (none) +16
17 3600 (none) +17
18 4000 (none) +18
19 4400 (none) +19
20 4800 (none) +20
21 5200 (none) +21
22 5600 (none) +22
23 6000 (none) +23
24 6400 (none) +24
25 6800 (none) +25
26 7200 (none) +26
27 7600 (none) +27
28 8000 (none) +28
29 8400 (none) +29
30 8800 (none) +30
31 9200 (none) +31
32 9600 (none) +32
33 10000 (none) +33
34 10400 (none) +34
35 10800 (none) +35
36 11200 (none) +36
37 22400 (none) +37
38 33600 (none) +38
39 44800 (none) +39
45 112000 (none) +45
54 212800 (none) +54
63 313600 (none) +63
72 414400 (none) +72
Requisites: Str 9, Dex 9, Con 12, Wis 9,
  Class Slots 2
Alignment: C any [or] any E
HD/level: d20
Weapon Prof.: 11+level/4
To Hit Table: Mon
Reference: DM
Groups: Monster
Complexity: CF=5
   
Saving Throws:  
PPD: 0+level*3/2
RSW: 0+level*3/2
PP: 0+level*3/2
BW: 0+level*3/2
Spell: 0+level*3/2
Fort: 0+level*3/2
Reflex: 0+level*3/2
Will: 0+level*3/2
   
Every Level: This class gets a "Level:" pick from other Monster classes. Abilities listed as "Level N" may be picked more than once.

[PC8] Monster Classes Group


Master Monster Picks

Level N: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Level N: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level N: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level N: +1scrA action
Level N: +2 Cml. You can't 2 for 1 trade this away.
Level N: +2 Con. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Luck. You can't 2 for 1 trade this away.
Level N: +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.
Level N: Get your LVL in Sliver picks (see next page). Most Slivers cost more than one pick. You have the abilities of the Sliver types you pick. You may save picks to get a bigger Sliver type later.
Level N: Gets one Psi9 minor at random per level. During reset you may reroll the ones you wish to reroll.
Level N: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level N: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
Level 0: Metallic Sliver: Immune to Charm, Domination, Life Drain; You get only half effect from healing spells
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 1: (Green Hag) MPIRR LVL*10%.
Level 1: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: +1 additional Specialty Priest (GGL) pick.
Level 1: +1 borrowed M action per round.
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 1: +1 size.
Level 1: +1 tail.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1M action only for psionics.
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 1: +4 Con, -2 Int.
Level 1: +LVL AC.
Level 1: +LVL dmg with natural attacks.
Level 1: +LVL dmg.
Level 1: +LVL Martial Arts maneuvers and Exceptional Dex
Level 1: +LVL Str and Exceptional Str
Level 1: +LVL TH with natural attacks.
Level 1: +LVL*2 AC.
Level 1: +LVL*3 AC.
Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
Level 1: 1M, 1/d: Plane Shift
Level 1: 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
Level 1: 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 1: 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 1M: Shatter a magic item (save)
Level 1: 1M: Summon a DL=(LVL+1)/2 monster (type Insect). If you get a Sliver, you gain the abilities that Sliver type grants as long as you have that summon.
Level 1: 1M: Summon a DL=(LVL+2)/3 monster (type Pokemon). You gain the abilities that Pokemon type grants as long as you have that summon.
Level 1: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 1: 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
Level 1: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 1: 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
Level 1: AC +9+LVL*3/2
Level 1: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 1: Astral Perception and Astral Projection.
Level 1: AT +14 source
Level 1: Auto roll max on the first die of open-ended dice ("e" dice).
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Base AT is +4+LVL.
Level 1: Base movement rate is 96".
Level 1: Base punch damage is d(4+LVL)
Level 1: Bite is vampiric regen (full) and Exceptional Con
Level 1: Can claw with both paws; base number of attacks is (LVL/3+2)/1 (before Natural Fighting proficiency).
Level 1: Can operate and be offensive at up to -10-LVL^2 hp.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: Can turn undead.
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1: Clefairy: 1M: Sleep (as spell); 1bM: Fork
Level 1: Clockwork Smurf: +5 TH with physical attacks; Communicate with Golems; Immune Wood
Level 1: Clumsy Smurf: 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks
Level 1: Considered one size larger for purposes of what weapons can be wielded.
Level 1: Construct I. ½M: Twist an effect on a target (use ER to resist)
Level 1: Construct II. 1M: Combine two groups of enemies into one group (no save).
Level 1: Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Level 1: Counts as an (LVL/4+1) weapon to hit.
Level 1: Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Level 1: Destruct II. 1P: Destroy a x0 or x1 magic item.
Level 1: Destruct III. 1P: Unsummon a summon.
Level 1: Detect Lie cont.
Level 1: Diglett: Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud
Level 1: Double movement rate.
Level 1: Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 1: DR (7*LVL)/+LVL
Level 1: DR 2*LVL / +LVL.
Level 1: Drowzee: Immune Confusion; 1M: Confusion (1 target, Will save)
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Enemies need a +LVL weapon to hit you
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Enemies need a +LVL-1 weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL (with a minimum of 4), not the usual 4.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: Eye's P: Shoot laser beams at one target for LVLd10 light dmg (no save, RR to resist).
Level 1: Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Level 1: Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Flying 18" (C)
Level 1: Flying at CL*3" (D)
Level 1: Flying LVL*2+5" (B)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.
Level 1: Free Martial Arts style, plus one maneuver per level.
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: Grouchy Smurf: +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Level 1: Half of your weapon dmg is vile dmg (perm hp)
Level 1: Hold script actions.
Level 1: Identify potions by sight.
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 1: Immune Aging (natural and artificial)
Level 1: Immune Cold.
Level 1: Immune Hold, Charm, Fear
Level 1: Immune Poison
Level 1: Immune Poison and Charm.
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Immune to 0th-2nd level spells
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1: Immune to fear, emotion, lack of morale
Level 1: Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Immune to Turn Undead.
Level 1: Improved Invis. cont.
Level 1: Infravision and Infrared Sight (Heat Vision).
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: Magikarp: Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3)
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 1: May weapon specialize with unarmed attacks as if they were weapons.
Level 1: Mindlash Sliver: 1M: Target loses LVL A actions from remaining actions (convert these to the type you want him to lose)
Level 1: MR 45+LVL*5%.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Level 1: Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
Level 1: Pikachu: 1M: 30 lightning dmg to one target (Reflex save for 10 dmg)
Level 1: Plated Sliver: +LVL AC; +LVL max hp
Level 1: Ponyta: +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg
Level 1: Porygon: 1M: Add a vulnerability to an element to a creature (no save, makes an immunity a double resist, etc.); 1M: Resist an element for 1t
Level 1: Rage: 1V, 1/t: Get +LVL*2 TH, +LVL*2 dmg, -LVL*2 AC, -LVL*2 mental saves, +LVL*2 Fort/PPD saves until end of turn. Use this ability on segment 3 or later of a round that you've been fighting.
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: Regenerate Con score in hp per segment.
Level 1: Regenerate LVL hp /s.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: Repair I. ½M: Cure 10*LVL hp to one target.
Level 1: Repair II. 1M: Repair a x0 or x1 magic item.
Level 1: Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 1: Scaredy Smurf: 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Level 1: Screeching Sliver: 1M: Target loses LVL spells or psi powers in memorization
Level 1: Sidewinder Sliver: 0: Get behind someone in your group (in backstab position)
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: Speak Druid language
Level 1: Sustain Int.
Level 1: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: Tracking as per a Ranger1.
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: Vanity Smurf: +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
Level 1: Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
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 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: You will win initiative next segment.
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 2: 1V, 3/d: Enlarge/Reduce
Level 2: Clot Sliver: Regenerate LVL hp/s
Level 2: Crypt Sliver: 1bV: Cure 20+LVL*2 hp (self only)
Level 2: Dopey Smurf: -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Level 2: Enamored Smurf: Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Level 2: Fisher Smurf: Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Level 2: Gemhide Sliver: 1F: Restore 10 PSPs or 1 SL in a progression (not beyond max)
Level 2: Harmony Smurf: 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Level 2: Haunter: 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save)
Level 2: Heart Sliver: Free Action; Immune to Summoning Sickness
Level 2: Hunter Sliver: 0, 1/r: Taunt
Level 2: Jynx: +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0)
Level 2: Kakuna: DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0)
Level 2: Koga's Ditto: +1 size; extra instances of this Pokemon add +1/3 size each
Level 2: Magmar: Your unarmed attacks do +CL*3 dmg; 1S, lose an additional n S remaining actions: Do 50*(n+1) fire dmg to one target (no save)
Level 2: Mistform Sliver: Add 0.1*LVL in Racial Adjectives for free
Level 2: Muscle Sliver: +LVL AC; +LVL dmg; +LVL max hp
Level 2: Quick Sliver: +1M /r only for Sliver activated abilities
Level 2: Sinew Sliver: +LVL saves; +LVL TH; +LVL max hp
Level 2: Sloppy Smurf: -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
Level 2: Spinneret Sliver: Levitation at LVL*3"
Level 2: Talon Sliver: You deal damage in melee before damaging shields affect you back (if enemy drops you take nothing)
Level 2: Two-Headed Sliver: Immune to every other parting shot from a group (you are immune to the first one)
Level 2: Winged Sliver: Flying LVL*6"
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 3: +LVL/3 AC.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Counter an effect from an item.
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
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: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1V, 2/d: Spider Climb
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 3: Barbarian Con bonus.
Level 3: Basal Sliver: 0, sacrifice a summon: Restore 20 PSPs or 2 SL in a progression (not beyond max)
Level 3: Doctor Smurf: +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Level 3: Flying/Aviator Smurf: +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Level 3: Greedy Smurf: +10% money; 1/reset: +1 compensated magic item
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 3: Nidorino: Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1
Level 3: Poet Smurf: Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Level 3: Poliwhirl: 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget
Level 3: Poultice Sliver: Regenerate LVL hp/s; 1bV: Cure 20+LVL*2 hp (self only)
Level 3: Quilled Sliver: 1M: Target gets +10+LVL dmg this segment; 1bM: Target gains a 10+LVL Light dmg shield this segment
Level 3: Shadow Sliver: Hide in Shadows LVL*10%; Meld into Shadows; 1M: Passwall
Level 3: Starmie: 1M: Heal self; 1M: Paralysis (1 target, PP save)
Level 3: Tracker Smurf: Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
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: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 4: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
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: 1V, 3/d: Alter Self; 1V, can borrow, 1/w: Cure Disease
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: Acidic Sliver: 1M: 20+LVL*2 dmg (unholy fire) to one target (no save)
Level 4: Alakazam: 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save)
Level 4: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 4: Architect Smurf: 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Level 4: Armor Sliver: +LVL AC; +LVL saves; +LVL max hp
Level 4: Barbed Sliver: +LVL TH; +LVL dmg; ignore WR, aWR
Level 4: Blade Sliver: +LVL TH; +LVL dmg; considered +LVL weapon
Level 4: Bonesplitter Sliver: +LVL*2 dmg
Level 4: Can create potions in 1/(level-3) the normal time.
Level 4: Cautery Sliver: 1M: 10+LVL dmg (holy fire) to one target (no save); 1M: Cure 10+LVL hp to one target
Level 4: Crystalline Sliver: You can't be targetted
Level 4: Dabbler Smurf: +5 Wis; +5 saves; 1M: Charm Person (Will save)
Level 4: Darkheart Sliver: 1M: Cure 30+LVL*3 hp to one target
Level 4: Electrode: 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save)
Level 4: Farmer Smurf: Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Level 4: Ghostflame Sliver: Your elemental forms of damage become untyped (ignores Immune to Elements or Crapulence)
Level 4: Gyarados: +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save)
Level 4: Has access to another psionic frequency (pick one).
Level 4: Hibernation Sliver: 0: Avoid Fate (for something affecting you), but you are returned home and inactive for rest of day
Level 4: Horned Sliver: Great Cleave
Level 4: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
Level 4: Kadabra: 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power
Level 4: Machoke: +CL Martial Arts maneuvers; +1 Martial Arts style
Level 4: Mindwhip Sliver: 1M: Target loses LVL*2 C actions from remaining actions (convert these to the type you want him to lose)
Level 4: Mnemonic Sliver: 0, sacrifice a summon: +1S action this round
Level 4: Painter Smurf: Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Level 4: Pidgeotto: 1P+1V: Do CL physical attacks; 1bM: Eye for an Eye (deal dmg you take from an attack or effect back to the other person)
Level 4: Raticate: Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target)
Level 4: Reflex Sliver: Free Action; Immune to Summoning Sickness (you and your summons)
Level 4: Spectral Sliver: 1M: +LVL TH/dmg/AC/saves for 1 round
Level 4: Spined Sliver: Get +LVL TH and dmg for each enemy in the group you're attacking
Level 4: Timid/Actor Smurf: Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
Level 4: Triple movement rate (replaces the Double at level 1)
Level 4: Venser's Sliver: Immune to Charm, Domination, Life Drain, Stat Drain
Level 4: Victual Sliver: 1M: Cure 40+LVL*4 hp to one target
Level 4: Watcher Sliver: +LVL*2 AC
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
Level 5 (and every level divisible by 5): Gain an "Any Rogue" pick of this level minus 4 (e.g. at Level 10 you get an "Any Rogue 6" pick). You have LVL+15 points in that Rogue ability (beyond stat and base).
Level 5: +1 borrowed M action per round.
Level 5: +1 head
Level 5: +1M action
Level 5: +LVL TH and dmg unarmed
Level 5: 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 5: 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
Level 5: 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 5: 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 5: 1M: Raise Dead.
Level 5: 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1N, 1/reset: Escape the party back to home (except for you)
Level 5: 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
Level 5: 1V: Summon a good DL 1d7 Outer planar creature
Level 5: Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
Level 5: Blastoise: Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save)
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Level 5: Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Level 5: Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Level 5: Dark Slowbro: 1M: Your next use of the Pokemon "Level 1:" summon ability summons 3 Pokemon instead of 1; 1bV: Counter 1 physical attack.
Level 5: Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Level 5: Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Level 5: Destruct VI. 1P: Target gains +1QP action this segment
Level 5: Dreamy Smurf: CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Level 5: Essence Sliver: Vampiric Regeneration (100%)
Level 5: Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
Level 5: Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 5: Firewake Sliver: Free Action; Immune to Summoning Sickness; 0, sacrifice a summon: +LVL AC/saves/TH/dmg for 1 r
Level 5: Fly cont.; 1V, can borrow, 2/d: Cure Serious
Level 5: Frenetic Sliver: 0, 1/r: Avoid Fate (50% chance, if you fail you are slain)
Level 5: Harmonic Sliver: 0, 1/r: Dispel Magic/Psionic/Innate
Level 5: iIR LVL*10%
Level 5: Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
Level 5: Immune to 3rd-4th level spells
Level 5: Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
Level 5: Jokey Smurf: 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Level 5: Mewtwo: 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment
Level 5: Miner Smurf: +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Level 5: Necrotic Sliver: 0, sacrifice a summon: Disintegrate (save)
Level 5: Nidoking: +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20)
Level 5: Nosy Smurf: +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Level 5: Opaline Sliver: Whenever you are targetted by an enemy, gain 1B action this round
Level 5: Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
Level 5: Poliwrath: 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save)
Level 5: Repair IV. ½M: Cure 10*LVL hp to one group.
Level 5: Repair V. 1M: Add a charge to an item.
Level 5: Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 5: Root Sliver: Your summoning effects can't be countered (but they can be Objected to)
Level 5: Sassette Smurfling: +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
Level 5: Sedge Sliver: If you have a Rogue group class: +LVL TH/dmg/AC/saves and 1M: Cure 10+LVL hp (self only)
Level 5: Shifting Sliver: Phased (you can pass through any object as if it was air)
Level 5: Spitting Sliver: Talon Sliver ability; You may make one attack on segment 0
Level 5: Synchronous Sliver: Whenever an enemy joins your group, you get one attack of opportunity
Level 5: Troll-like regen LVL hp/s
Level 5: Vampiric Sliver: Whenever you kill a creature, gain 10+DL current hp (lose 1% of this, round up, per segment)
Level 5: Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
Level 6: +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Level 6: 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
Level 6: 1M, 1/r: +1QP next segment.
Level 6: 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
Level 6: 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
Level 6: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 6: 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
Level 6: 1V, 4/d: Polymorph Self; 1V, can borrow (even while being poisoned), 2/w: Remove Poison
Level 6: 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Level 6: Baby Smurf: -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Level 6: Baker Smurf: 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Level 6: Battering Sliver: Great Cleave; You may do "half attacks" (you roll only 1d10 to hit, and do half damage with each)
Level 6: Can cast one 0th level Lich spell (or any ProtoLich spell)
Level 6: Chansey: 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save)
Level 6: Dormant Sliver: +LVL A actions per round, but you can't be offensive
Level 6: Fungus Sliver: Each time you're hit by an enemy, you get +LVL AC for 1 round
Level 6: Grandpa Smurf: -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Level 6: Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Level 6: Magma Sliver: 1M: +LVL*N TH/dmg for 1 round; N=1+(number of Sliver summons you control)
Level 6: Might Sliver: +LVL*2 to TH or dmg; +LVL*2 to AC or saves
Level 6: Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
Level 6: Mr. Mime: DT 66-CL (Damage Threshold; if an effect does more than 66-CL dmg to you, you take only 66-CL dmg; does not affect idmg)
Level 6: Tailor Smurf: Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
Level 6: Telekinetic Sliver: 1M: Target cannot use M or P actions next segment (no save, IR to avoid)
Level 6: Toxin Sliver: Slay Living brand (save, if they make the save they are immune to Slay Livings from you this segment)
Level 6: Ward Sliver: Immune to a school, sphere, or element
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 7: 1V, 1/d: Stoneskin
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 7: Brainy Smurf: +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Level 7: Brood Sliver: Whenever you kill a creature, summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities)
Level 7: Dementia Sliver: 1M: Target cannot use a named effect for 1 turn
Level 7: Erika's Clefable: Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4
Level 7: Fury Sliver: Ninja Speed on one arm
Level 7: Handy Smurf: +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Level 7: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
Level 7: Machamp: Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save)
Level 7: Plague Sliver: All Sliver enemies and enemies that have Sliver summons degenerate at 10+LVL hp/s
Level 7: Psionic Sliver: 1M: Target takes 20*LVL mental dmg (no save), you take 30+LVL*3 mental dmg (no save)
Level 7: Smurfette: +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
Level 7: Synapse Sliver: Whenever you kill a creature, gain 1/10th of an A action this round
Level 8: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 8: 1V, can borrow, 3/w: Heal
Level 8: Charizard: Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save)
Level 8: Hefty Smurf: +5 Str; +5*LVL max hp; +5 weapon proficiencies
Level 8: Lazy Smurf: -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 8: Pulmonic Sliver: Flying LVL*6"; Whenever one of your summons die, you may resummon that exact monster type within 1 r
Level 8: Slowking: Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: +1 Q borrowed M action per round.
Level 9: +1 size.
Level 9: +1QM action only for psionics.
Level 9: 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: 1Λ, 1 Mouth's P: Target creature makes a Will save. If he fails, he is Insane (40%, roll 1d4 insanities), Feebleminded (30%), Confused (20%), or Crapped (10%). His Brain is Put on your Plate. Keep track of these; you'll eventually be able to put them to good use. You can Put someone's Brain on a Plate more than once to hammer them more (the negative effects are cumulative), but you still have only one Brain from him on your Plate.
Level 9: 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
Level 9: 1bM: "Phased out" this r, pass through obj, no affecting real things
Level 9: 1D, 8/lifetime: Resurrect self
Level 9: 1F: Holy Bolt
Level 9: 1M: Plane Shift or Plane Shift Other (Spell save)
Level 9: 1M: Shatter a magic item (no save)
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 9: 1M: Summon Evil Outer Planar DL=LVL/2
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 9: 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
Level 9: 1V, can borrow, 1/d: Cure Critical
Level 9: 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
Level 9: 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
Level 9: 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
Level 9: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 9: Barbarian Con.
Level 9: Barbarian Str.
Level 9: Can cast one 1st level Lich spell or four 0th level Lich spells.
Level 9: Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 9: Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Level 9: Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Level 9: Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 9: Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 9: Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Level 9: Destruct VIII. 1P, may borrow: Fork
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).
Level 9: Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: Dragonite: 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together).
Level 9: Dust of Disappearance cont.
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: Free Action cont.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 9: Gain 1 "Put Brain on a Plate" ( Λ ) action. Λ actions can be used once per day. Λ actions can be downgraded to OppV actions.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
Level 9: If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
Level 9: Immune to 5th-6th level spells
Level 9: Immune to minor psionic powers
Level 9: iXR LVL*5%
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Papa Smurf: +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
Level 9: Pick a Sphere. Can cast Priest spells of that Sphere.
Level 9: Quadruple movement rate (replaces the Triple at level 4)
Level 9: Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 9: Repair VII. ½M: Restore an effect that was dispelled within the last round.
Level 9: Repair VIII. 1M or 1bM: Heal a summon or animal companion
Level 9: Replace this class's spell progression with another Wizard class you know, using <= amount of XP
Level 9: Specialized in Priest Healing sphere spells.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.
Level 10: 1M: Raise Dead Fully.
Level 10: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
Level 10: Troll-like regen 1 hp/r
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 11: Sliver Overlord: Whenever you summon an Insect, the DM rolls twice and you pick the result; 1M: Charm target Sliver (no save)
Level 11: Sliver Queen: 1M: Summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities); You can control LVL^2 Slivers
Level 11: Typhlosion: +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save)
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 12: Wailord: Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s)
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
Level 13: +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
Level 13: +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
Level 13: ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 13: 1 Mouth's V (can borrow), Eat a Brain on your Plate, 1/t: Heal self.
Level 13: 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
Level 13: 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
Level 13: 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
Level 13: 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
Level 13: 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
Level 13: 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
Level 13: 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
Level 13: 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)
Level 13: Construct X. ½M or 1bM: Lock down one action type in the room.
Level 13: Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Level 13: Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Level 13: Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Level 13: Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 13: Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Level 13: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
Level 13: Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
Level 13: Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
Level 13: Purple/"Gnap!" Smurf: AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus
Level 13: Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
Level 14: +(LVL-12)/2 second tier Martial Arts maneuvers
Level 14: +1 Animal Companion slot.
Level 14: +1QM action
Level 14: +2 limbs of any kind (incl. more heads)
Level 14: 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.
Level 14: Immune to 7th-8th level spells
Level 14: Immune to major psionic powers
Level 15: 1V, 3/d: Shapechange
Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 16: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Level 18: (replaces Level 9 ability) Can cast 2 SLs of Lich spells (e.g. two 1st or one 2nd).
Level 18: +1 size.
Level 18: +1QQM action only for psionics.
Level 18: 1M: Mordenkainen's Disjunction
Level 18: 1scrP: Do 1 idmg to one target.
Level 18: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)
Level 18: Free instance of the "Pikachu, the Cutest Pokeman" Familiar. It's abilities are: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r. It is a "vanilla" Pokemon and doesn't give any of the Pokemon pick powers on the next page.
Level 18: Gain 1d2 "Get Brain from another Plate" ( Π ) actions (roll the 1d2 each day). Π actions can be used once per day. Π actions can be downgraded to Λ or OppP actions.
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
Level 27: (replaces Level 18 ability) Can cast 3 SLs of Lich spells (e.g. three 1st or one 1st + one 2nd or one 3rd).
Level 27: +1 size.
Level 27: 1μ, 1Λ, 1 Mouth's P, 1/t: Target creature makes a Will save or is Capital E Eaten and you Reset. This does not count against the 1 artificial reset per natural reset limit.
Level 27: Gain 1d3 "Consume Brain on a Plate" ( μ ) actions (roll the 1d3 each day). μ actions can be used once per day. μ actions can be downgraded to OppM actions. Note that "Consuming" a Brain isn't the same as "Eating" a Brain; Consuming is better.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 29: 1μ, 1Π, 1 Mouth's V, 1/t: Target Cthulhoid Horror makes a Reflex save or you steal a Brain from his Plate (which you consume) and you Reset. This does not count against the 1 artificial reset per natural reset limit, but you cannot use this and the similar Level 27 ability in the same turn.
Level 33: (no action at all to do this), Eat a Brain on your Plate, Eat a Psi6E Larva, and Eat a Pawn you control: Remove all negative [C] section effects that are currently bothering you. This includes things like Pixelation, folks! If you throw in a μ action as you do this, this effect cannot be Objected to. Note you will likely need an Oppμaction in reality, as you will probably do this during someone else's segment. If you throw in an X action, you can add N positive [C] effects to yourself, where N is your multiplier (use defensive multiplier if you have split ratings).
Level 36: (replaces Level 27 ability) Can cast 4 SLs of Lich spells.
Level 36: +1 size.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.
Level 36: Gain 1d4 "All Brains on Plates Must Be Eaten" ( £ ) actions (roll the 1d4 each day). £ actions can be used once per day. £ actions can be downgraded to OppF actions.
Level 36: N£, 3μ, 2QΠ, 1QQΛ, 1 Mouth's QQQF, Eat Capital E Enough Brains (on Plates) within sight: Get a Continuous Reset (i.e. you are Resetting all the time), with duration 1 round (N=1), 1 turn (N=2), 1 hour (N=3), or the rest of the day (N=4). If you can somehow manage to get N=6, the effect is permanent. If you get N=13, you are Stepping Out of Resets Continuously permanently (this effect doesn't cause you to go down a hole, not that you really care at this point).

[PC8] Monster Classes Group


Mind Flayer0

Level KXP Psi1&2
mMG SU
1 2.9 (owe) 1-- --
2 9.9 2-- --
3 26.4 3-- --
4 66 40- --
5 124.2 51- --
6 211.5 52- --
7 357 62- --
8 648 63- --
9 873 740 --
10 1098 841 --
11 1323 851 --
12 1548 852 --
13 1773 952 --
14 1998 962 --
15 2223 A62 c-
16 2448 A72 b-
17 2673 A73 a-
18 2898 B83 0-
19 3123 C84 1-
20 3348 D94 2-
21 3573 E95 3f
22 3798 FA5 3e
23 4023 GA6 3d
24 4248 HB6 4c
25 4473 IB7 4b
26 4698 JC7 4a
27 4923 KC8 50
28 5148 LD8 51
29 5373 MD9 52
30 5598 NE9 62
31 5823 OEA 63
32 6048 PFA 63
33 6273 QFB 73
34 6498 QFB 84
35 6723 QFB 94
36 6948 QFB A4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+1  4  4  4  4  4  4  4  4
+1  5  5  5  5  5  5  5  5
+1  5  5  5  5  5  5  5  5
+1  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+2  7  7  7  7  7  7  7  7
+2  7  7  7  7  7  7  7  7
+2  8  8  8  8  8  8  8  8
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+3  9  9  9  9  9  9  9  9
+3 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
Requisites: Int 18, Wis 16
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: & 2+level/5
To Hit Table: Psi +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster
 
Has a psionic progression in Psi1 and Psi2. Gets Int bonus to psionic progression. PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 14 ¶: +4 HNCL
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.

[PC8] Monster Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC8] Monster Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC8] Monster Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC8] Monster Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC8] Monster Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC8] Monster Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC8] Monster Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC8] Monster Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC8] Monster 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).

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster Classes Group


Minotaur0

Level KXP Wizard
123 456 789
1 26.4 (owe) --- --- ---
2 79.2 1-- --- ---
3 184.8 1-- --- ---
4 396 2-- --- ---
5 621 2-- --- ---
6 846 21- --- ---
7 1071 31- --- ---
8 1296 32- --- ---
9 1521 42- --- ---
10 1746 421 --- ---
11 1971 421 --- ---
12 2196 422 --- ---
13 2421 432 --- ---
14 2646 432 1-- ---
15 2871 433 1-- ---
16 3096 433 2-- ---
17 3321 433 2-- ---
18 3546 433 21- ---
19 3771 443 21- ---
20 3996 443 22- ---
21 4221 444 22- ---
22 4446 444 33- ---
23 4671 444 43- ---
24 4896 444 441 ---
25 5121 544 441 ---
26 5346 555 442 ---
27 5571 555 442 ---
28 5796 555 442 1--
29 6021 555 542 1--
30 6246 555 552 1--
31 6471 555 553 1--
32 6696 555 553 21-
33 6921 555 553 31-
34 7146 555 553 32-
35 7371 555 553 32-
36 7596 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Str 18, Int 16
Alignment: C any (or) any E
HD/level: & +++2d8
Weapon Prof.: & 5+level/3
To Hit Table: War +5 levels
Save Table: Mon +5 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Warrior, Monster, Alternate
 
Has a Wizard progression (no stat bonus). Specialized in Illusion. Has normal access to Alteration, Divination, Enchantment/Charm. Has lesser (SL 0-4) access to Conjuration/Summoning. Other schools are opposite.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level N (each level): +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get (a slightly weaker version of) the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Bow" line (assuming specialization).
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 15 ¶: +3 HNCL
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)

[PC8] Monster Classes Group


Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5.625 31½ --- --- --
3 11.25 421 --- --- --
4 22.5 532 ½-- --- --
5 45 643 1½- --- --
6 90 754 21- --- --
7 180 865 32½ --- --
8 360 976 43½ --- --
9 720 A87 541 ½-- --
10 1440 A98 652 1-- --
11 2160 AA9 763 2½- --
12 2880 AAA 874 3½- --
13 3600 AAA 985 4½- --
14 4320 AAA A96 51½ --
15 5040 AAA AA7 621 --
16 5760 AAA AA8 732 --
17 6480 AAA AA9 843 --
18 7200 AAA AAA 954 ½-
19 7920 AAA AAA A65 ½-
20 8640 AAA AAA A76 1-
21 9360 AAA AAA A87 1-
22 10080 AAA AAA A98 2-
23 10800 AAA AAA AA9 2-
24 11520 AAA AAA AAA 3-
25 12240 BBB BBB BBB 3-
26 12960 BBB BBB BBB 4-
27 13680 CCC CCC CCC 4½
28 14400 CCC CCC CCC 5½
29 15120 DDD DDD DDD 5½
30 15840 DDD DDD DDD 51
31 16560 DDD DDD DDD 61
32 17280 EEE EEE EEE 61
33 18000 EEE EEE EEE 71
34 18720 FFF FFF FFF 71
35 19440 FFF FFF FFF 81
36 20160 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+3 12 14 16  6 14  2  6  4
+3 12 16 16  8 14  4  6  4
+4 12 16 16  8 14  4  8  6
+4 12 18 18  8 16  4  8  6
+5 14 18 18 10 16  6 10  8
+5 14 20 18 10 18  6 10  8
+6 14 20 18 12 18  8 12 10
+6 14 20 20 12 18  8 12 10
+7 16 22 20 12 20  8 14 12
+7 16 22 20 14 20 10 14 12
+8 16 24 20 14 22 10 16 14
+8 16 24 22 16 22 12 16 14
+9 18 26 22 16 22 12 18 16
+9 18 26 22 16 24 12 18 16
+10 18 26 22 18 24 14 20 18
+10 18 28 24 18 26 14 20 18
+11 20 28 24 20 26 16 22 20
Requisites: Dex 28, Int 26, Wis 17, 4 class slots
Alignment: LN
HD/level: d40
Weapon Prof.: 8+level
To Hit Table: Rog +5 levels
Save Table: (Wiz/Rog/Psi)*2
Reference: DM {Arch- Crosis Purger}
Groups: Wizard, Rogue, Monster
 
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Has 155+65*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. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New 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 +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
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 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC8] Monster Classes Group


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
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.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
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: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
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: Specialized in Priest Healing sphere spells.
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.
Izzet Metamagic 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.

[PC8] Monster Classes Group


Odessa0

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

[PC8] Monster Classes Group


Ogre0

Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
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 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC8] Monster Classes Group


Orc0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 38.4 (none)
7 76.8 (none)
8 144 (none)
9 288 (none)
10 432 (none)
11 576 (none)
12 720 (none)
13 864 (none)
14 1008 (none)
15 1152 (none)
16 1296 (none)
17 1440 (none)
18 1584 (none)
19 1728 (none)
20 1872 (none)
21 2016 (none)
22 2160 (none)
23 2304 (none)
24 2448 (none)
25 2592 (none)
26 2736 (none)
27 2880 (none)
28 3024 (none)
29 3168 (none)
30 3312 (none)
31 3456 (none)
32 3600 (none)
33 3744 (none)
34 3888 (none)
35 4032 (none)
36 4176 (none)
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: Str 8, Con 6
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster
 
Gets Exceptional Str, Dex, and Con.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.

[PC8] Monster 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)

[PC8] Monster Classes Group


Pixie Queen


Level

KXP
Priest
123 456 78
Faerie
0½1 1½ 2 2½ 3 3½ 4 4½ 5 5½ 6 6½

TH
1 0 0-- --- -- 1-- -  - -  - -  - -2
2 3.125 10- --- -- 21- -  - -  - -  - -1
3 6.25 210 --- -- 221 -  - -  - -  - -1
4 12.5 321 --- -- 222 1  - -  - -  - -1
5 25 321 0-- -- 222 2  1 -  - -  - -1
6 50 432 1-- -- 222 2  2 1  - -  - -1
7 100 432 10- -- 222 2  2 2  - -  - -1
8 200 543 21- -- 222 2  2 2  1 -  - -1
9 400 543 210 -- 222 2  2 2  2 -  - -1
10 800 654 321 -- 222 2  2 2  2 1  - +0
11 1200 654 321 0- 222 2  2 2  2 2  - +0
12 1600 665 432 1- 222 2  2 2  2 2  - +0
13 2000 666 543 2- 222 2  2 2  2 2  1 +0
14 2400 666 543 20 222 2  2 2  2 2  2 +0
15 2800 666 543 21 222 2  2 2  2 2  2 +0
16 3200 666 654 32 333 2  2 2  2 2  2 +0
17 3600 666 665 43 333 3  3 3  2 2  2 +0
18 4000 666 666 54 333 3  3 3  3 3  3 +1
19 4400 666 666 65 444 3  3 3  3 3  3 +1
20 4800 666 666 66 444 4  4 4  3 3  3 +1
21 5200 666 666 66 444 4  4 4  4 4  4 +1
22 5600 766 666 66 555 4  4 4  4 4  4 +1
23 6000 766 666 66 555 5  5 5  4 4  4 +1
24 6400 776 666 66 555 5  5 5  5 5  5 +1
25 6800 776 666 66 655 5  5 5  5 5  5 +1
26 7200 777 666 66 665 5  5 5  5 5  5 +2
27 7600 777 666 66 666 5  5 5  5 5  5 +2
28 8000 777 766 66 666 6  5 5  5 5  5 +2
29 8400 777 766 66 666 6  6 5  5 5  5 +2
30 8800 777 776 66 666 6  6 6  5 5  5 +2
31 9200 777 776 66 666 6  6 6  6 5  5 +2
32 9600 777 777 66 666 6  6 6  6 6  5 +2
33 10000 777 777 66 666 6  6 6  6 6  6 +2
34 10400 777 777 76 766 6  6 6  6 6  6 +3
35 10800 777 777 76 776 6  6 6  6 6  6 +3
36 11200 777 777 771 777 6  6 6  6 6  6 1 +3
37 22400 777 777 772 777 6  6 6  6 6  6 2 +3
38 33600 777 777 773 777 6  6 6  6 6  6 3 +3
39 44800 777 777 774 777 6  6 6  6 6  6 4 +3
45 112000 888 777 777 777 7  7 7  6 6  6 6  1 +4
54 212800 998 888 888 1 777 7  7 7  7 7  7 6  6 1 +5
63 313600 999 988 888 8 777 7  7 7  7 7  7 7  7 7  1 +6
72 414400 AA9 999 999 91 887 7  7 7  7 7  7 7  7 7  7 1 +7
Requisites: Dex 12, Wis 12, Chr 18, Cml 21
Alignment: T any (or) any N
HD/level: d1+2
Weapon Prof.: 2+level/14
To Hit Table: ½xThf0
Reference: MTG
Groups: Priest, Monster
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+4
PP: level+4
BW: level+2
Spell: level+3
Fort: level+6
Reflex: level+4
Will: level+4
   
Can cast "Green" spells (out of either progression); see next page.
Gets Barbarian Chr and Cml.
Level 1 ¶: +4 Con, -2 Int.
Level 1 ¶: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.

[PC8] Monster Classes Group


Plant0

Level KXP Priest
123 456
1 0.5 (owe) ½-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Wis 13
Alignment: any (*N is helpful)
HD/level: & d5
Weapon Prof.: & 1+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Priest
 
Can cast Priest spells. No stat bonus to progression. Gets Grand in Plant sphere, 1 Major, and 2 Minor spheres.
Level 1: Speak Druid language
Level 4 ¶: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
Level 7 ¶: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
Level 10 ¶: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
Level 13 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
Level 16 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
New Plant spells for Plant0 class:
Goodberry Golem (all SL's): Summon a DL=SL Goodberry Golem.
Thornskin (all SL's): AC +CL; Saves +SL; Wood damaging shield 25*SL%
Verdant Force (SL=4): Summon a DL IV Verdant Force; +1 summon slot for Saprolings; the Verdant Force summons 1 Saproling per segment as a 0 action.

[PC8] Monster Classes Group


Pokemon

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Con 15, Dex 15
Alignment: any
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Pokemon
Groups: Monster, Joke
 
Each Level: Get your LVL in Pokemon picks (see next page). Most Pokemon cost more than one pick. You have the abilities of the Pokemon types you pick. You may save picks to get a bigger Pokemon type later. Pokemon can be taken more than once, each "+" based ability gives only +1 more per additional Pokemon. Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Pokemon). You gain the abilities that Pokemon type grants as long as you have that summon.
Level 18: Free instance of the "Pikachu, the Cutest Pokeman" Familiar. It's abilities are: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r. It is a "vanilla" Pokemon and doesn't give any of the Pokemon pick powers on the next page.

[PC8] Monster Classes Group


Pokemon Types

# Picks Pokemon Type Effect Source
1 Clefairy 1M: Sleep (as spell); 1bM: Fork Base
1 Diglett Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud Base
1 Drowzee Immune Confusion; 1M: Confusion (1 target, Will save) Base
1 Magikarp Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3) Base
1 Pikachu 1M: 30 lightning dmg to one target (Reflex save for 10 dmg) Base
1 Ponyta +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg Base
1 Porygon 1M: Add a vulnerability to an element to a creature (no save, makes an immunity a double resist, etc.); 1M: Resist an element for 1t Base
2 Haunter 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save) Base
2 Jynx +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0) Base
2 Kakuna DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0) Base
2 Koga's Ditto +1 size; extra instances of this Pokemon add +1/3 size each Gym Challenge
2 Magmar Your unarmed attacks do +CL*3 dmg; 1S, lose an additional n S remaining actions: Do 50*(n+1) fire dmg to one target (no save) Base
3 Nidorino Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1 Base
3 Poliwhirl 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget Base
3 Starmie 1M: Heal self; 1M: Paralysis (1 target, PP save) Base
4 Alakazam 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save) Base
4 Electrode 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save) Base
4 Gyarados +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save) Base
4 Kadabra 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power Base
4 Machoke +CL Martial Arts maneuvers; +1 Martial Arts style Base
4 Pidgeotto 1P+1V: Do CL physical attacks; 1bM: Eye for an Eye (deal dmg you take from an attack or effect back to the other person) Base
4 Raticate Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target) Base
5 Blastoise Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save) Base
5 Dark Slowbro 1M: Your next use of the Pokemon "Level 1:" summon ability summons 3 Pokemon instead of 1; 1bV: Counter 1 physical attack. Team Rocket
5 Mewtwo 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment Base
5 Nidoking +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20) Base
5 Poliwrath 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save) Base
6 Chansey 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save) Base
6 Mr. Mime DT 66-CL (Damage Threshold; if an effect does more than 66-CL dmg to you, you take only 66-CL dmg; does not affect idmg) Jungle
7 Erika's Clefable Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4 Gym Heroes
7 Machamp Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save) Base
8 Charizard Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save) Base
8 Slowking Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times Neo Genesis
9 Dragonite 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together). Fossil
11 Typhlosion +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save) Mysterious Tr.
12 Wailord Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s) Ruby/Sapphire

[PC8] Monster Classes Group


Polar Bear9

Level KXP Psi9/90
mMG S
1 4 (owe) 1-- -
2 7 2-- -
3 10 21- -
4 16 31- -
5 28 32- -
6 52 321 -
7 100 421 -
8 196 431 -
9 388 432 -
10 700 532 -
11 1050 542 -
12 1400 543 -
13 1750 643 -
14 2100 653 -
15 2450 654 -
16 2800 754 -
17 3150 764 -
18 3500 765 -
19 3850 766 1
20 4200 776 1
21 4550 777 1
22 4900 877 1
23 5250 887 1
24 5600 888 2
25 5950 988 2
26 6300 998 2
27 6650 999 2
28 7000 999 3
29 7350 999 4
30 7700 999 5
31 8050 999 6
32 8400 999 7
33 8750 999 8
34 9100 999 9
35 9450 AAA A
36 9800 BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+22 11 11 11 11 11 11 11 11
Requisites: Str 14, Con 14
Alignment: non-L
HD/level: & +++d12
Weapon Prof.: & 4+level/2
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Monster
 
Gets Exceptional Str and Con.
See [Q9] for Psi9 rules and powers. If and when [Q90] Thrash Psionics (Psi90) gets written, Polar Bear0 will be able to choose powers from Psi9 and Psi90.
For Psi9 tracks, each level this class gets +1 to Str track, +1 to Con track, and +1 to a single track of your choice (the track chosen may be different each level, and can be Str or Con). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length.
Level 1: Free Martial Arts style, plus one maneuver per level.
Level 1: +LVL TH with natural attacks.
Level 1: +LVL dmg with natural attacks.
Level 1: Can claw with both paws; base number of attacks is (LVL/3+2)/1 (before Natural Fighting proficiency).
Level 1: Flying at CL*3" (D)
Level 1: Eye's P: Shoot laser beams at one target for LVLd10 light dmg (no save, RR to resist).
Level 1: Improved Invis. cont.
Level 1: Immune Cold.
Level 1: Can operate and be offensive at up to -10-LVL^2 hp.
Level 1: Rage: 1V, 1/t: Get +LVL*2 TH, +LVL*2 dmg, -LVL*2 AC, -LVL*2 mental saves, +LVL*2 Fort/PPD saves until end of turn. Use this ability on segment 3 or later of a round that you've been fighting.
Level 9: Barbarian Str.
Level 9: Barbarian Con.
Level 9: Dust of Disappearance cont.

[PC8] Monster Classes Group


Polymorpher

Level KXP
Spells
1 10 (owe) (none)
2 15 (none)
3 22 (none)
4 33 (none)
5 49 (none)
6 73 (none)
7 109 (none)
8 163 (none)
9 244 (none)
10 366 (none)
11 549 (none)
12 823 (none)
13 1234 (none)
14 1851 (none)
15 2776 (none)
16 4164 (none)
17 6246 (none)
18 9000 (none)
19 10000 (none)
20 11000 (none)
21 12000 (none)
22 13000 (none)
23 14000 (none)
24 15000 (none)
25 16000 (none)
26 17000 (none)
27 18000 (none)
28 19000 (none)
29 20000 (none)
30 21000 (none)
31 22000 (none)
32 23000 (none)
33 24000 (none)
34 25000 (none)
35 26000 (none)
36 27000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 (total = 27, max = 9)
+2 (total = 30, max = 10)
+3 (total = 33, max = 11)
+4 (total = 36, max = 12)
+5 (total = 39, max = 13)
+6 (total = 42, max = 14)
+7 (total = 45, max = 15)
+8 (total = 48, max = 16)
+9 (total = 51, max = 17)
+10 (total = 54, max = 18)
+11 (total = 57, max = 19)
+12 (total = 60, max = 20)
+13 (total = 63, max = 21)
+14 (total = 66, max = 22)
+15 (total = 69, max = 23)
+16 (total = 72, max = 24)
+17 (total = 75, max = 25)
+18 (total = 78, max = 26)
Requisites: Str 9, Dex 9, Con 16
Alignment: any
HD/level: & 1d0+4
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: Cust
Reference: DM
Groups: Monster
 
(Abilities unknown)
Level 1: Counts as an (LVL/4+1) weapon to hit.
Level 4: +5 HNCL (this can't be picked)
Level 17: another +5 HNCL (this can't be picked)

[PC8] Monster 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.

[PC8] Monster 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

[PC8] Monster Classes Group


Psi14 (Lycanthrope)

Level KXP Psi14
mMG S
1 0 2-- -
2 3.3 4-- -
3 6.6 6-- -
4 13.2 71- -
5 24.75 73- -
6 45 75- -
7 82.5 77- -
8 150 88- -
9 300 981 -
10 600 983 -
11 900 985 -
12 1200 987 -
13 1500 998 -
14 2100 A99 -
15 2700 AAA -
16 3300 BBA -
17 3900 CBB -
18 4500 CCB 1
19 5100 CCC 2
20 5700 DCC 3
21 6300 DDC 4
22 6900 DDD 5
23 7500 EDD 6
24 8100 EED 7
25 8700 EEE 8
26 9300 FEE 9
27 9900 FFE A
28 10500 FFF B
29 11100 GFF C
30 11700 GGF D
31 12300 GGG E
32 12900 HGG F
33 13500 HHG G
34 14100 HHH H
35 14700 IIH H
36 15300 III I
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  1  1
+2  5  4  8  2  3  2  2  2
+3  6  4  8  3  4  3  3  3
+4  6  5  8  4  4  4  4  4
+5  6  5  9  5  5  5  5  5
+6  6  6  9  6  6  6  6  6
+7  7  7  9  7  7  7  7  7
+8  8  8  9  8  8  8  8  8
+9  9  9 10  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 10, Wis 10
Alignment: any
HD/level: d14
Weapon Prof.: 4+level/3
To Hit Table: Mon
Save Table: Psi | 2xMon
Reference: DM
Groups: Psionicist, Monster
 
The new Psi14 is Lycanthrope psionics. The previous Psi14 (Concordant/Godly Psi) has been moved to [X14] and is no longer a psionic frequency.
See [Q14] for rules and powers.
PSPs (Psi14) = (LVL+3)*30.
The DM will give you a few choices over which type of Lycanthrope you are. It doesn't give you any special abilities or stata; this simply lets you know what you can turn into. The choices the DM gives will depend on what level you are starting the Psi14 class at (campaigns that are high level will offer better Lycanthrope types).

[PC8] Monster Classes Group


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

[PC8] Monster Classes Group


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

[PC8] Monster Classes Group


Psi29 (Beholder)

Level KXP Psi29
mMG SUV
1 0 1-- ---
2 3 2-- ---
3 6 3-- ---
4 12 31- ---
5 24 41- ---
6 48 42- ---
7 96 52- ---
8 192 53- ---
9 384 531 ---
10 684 631 ---
11 984 641 ---
12 1284 642 ---
13 1584 742 ---
14 1884 752 ---
15 2184 753 ---
16 2784 753 1--
17 3084 853 1--
18 3684 863 1--
19 4284 864 1--
20 4884 864 2--
21 5484 964 2--
22 6084 974 2--
23 6684 975 2--
24 7284 975 3--
25 7884 975 31-
26 8484 A75 31-
27 9684 A85 31-
28 10884 A86 31-
29 12084 A86 41-
30 13284 A86 42-
31 14484 B86 42-
32 15684 B96 42-
33 16884 B97 42-
34 18084 B97 52-
35 19284 B97 53-
36 21684 B97 531
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Dex 11, Chr 7
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Monster
 
See [Q29] for rules and powers.

[PC8] Monster Classes Group


Basic Psi29 Information

Beholder spellcasters and psionicists may cast a spell using 1M (as per normal), or through an eyestalk. If cast through an eyestalk, the power associated with that eyestalk cannot be used this round.
 
Spell level, Wiz 0-2 3-5 6-8 9-11 12-14
Spell level, Pri 1-2 3-4 5-6 7-8 9-10
Eyestalk used minor major grand super ultra
These are resisted using IR (Innate Resistance), not PR.
This calculation is only used for Psi29 characters. Beholders do not have or use Psi29 points for their eyestalks (and may use them as often as desired).
Psi29 power calculation: (level)*(Con+Chr)
Point costs:
Minor=5, Major=20, Grand=45, Super=80, Ultra=125, V=180
Eyestalk Table
Cost: Minor=1/2, Major=1, Grand=2, Super=4, beyond Super = x2 each category.
+1 category for area effect.
+1 category for continuous effect.
+1 category for no saving throw (but they still get InnateR).
-1 category if the eye has no eyestalk (fixed position).
Example: Standard Beholder has Charm Person (1/2), Charm Monster (1), Sleep (1/2), Telekinesis (1/2), Flesh to Stone (1), Disintegrate (1), Fear (1/2), Slow (1/2), Cause Serious Wounds (1/2), Death Ray (1), and a fixed [-1] continuous [+1] area [+1] no save [+1] Anti-Magic
Ray (4), total 11 eyecost and 11 eyes.

[PC8] Monster Classes Group


Psi29 Minor Powers

# Power
1 Animate Dead
2 Animate Object
3 Anti-Radiation Ray
4 Beam (Cone) of Cold
5 Blindness
6 Blink
7 Burning Hands
8 Cause Serious Wounds
9 Charm Person
10 Chromatic Orb
11 Clairvoyance
12 Color Beam (Spray)
13 Confusion
14 Create Food & Water
15 Darkness
16 Dig
17 Domination
18 Double Pain (Psi2)
19 Drain Magic Item Charges
20 Emotion
21 Enlarge/Reduce
22 ESP
23 Faerie Fire
24 Fear
25 Fumble
# Power
26 Gaze Reflection
27 Heat Metal
28 Hold Person
29 Identify
30 Irritation
31 Light
32 Lightning Bolt
33 Magic Missile
34 Mend
35 Message
36 Mind Link
37 Minor Creation
38 Mirror Image
39 Missile Deflection
40 Molecular Manipulation
41 Phantasmal Force
42 Radiation Ray
43 Ray of Enfeeblement
44 Repulsion
45 Sleep
46 Slow
47 Telekinesis
48 Telepathy
49 Tongues
50 Wrench

[PC8] Monster Classes Group


Psi29 Major Powers

# Power
1 Advanced Illusion
2 Anti-Anti-Magic Ray
3 Anti-Magic Ray
4 Anti-Psionic Ray
5 Beam (Wall) of Force
6 Boneshatter (2d6/r + broken limb)
7 Chaos Ray (Wand of Wonder)
8 Charm Monster
9 Cloudkill
10 Control Body (Psi2)
11 Control Gravity
12 Death Ray
13 Deflection
14 Demi-Shadow Magic
15 Disintegrate
16 Dispel Magic
17 Displacement
18 Drain Magic Items
19 Enervation
20 Feeblemind
21 Flesh Sear (3d8/r)
22 Flesh to Stone
23 Fork
24 Harm
25 Haste
26 Heal
# Power
27 Hold Monster
28 Inertial Beam (Barrier)
29 Insanity Ray
30 Legend Lore
31 Magic Ray
32 Major Creation
33 Megakinesis
34 Monster Summoning IV
35 Paralysis
36 Plane Shift
37 Polymorph
38 Protection (random scroll)
39 Psionic Beam (Blast)
40 Psychic Drain (Psi2)
41 Rainbow Silver effect
42 Raise Dead
43 Reverse Magic (cast reverse at effect)
44 Rust Metal
45 Serten's Spell Immunity
46 Slay Living
47 Stun
48 Suggestion
49 Teleport
50 True Seeing
51 Ultrabeam (Blast)
52 Withering

[PC8] Monster Classes Group


Psi29 Grand Powers

# Power
1 Acid Bolt LVLd10
2 Air Bolt LVLd12
3 Anti-Technology Ray
4 Astral Projection
5 Cureall/Causeall
6 Death Bolt (save or dead)
7 Duplicate Magic Item (x1)
8 Duplicate Mechanism (x1)
9 Duplicate Monster (Clone) (x1)
10 Earth Bolt LVLd12
11 Energy Kinetic: Transform Other (Psi 9)
12 Eridor's Ebony Bolt
13 Escape
14 Exaction
15 Eye of Singularity (Psi 11U) (destroys clones, simulacrums)
16 Fire Bolt LVLd12
17 Grand Detonate (Psi2)
18 Grease Bolt LVLd8
19 Ice Bolt LVLd10
20 Imprisonment
21 Instantaneous (reverse Permanency)
22 Internal Fire
23 Know Truename
24 Lend Action (you lose an action, target gains it)
25 Lightning Bolt LVLd10
# Power
26 Mana Bolt LVLd8
27 Maze
28 Mental Haste (+1M, use 2M/s this r)
29 Meteor Swarm
30 Mordenkainen's Disjunction
31 Nightmare: Dream Bolt (Psi 9)
32 Photon Kinetic: Laser Beam (Psi 9)
33 Polymorph any Object
34 Power Bolt LVLd8
35 Prismatic Beam (Spray)
36 Raise Dead Fully/Slay Living Fully
37 Ram Bolt LVL*10 vs. inanimate
38 Restoration/Energy Drain
39 Resurrection/Destruction
40 Shape Change Other
41 Spell Reflection
42 Sporacle-ize (random [C8] section effect)
43 Summon Planar Creature
44 Symbol
45 Temporal Stasis
46 Temporal: Time Bolt (Psi 9)
47 Time Shift
48 Time Stop
49 Water Bolt LVLd12
50 Wild Surge

[PC8] Monster Classes Group


Psi29 Super Powers

# Power
1 Alter Reality (each target max 1/turn)
2 Annihilation Bolt LVLd20
3 Anti-Godly Ray
4 Anti-Innate Ray
5 As You Are
6 Between
7 Eye for an Eye (Psi 11W) (fork an eye back on someone)
8 Holy/Eldritch/Unholy Bolt
9 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
10 Negation Blast
11 Nightmare: Removal Beam (Psi 9)
12 Nullfield: Null Bolt (Psi 18)
13 Photon Kinetic: Phaser Beam (Psi 9)
14 Planet Swarm
15 Planetary Detonate (Psi2)
16 Reconstruct
17 Reset (each target max 1/day)
18 Set
19 Shielder: Bolt (Psi 9)
20 Solid Stun Bolt (-LVL all actions)
21 Symbol of Wizardry
22 Thermal Kinetic: Plasma Beam (Psi 9)
23 Versatility Haste (+1F, +1Opp this r)

[PC8] Monster Classes Group


Quickling0

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 17.6 (owe) 1-- - - - - - -
2 52.8 11- - - - - - -
3 123.2 111 - - - - - -
4 264 211 - - - - - -
5 414 221 - - - - - -
6 564 221 1 - - - - -
7 714 222 1 - - - - -
8 864 222 2 - - - - -
9 1014 222 2 1 - - - -
10 1164 222 2 2 - - - -
11 1314 322 2 2 - - - -
12 1464 332 2 2 - - - -
13 1614 333 2 2 - - - -
14 1764 333 3 2 - - - -
15 1914 333 3 3 - - - -
16 2064 333 3 3 1 - - -
17 2214 333 3 3 2 - - -
18 2364 333 3 3 3 - - -
19 2514 333 3 3 3 1 - -
20 2664 333 3 3 3 2 - -
21 2814 333 3 3 3 3 - -
22 2964 333 3 3 3 3 1 -
23 3114 333 3 3 3 3 2 -
24 3264 333 3 3 3 3 3 -
25 3414 333 3 3 3 3 3 1
26 3564 333 3 3 3 3 3 2
27 3714 333 3 3 3 3 3 3
28 3864 444 3 3 3 3 3 3
29 4014 444 4 4 4 3 3 3
30 4164 444 4 4 4 4 4 4
31 4314 555 4 4 4 4 4 4
32 4464 555 5 5 5 4 4 4
33 4614 555 5 5 5 5 5 5
34 4764 666 5 5 5 5 5 5
35 4914 666 6 6 6 5 5 5
36 5064 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+22 11 11 11 11 11 11 11 11
Requisites: Dex 18, Wis 16
Alignment: C any (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/3
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Rogue, Monster, Alternate
 
Has a Faerie progression (no stat bonus).
Level 1: Base movement rate is 96".
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level N (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 4 ¶: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9 ¶: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 16 ¶: +2 HNCL
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18 ¶: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)

[PC8] Monster 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

[PC8] Monster Classes Group


Rarer3

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 270 (none)
10 337.5 (none)
11 412.5 (none)
12 495 (none)
13 585 (none)
14 682.5 (none)
15 787.5 (none)
16 900 (none)
17 1020 (none)
18 1147.5 (none)
19 1282.5 (none)
20 1425 (none)
21 1575 (none)
22 1732.5 (none)
23 1897.5 (none)
24 2070 (none)
25 2250 (none)
26 2437.5 (none)
27 2632.5 (none)
28 2835 (none)
29 3045 (none)
30 3262.5 (none)
31 3487.5 (none)
32 3720 (none)
33 3960 (none)
34 4207.5 (none)
35 4462.5 (none)
36 4725 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 20
Alignment: any
HD/level: +++d4
Weapon Prof.: & 3+level*2
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.

[PC8] Monster Classes Group


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
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.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
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 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC8] Monster Classes Group


Rixthaxth

Level KXP Wizard/Psi1&2
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 3.5 20- --- --- +2
3 7 21- --- --- +3
4 14 32a --- --- +4
5 28 421 --- --- +5
6 56 422 b-- --- +6
7 112 432 1-- --- +7
8 224 433 2c- --- +8
9 448 433 21- --- +9
10 896 443 22- --- +10
11 1323 444 33d --- +11
12 1548 444 441 --- +12
13 1773 555 442 e-- +13
14 1998 555 442 1-- +14
15 2223 555 552 1f- +15
16 2448 555 553 21- +16
17 2673 555 553 32g +17
18 2898 555 553 321 +18
19 3123 555 553 331 +19
20 3348 555 554 332 +20
21 3573 555 554 442 +21
22 3798 555 555 443 +22
23 4023 555 555 553 +23
24 4248 555 555 554 +24
25 4473 555 555 555 +25
26 4698 666 655 555 +26
27 4923 666 666 655 +27
28 5148 666 666 666 +28
29 5373 777 766 666 +29
30 5598 777 777 766 +30
31 5823 777 777 777 +31
32 6048 888 877 777 +32
33 6273 888 888 877 +33
34 6498 888 888 888 +34
35 6723 999 988 888 +35
36 6948 999 999 999 1 +36
37 13896 999 999 999 2 +37
38 20844 999 999 999 3 +38
39 27792 999 999 999 4 +39
45 69480 A99 999 999 9 +45
54 132012 AAA AAA AAA 91 +54
63 194544 AAA AAA AAA A9 +63
72 257076 BBB BBB BAA AA1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +5 +4 -4 -6 +10 +0 +4 ÷1
 
Requisites: Int 19, Wis 16,
  Race Slots 1, Class Slots 2
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+2
RSW: level+2
PP: level+2
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+2
Will: level+2
   
Considered a "Mind Flayer" and a "Rakshasa" race.
Gets Int bonus to progression. Can cast Wizard spells, Psi1 powers, and/or Psi2 powers. For this class, psionic powers use the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Necromancy (no opposite).
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +1 Int.
Level 1: CF=4: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: CF=5: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 18: CF=6: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.
Each level, get one "5th edition" pick from the choices below.
 
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

[PC8] Monster Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC8] Monster Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC8] Monster Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC8] Monster Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC8] Monster Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC8] Monster Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC8] Monster Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC8] Monster Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC8] Monster 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).

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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
Race Adjustments:
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
 

[PC8] Monster 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

[PC8] Monster 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

[PC8] Monster 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.

[PC8] Monster 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%

[PC8] Monster Classes Group


Shapeshifter2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2.25 2-- --- -
3 4.5 21- --- -
4 9 32- --- -
5 18 331 --- -
6 36 332 --- -
7 75 332 1-- -
8 150 333 2-- -
9 300 443 21- -
10 600 443 32- -
11 900 544 321 -
12 1200 655 322 -
13 1500 666 422 -
14 1800 666 532 1
15 2100 666 642 1
16 2400 777 643 1
17 2700 777 753 2
18 3000 888 864 2
19 3300 998 864 2
20 3600 999 875 2
21 3900 999 986 2
22 4200 999 996 3
23 4500 999 997 3
24 4800 999 998 3
25 5100 999 998 4
26 5400 999 999 4
27 5700 999 999 5
28 6000 999 999 6
29 6300 999 999 7
30 6600 999 999 8
31 6900 999 999 9
32 7200 AAA A99 9
33 7500 AAA AAA 9
34 7800 AAA AAA A
35 8100 BBB BAA A
36 8400 BBB BBB B
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 15, Dex 14, Con 14, Chr 10
Alignment: any
HD/level: d12
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: Pri
Reference: ?
Groups: Priest, Monster
 
Free Martial Arts style, plus 1 maneuver per level.
Can weapon specialize in unarmed attacks
Level 1: Base punch damage is d(4+LVL)
Level 2: 1V, 3/d: Enlarge/Reduce
Level 3: 1V, 2/d: Spider Climb
Level 4: 1V, 3/d: Alter Self; 1V, can borrow, 1/w: Cure Disease
Level 5: Fly cont.; 1V, can borrow, 2/d: Cure Serious
Level 6: 1V, 4/d: Polymorph Self; 1V, can borrow (even while being poisoned), 2/w: Remove Poison
Level 7: 1V, 1/d: Stoneskin
Level 8: 1V, can borrow, 3/w: Heal
Level 9: 1V, can borrow, 1/d: Cure Critical
Level 10: Troll-like regen 1 hp/r
Level 15: 1V, 3/d: Shapechange
Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)

[PC8] Monster Classes Group


Shifter1JG

Level KXP Psi14
mMG S
1 0 1-- -
2 1.8 2-- -
3 3.6 3-- -
4 7.2 4-- -
5 14.4 41- -
6 28.8 42- -
7 57.6 43- -
8 115.2 44- -
9 230.4 54- -
10 590.4 541 -
11 950.4 542 -
12 1310.4 543 -
13 1670.4 544 -
14 2030.4 554 -
15 2390.4 555 -
16 2750.4 655 -
17 3110.4 665 -
18 3470.4 666 -
19 3830.4 766 -
20 4190.4 766 1
21 4550.4 766 2
22 4910.4 766 3
23 5270.4 766 4
24 5630.4 766 5
25 5990.4 766 6
26 6350.4 776 6
27 6710.4 777 6
28 7070.4 777 7
29 7430.4 877 7
30 7790.4 887 7
31 8150.4 888 7
32 8510.4 888 8
33 8870.4 988 8
34 9230.4 998 8
35 9590.4 999 8
36 9950.4 999 9
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 12, Dex 12
Alignment: any
HD/level: 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior, Monster
 
Considered a Lycanthrope (pick a type, some are included in the Racial Adjective rules in [P3.5]). You can choose to not suffer the XP divisor penalty, but you also do not gain the lycanthrope's racial modifiers.
Has a Psi14 progression.
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: +LVL dmg.
Level 1: Tracking as per a Ranger1.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 3: +LVL/3 AC.

[PC8] Monster Classes Group


Sliver

Level KXP
Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
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: Str 15, Dex 15
Alignment: any
HD/level: d10
Weapon Prof.: level
To Hit Table: Mon
Save Table: Mon
Reference: MTG
Groups: Monster
 
Each Level: Get your LVL in Sliver picks (see next page). Most Slivers cost more than one pick. You have the abilities of the Sliver types you pick. You may save picks to get a bigger Sliver type later.
Level 1: 1M: Summon a DL=(LVL+1)/2 monster (type Insect). If you get a Sliver, you gain the abilities that Sliver type grants as long as you have that summon.

[PC8] Monster Classes Group


Sliver Types

# Picks Sliver Type Effect
0 Metallic Sliver Immune to Charm, Domination, Life Drain; You get only half effect from healing spells
1 Mindlash Sliver 1M: Target loses LVL A actions from remaining actions (convert these to the type you want him to lose)
1 Plated Sliver +LVL AC; +LVL max hp
1 Screeching Sliver 1M: Target loses LVL spells or psi powers in memorization
1 Sidewinder Sliver 0: Get behind someone in your group (in backstab position)
2 Clot Sliver Regenerate LVL hp/s
2 Crypt Sliver 1bV: Cure 20+LVL*2 hp (self only)
2 Gemhide Sliver 1F: Restore 10 PSPs or 1 SL in a progression (not beyond max)
2 Heart Sliver Free Action; Immune to Summoning Sickness
2 Hunter Sliver 0, 1/r: Taunt
2 Mistform Sliver Add 0.1*LVL in Racial Adjectives for free
2 Muscle Sliver +LVL AC; +LVL dmg; +LVL max hp
2 Quick Sliver +1M /r only for Sliver activated abilities
2 Sinew Sliver +LVL saves; +LVL TH; +LVL max hp
2 Spinneret Sliver Levitation at LVL*3"
2 Talon Sliver You deal damage in melee before damaging shields affect you back (if enemy drops you take nothing)
2 Two-Headed Sliver Immune to every other parting shot from a group (you are immune to the first one)
2 Winged Sliver Flying LVL*6"
3 Basal Sliver 0, sacrifice a summon: Restore 20 PSPs or 2 SL in a progression (not beyond max)
3 Poultice Sliver Regenerate LVL hp/s; 1bV: Cure 20+LVL*2 hp (self only)
3 Quilled Sliver 1M: Target gets +10+LVL dmg this segment; 1bM: Target gains a 10+LVL Light dmg shield this segment
3 Shadow Sliver Hide in Shadows LVL*10%; Meld into Shadows; 1M: Passwall
4 Acidic Sliver 1M: 20+LVL*2 dmg (unholy fire) to one target (no save)
4 Armor Sliver +LVL AC; +LVL saves; +LVL max hp
4 Barbed Sliver +LVL TH; +LVL dmg; ignore WR, aWR
4 Blade Sliver +LVL TH; +LVL dmg; considered +LVL weapon
4 Bonesplitter Sliver +LVL*2 dmg
4 Cautery Sliver 1M: 10+LVL dmg (holy fire) to one target (no save); 1M: Cure 10+LVL hp to one target
4 Crystalline Sliver You can't be targetted
4 Darkheart Sliver 1M: Cure 30+LVL*3 hp to one target
4 Ghostflame Sliver Your elemental forms of damage become untyped (ignores Immune to Elements or Crapulence)
4 Hibernation Sliver 0: Avoid Fate (for something affecting you), but you are returned home and inactive for rest of day
4 Horned Sliver Great Cleave
4 Mindwhip Sliver 1M: Target loses LVL*2 C actions from remaining actions (convert these to the type you want him to lose)
4 Mnemonic Sliver 0, sacrifice a summon: +1S action this round
4 Reflex Sliver Free Action; Immune to Summoning Sickness (you and your summons)
4 Spectral Sliver 1M: +LVL TH/dmg/AC/saves for 1 round
4 Spined Sliver Get +LVL TH and dmg for each enemy in the group you're attacking
4 Venser's Sliver Immune to Charm, Domination, Life Drain, Stat Drain
4 Victual Sliver 1M: Cure 40+LVL*4 hp to one target
4 Watcher Sliver +LVL*2 AC
5 Essence Sliver Vampiric Regeneration (100%)
5 Firewake Sliver Free Action; Immune to Summoning Sickness; 0, sacrifice a summon: +LVL AC/saves/TH/dmg for 1 r
5 Frenetic Sliver 0, 1/r: Avoid Fate (50% chance, if you fail you are slain)
5 Harmonic Sliver 0, 1/r: Dispel Magic/Psionic/Innate
5 Necrotic Sliver 0, sacrifice a summon: Disintegrate (save)
5 Opaline Sliver Whenever you are targetted by an enemy, gain 1B action this round
5 Root Sliver Your summoning effects can't be countered (but they can be Objected to)
5 Sedge Sliver If you have a Rogue group class: +LVL TH/dmg/AC/saves and 1M: Cure 10+LVL hp (self only)
5 Shifting Sliver Phased (you can pass through any object as if it was air)
5 Spitting Sliver Talon Sliver ability; You may make one attack on segment 0
5 Synchronous Sliver Whenever an enemy joins your group, you get one attack of opportunity
5 Vampiric Sliver Whenever you kill a creature, gain 10+DL current hp (lose 1% of this, round up, per segment)
6 Battering Sliver Great Cleave; You may do "half attacks" (you roll only 1d10 to hit, and do half damage with each)
6 Dormant Sliver +LVL A actions per round, but you can't be offensive
6 Fungus Sliver Each time you're hit by an enemy, you get +LVL AC for 1 round
6 Magma Sliver 1M: +LVL*N TH/dmg for 1 round; N=1+(number of Sliver summons you control)
6 Might Sliver +LVL*2 to TH or dmg; +LVL*2 to AC or saves
6 Telekinetic Sliver 1M: Target cannot use M or P actions next segment (no save, IR to avoid)
6 Toxin Sliver Slay Living brand (save, if they make the save they are immune to Slay Livings from you this segment)
6 Ward Sliver Immune to a school, sphere, or element
7 Brood Sliver Whenever you kill a creature, summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities)
7 Dementia Sliver 1M: Target cannot use a named effect for 1 turn
7 Fury Sliver Ninja Speed on one arm
7 Plague Sliver All Sliver enemies and enemies that have Sliver summons degenerate at 10+LVL hp/s
7 Psionic Sliver 1M: Target takes 20*LVL mental dmg (no save), you take 30+LVL*3 mental dmg (no save)
7 Synapse Sliver Whenever you kill a creature, gain 1/10th of an A action this round
8 Pulmonic Sliver Flying LVL*6"; Whenever one of your summons die, you may resummon that exact monster type within 1 r
11 Sliver Overlord Whenever you summon an Insect, the DM rolls twice and you pick the result; 1M: Charm target Sliver (no save)
11 Sliver Queen 1M: Summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities); You can control LVL^2 Slivers

[PC8] Monster Classes Group


Smurf

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Dex 15, Chr 15
Alignment: any G
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Smurfs
Groups: Monster, Joke, NonCombatant
 
Each Level: Get your LVL in Smurf picks (see next page). Most Smurfs cost more than one pick. You have the abilities of the Smurf types you pick. You may save picks to get a bigger Smurf type later. Smurfs can be taken more than once, each "+" based ability gives only +1 more per additional Smurf. (e.g. Vanity Smurf gives +5 Cml. Two Vanity Smurfs gives +6 Cml, not +10.) Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1 ¶: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: +LVL AC.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.

[PC8] Monster Classes Group


Smurf Types

# Picks Smurf Type Effect
1 Clockwork Smurf +5 TH with physical attacks; Communicate with Golems; Immune Wood
Clumsy Smurf 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Grouchy Smurf +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Scaredy Smurf 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Vanity Smurf +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
2 Dopey Smurf -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Enamored Smurf Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Fisher Smurf Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Harmony Smurf 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Sloppy Smurf -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
3 Doctor Smurf +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Flying/Aviator Smurf +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Greedy Smurf +10% money; 1/reset: +1 compensated magic item
Poet Smurf Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Tracker Smurf Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
4 Architect Smurf 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Dabbler Smurf +5 Wis; +5 saves; 1M: Charm Person (Will save)
Farmer Smurf Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Painter Smurf Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Timid/Actor Smurf Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
5 Dreamy Smurf CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Jokey Smurf 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Miner Smurf +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Nosy Smurf +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Sassette Smurfling +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
6 Baby Smurf -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Baker Smurf 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Grandpa Smurf -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Tailor Smurf Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
7 Brainy Smurf +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Handy Smurf +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Smurfette +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
8 Hefty Smurf +5 Str; +5*LVL max hp; +5 weapon proficiencies
Lazy Smurf -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
9 Papa Smurf +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
13 Purple/"Gnap!" Smurf AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus

[PC8] Monster Classes Group


Spectre

Level KXP Lich
Spells
ProtoLich
123 456
Psi7
mMG S
1 5 (owe) (none) 1-- --- 1-- -
2 6 (none) 2-- --- 2-- -
3 8 (none) 3-- --- 3-- -
4 11 (none) 31- --- 4-- -
5 15 (none) 32- --- 41- -
6 30 0.25 SL 33- --- 42- -
7 60 0.25 SL 43- --- 43- -
8 120 0.25 SL 44- --- 44- -
9 240 1 SL 441 --- 54- -
10 480 1 SL 442 --- 55- -
11 730 1 SL 443 --- 551 -
12 980 1 SL 444 --- 552 -
13 1230 1 SL 544 --- 553 -
14 1480 1 SL 554 --- 554 -
15 1730 1 SL 554 1-- 555 -
16 1980 1 SL 554 2-- 655 -
17 2230 1 SL 554 3-- 665 -
18 2480 2 SL 554 4-- 666 -
19 2730 2 SL 555 4-- 766 -
20 2980 2 SL 555 5-- 776 -
21 3230 2 SL 655 5-- 777 -
22 3480 2 SL 665 5-- 877 -
23 3730 2 SL 666 5-- 877 1
24 3980 2 SL 666 6-- 877 2
25 4230 2 SL 666 61- 877 3
26 4480 2 SL 666 62- 877 4
27 4730 3 SL 666 63- 877 5
28 4980 3 SL 666 64- 877 6
29 5230 3 SL 666 65- 877 7
30 5480 3 SL 666 66- 887 7
31 5730 3 SL 766 66- 888 7
32 5980 3 SL 776 66- 888 8
33 6230 3 SL 777 66- 988 8
34 6480 3 SL 777 76- 998 8
35 6730 3 SL 777 77- 999 8
36 6980 4 SL 777 771 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+22 11 11 11 11 11 11 11 11
Requisites: Dex 6, Con 9, Int 9, Wis 6
Alignment: any N (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/9
To Hit Table: Mon +4 levels
Save Table: Mon +4 levels
Reference: DM / MM1
Groups: Monster
 
Spectre has three possible progressions: Lich, Protolich, or Psi7. Choose one. Some campaigns might not allow the Lich progression.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Base AT is +9+LVL.
Level 1: Considered +LVL weapon to hit with unarmed attacks
Lich Variant only:
Level 6: Can cast one 0th level Lich spell (or any ProtoLich spell)
Level 9: Can cast one 1st level Lich spell or four 0th level Lich spells.
Level 18: (replaces Level 9 ability) Can cast 2 SLs of Lich spells (e.g. two 1st or one 2nd).
Level 27: (replaces Level 18 ability) Can cast 3 SLs of Lich spells (e.g. three 1st or one 1st + one 2nd or one 3rd).
Level 36: (replaces Level 27 ability) Can cast 4 SLs of Lich spells.

[PC8] Monster Classes Group


Stuffy Doll16

Level KXP Psi16
mMG S {items / CC}
1 0 1-- - {1 / 1}
2 5 2-- - {1 / 1}
3 10 3-- - {2 / 1}
4 20 4-- - {2 / 1}
5 40 5-- - {3 / 2}
6 80 6-- - {3 / 2}
7 160 7-- - {4 / 2}
8 320 8-- - {4 / 2}
9 640 9-- - {5 / 3}
10 1125 91- - {5 / 3}
11 1625 92- - {6 / 3}
12 2125 93- - {6 / 3}
13 2625 94- - {7 / 4}
14 3125 95- - {7 / 4}
15 3625 96- - {8 / 4}
16 4125 97- - {8 / 4}
17 4625 98- - {9 / 5}
18 5125 99- - {9 / 5}
19 5625 A9- - {10 / 5}
20 6125 A91 - {10 / 5}
21 6625 A92 - {11 / 6}
22 7125 A93 - {11 / 6}
23 7625 A94 - {12 / 6}
24 8125 A95 - {12 / 6}
25 8625 A96 - {13 / 7}
26 9125 A97 - {13 / 7}
27 9625 A98 - {14 / 7}
28 10125 A99 - {14 / 7}
29 10625 AA9 - {15 / 8}
30 11125 AA9 1 {15 / 8}
31 11625 AA9 2 {16 / 8}
32 12125 AA9 3 {16 / 8}
33 12625 AA9 4 {17 / 9}
34 13125 AA9 5 {17 / 9}
35 13625 AA9 6 {18 / 9}
36 14125 AA9 7 {18 / 9}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  1  1  1  1  1  1  1  1
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+0  6  6  6  6  6  6  6  6
+0  7  7  7  7  7  7  7  7
+0  9  9  9  9  9  9  9  9
+0 10 10 10 10 10 10 10 10
+0 12 12 12 12 12 12 12 12
+0 13 13 13 13 13 13 13 13
+0 15 15 15 15 15 15 15 15
+0 16 16 16 16 16 16 16 16
+0 18 18 18 18 18 18 18 18
+0 19 19 19 19 19 19 19 19
+0 21 21 21 21 21 21 21 21
+0 22 22 22 22 22 22 22 22
+0 24 24 24 24 24 24 24 24
+0 25 25 25 25 25 25 25 25
+0 27 27 27 27 27 27 27 27
Requisites: Con 35
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Normal Man (+0)
Save Table: 3xMon
Reference: MTG
Groups: Monster, Technology
 
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Planeswalker Artificer class for list of MTG items). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).

[PC8] Monster Classes Group


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC8] Monster Classes Group


T-Bear

Level KXP Psi16
mMG S {items / CC}
TH
1 0 1-- - {1 / 1} +1
2 3.5 2-- - {1 / 1} +2
3 7 3-- - {2 / 1} +3
4 14 4-- - {2 / 1} +4
5 28 5-- - {3 / 2} +5
6 56 6-- - {3 / 2} +6
7 112 7-- - {4 / 2} +7
8 224 8-- - {4 / 2} +8
9 448 81- - {5 / 3} +9
10 787.5 82- - {5 / 3} +10
11 1137.5 83- - {6 / 3} +11
12 1487.5 84- - {6 / 3} +12
13 1837.5 85- - {7 / 4} +13
14 2187.5 86- - {7 / 4} +14
15 2537.5 87- - {8 / 4} +15
16 2887.5 88- - {8 / 4} +16
17 3237.5 98- - {9 / 5} +17
18 3587.5 981 - {9 / 5} +18
19 3937.5 982 - {10 / 5} +19
20 4287.5 983 - {10 / 5} +20
21 4637.5 984 - {11 / 6} +21
22 4987.5 985 - {11 / 6} +22
23 5337.5 986 - {12 / 6} +23
24 5687.5 987 - {12 / 6} +24
25 6037.5 988 - {13 / 7} +25
26 6387.5 998 - {13 / 7} +26
27 6737.5 998 1 {14 / 7} +27
28 7087.5 998 2 {14 / 7} +28
29 7437.5 998 3 {15 / 8} +29
30 7787.5 998 4 {15 / 8} +30
31 8137.5 998 5 {16 / 8} +31
32 8487.5 998 6 {16 / 8} +32
33 8837.5 998 7 {17 / 9} +33
34 9187.5 998 8 {17 / 9} +34
35 9537.5 999 8 {18 / 9} +35
36 9887.5 999 91 {18 / 9} +36
37 19775 999 92 {19 / 10} +37
38 29662.5 999 93 {19 / 10} +38
39 39550 999 94 {20 / 10} +39
45 98875 A99 99 {22 / 11} +45
54 187862.5 BBB BB {27 / 14} +54
63 276850 DDD DC {32 / 16} +63
72 365837.5 FFE EE1 {36 / 18} +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +0 +9 -3 -5 +0 +1 +0 +1 ihp +0 ÷1
 
Requisites: Str 16, Con 36,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: 4xMon
Reference: DM
Groups: Monster, 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
   
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Plator class for list of MTG artifacts). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1: Immune Poison
Level 1: Immune Hold, Charm, Fear
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
Level 1 ¶: +1 max ihp (this is the +1 ihp you see from race).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1 ¶: 1V, N charges: Pull an item out of a bag which reaches into 20th century Earth. Table follows of some sample items. You roll N times on the chart, and take the desired result. You get S+3 charges per day, where S is the session #.

[PC8] Monster Classes Group


T-Bear's Bag

 
d? Roll Item Notes
1 14 Mile Walkie-Talkies A pair of 2-way radios that have settings up to 14 miles. Also picks up weather repots and Amber Alerts.
2 3.5 inch M20 bazooka 3.5 inch M20 bazooka
3 35 mm Camera The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.
4 5-color Camo Paint Kit A compact that has tan, olive, brown, white and black oil facial paints and non-break mirror.
5 9mm Magazine Pouch Belt pouch holds 3 9mm magazines.
6 AA-10 air-to-air missile AA-10 air-to-air missile
7 Ab machine Ab machine
8 Acura 3.2 TL The 3.2 TL is a four-door luxury sedan. It is two squares wide and four squares long.
9 AKM/AK-47 This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections-on all sides of such conflicts. The AKM is a slightly more modern version of the AK-47, but functions essentially the same.
10 All-weather Pen A black ink pen that can write in all situations- even upside down!
11 AM General Hummer The four-door Hummer is a civilian version of the military's all-terrain "humvee" utility vehicle. It comes equipped with a powerful 6.5-liter, 195-horsepower V8 turbo diesel engine. The hummer is decked out like a luxury vehicle inside, but this vehicle is every bit as rugged as the military version.
12 Ambulance Ambulance
13 Amish clothing Amish clothing
14 Ammonium nitrate and fuel oil bomb Ammonium nitrate and fuel oil bomb
15 Anthrax spore-based weapon Anthrax spore-based weapon
16 Anti tank rocket Anti tank rocket
17 Anti-aircraft gun Anti-aircraft gun
18 Anti-fog Gel Coat goggles and glasses to prevent fogging for 4-5 days. 80 applications per bottle.
19 Anti-personnel mine Anti-personnel mine
20 Armor Fresh Non-perfume spray eliminates foul odors from gear. May provide Hide bonus from scent using creatures.
21 Armored Truck Used to transport money between businesses and financial institutions, armored trucks are designed to deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.
22 Army Duct Tape 60 yd roll of 2 inch matte olive tape that can stick to damn near anything.
23 Assault Backpack Large backpack with built-in 2 qt canteen and drink hose. Has outside pockets and straps for sleeping bag.
24 Assault Gloves Gloves with guards and plates on the knuckles and fingers. Gives +2 damage in unarmed combat.
25 Aston-Martin Vanquish The Vanquish is a two-door luxury sports car powered by a 5.9-liter, 460-horsepower V12 engine. A six-speed manual transmission with overdrive is standard. The Vanquish is two squares wide and four squares long.
26 Athletic supporter Athletic supporter
27 B-2 stealth bomber B-2 stealth bomber
28 Bacteria-based biological weapon Bacteria-based biological weapon
29 Ballistic Helmet Uses nylon and kevlar to keep the head protected. +6 EB to head only.
30 Ballistic Vest Provides more protection than the light vest, but still maintains easy movement. +4 EB, -1 DEX
31 Barn Barn
32 Baseball Baseball
33 Basketball Basketball
34 Bayliner 1802 Capri This is a large runabout-a powerboat with an outboard engine and an open cockpit with a tiny cabin (about the size of the interior of an economy car) forward. It comes with a trailer; loading or unloading it requires a paved boat ramp and 10 minutes of work. The Capri provides one-half cover to occupants in the cockpit or stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. The Capri is two squares wide and four squares long.
35 BBQ food BBQ food
36 bed pan a stainless steel bed pan.
37 Beer can Beer can
38 Bell Jet Ranger This is perhaps the most common civilian helicopter worldwide; it has also been adopted by many military forces as a light utility helicopter. The Jet Ranger is two squares wide and seven squares long. It provides three-quarters cover for crew and passengers.
39 Bell Model 212 This is the twin-engine, civilian version of the ubiquitous Huey helicopter. As a civilian aircraft, it is a sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are still in use in many countries. The Bell 212 is three squares wide and seven squares long. It provides three-quarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open).
40 Bible A Bible, New and Old Testaments.
41 Binoculars Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
42 Biochemical warhead Biochemical warhead
43 Biological bomb Biological bomb
44 BMP-2 A Soviet-era armored personnel carrier, the BMP is used by the Russian army and more than twenty ex-Soviet states or clients. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The BMP-2 is three squares wide and four squares long. It provides full cover to its occupants.
45 BMW M3 The M3 is a two-door luxury sports car equipped with a standard 3.2-liter, 333-horsepower engine. The M3 is two squares wide and three squares long.
46 Body armor Body armor
47 Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
48 Bottle of Olive Oil Bottle of Olive Oil
49 Bowling ball Bowling ball
50 Box of Cereal Box of Cereal
51 Box of circuit board / electrical parts Box of circuit board / electrical parts
52 Box of matches Box of matches
53 Box of Tall Kitchen Trash Bags Box of Tall Kitchen Trash Bags
54 Bridge Bridge
55 Budget Motel An entire budget motel. It's big.
56 C4/Semtex So-called "plastic" explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.
57 Caffeine Gum Each piece contains 100ml of caffeine. Each pack has 5 pieces; case of 24 packs.
58 Camo Backpack Cover Slip over your largest pack to provide instant camoflage and some water protection.
59 Can of Spam A can of spam.
60 Canned Heat and Stove Small aluminum single-can stove and 2 cans of canned heat.
61 Canned Heat Pack 12 can pack of canned heat; an odorless and smokeless gel that when ignited burns up to 10 hours.
62 Car Battery A car battery.
63 Carpet A big, expensive carpet.
64 Cell Phone A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.
65 Cessna 172 Skyhawk This common single-engine propeller plane is relatively inexpensive. A Cessna 172 is seven squares wide (including wings; fuselage is one square wide) and six squares long. It provides three-quarters cover for crew and passengers.
66 Chain Saw Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.
67 Chair a plastic wicker chair
68 Chemical weapon Chemical weapon
69 Chevrolet Cavalier A two-door family coupe, the Cavalier is two squares wide and four squares long.
70 Chevrolet Corvette The Corvette is a two-door sports car equipped with a 5.7-liter, 350-horsepower V8 engine. The Corvette is two squares wide and three squares long.
71 Chevrolet Suburban One of the largest sport utility vans on the market, the Suburban is a four-door truck equipped with a standard 6.0-liter, 320-horsepower V8 engine. It is two squares wide and four squares long.
72 Chocolates a heart-shaped box of chocolates
73 Christmas Tree A Christmas tree, fully decorated.
74 Cigarette lighter Cigarette lighter
75 Cigarettes a packet of Winston cigarettes
76 Circus Peanuts A bag of circus peanuts candy.
77 Civilian Motorcycles Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.
78 Cluster bomb Cluster bomb
79 Compressed gas tank Compressed gas tank
80 Computer Protector Case Holds laptop, phone, pens and notebook. Crushproof, watertight and dustproof!
81 Condoms a pack of condoms
82 Congratulations flower arrangement Congratulations flower arrangement
83 Container of Pesticide Container of Pesticide
84 Cowboy hat Cowboy hat
85 CS tear gas CS tear gas
86 Dental drill Dental drill
87 Depth charge Depth charge
88 Det Cord Det cord is an explosive in a ropelike form. Technically, det cord doesn't explode-but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
89 Diaper Diaper
90 Dirty bomb Dirty bomb
91 Dodge Caravan The Caravan is a minivan with two conventional doors up front, sliding doors on the side, and a rear hatch-style door. It is two squares wide and four squares long.
92 Dodge Neon The Neon is an inexpensive four-door family sedan. It is two squares wide and three squares long.
93 Dog Tags Stainless steel I.D. tags, military style.
94 Donut A yummy Donut with gooey chocolate icing and coconut sprinkles.
95 Drug Cabinet a large stainless steel cabinet with glass front doors hold an assortment of medications.
96 Dry Shampoo Cap A disposable cap that when rubbed on head refreshes and cleans short hair.
97 Ducati 998R This is a top-of-the-line street bike with a strong heritage of winning races. The 998R is one square wide and two squares long.
98 Duct Tape The usefulness of duct tape is limited only by a character's imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.
99 Electric Shaver an electric shaver
100 Emergency Rations Pack of 9 bars of emergency food loaded with vitamins and calories. Fits guidelines for all religious diets.
101 Expandable Baton Pouch Pouch provides easy access to collapsible baton.
102 F-16A fighter jet F-16A fighter jet
103 Face mask for hockey Face mask for hockey
104 Fairline Targa 30 This cabin cruiser is a motor yacht with two internal diesel engines. It comes equipped with four berths and a fully equipped galley. It provides one-half cover to occupants in the cockpit or stern, full cover to occupants below deck, and no cover to those forward of the cockpit. The Targa is three squares wide and six squares long.
105 Family Restaurant An entire family restaurant. It's big.
106 Feta cheese Feta cheese
107 Field Deodorant All natural scentless deodorant works fantastically to keep you dry.
108 Field Spade Collapsible shovel has a small band saw concealed in a screw-top handle.
109 Field Towels Moist hand towels that are stronger and more durable than regular wipes. Pack of 20 towels.
110 File cabinet File cabinet
111 Fire Extinguisher This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.
112 Fire fighter's coat Fire fighter's coat
113 Fireworks Fireworks
114 Flamethrower A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.
115 Flechettes projectile shell Flechettes projectile shell
116 Folding Basin A waterproof nylon fabric basin contains up to 2 gallons of water to wash up or water animals with.
117 Ford Crown Victoria The Crown Victoria is a large four-door family sedan equipped with a 4.6-liter, 220-horsepower V8 engine. Large and durable, it is a favorite of police forces (police cruisers are commonly Crown Victorias). The Crown Victoria is two squares wide and four squares long.
118 Ford Escape XLT The Escape is a four-door SUV with a 3.0-liter, 201-horsepower V6 engine. It is two squares wide and three squares long.
119 Ford F-150 XL This two-door pickup truck has a 4.2-liter, 202-horsepower V6 engine. The F-150 is two squares wide and four squares long.
120 Forklift Forklift
121 Formula 1 race car Formula 1 race car
122 Fragmentation Grenade The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
123 Freon canister Freon canister
124 Fruit basket Fruit basket
125 Full-gas mask Covers whole head and offers protection from many airborn agents.
126 Furniture A piece of furniture.
127 Fuzzy Bunny Slippers Cute little fuzzy pink slippers with a bunny head and big floppy ears.
128 Garbage container Garbage container
129 Gas Mask This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
130 Gas Tank A 3000 gallon tank filled with gasoline.
131 Gear Straps A set of 16 various straps and stretch bands that can secure any number of things.
132 Genetically engineered biological weapon Genetically engineered biological weapon
133 Genetically engineered virus-based weapon Genetically engineered virus-based weapon
134 Giant Spool of Wire A large (5' across) spool of wire.
135 Glock 17 The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.
136 Golf bag Golf bag
137 Handcuffs Handcuffs are restraints designed to lock two limbs-normally the wrists-of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
138 Harley-Davidson FLSTF Fat Boy This huge motorcycle sports a 1,450cc engine. It's designed to look cool and compete for space on the roads with automobiles. It is one square wide and two squares long.
139 Hay Bailer machine Hay Bailer machine
140 Heavy Duty Belt Nylon belt used in military and law enforcement. Useful for nearly all pouches and holsters.
141 Helmet Cover Cover your new helmet in camo prints, also has strapping for additional concealment items.
142 Herr's Potato Chips A bag of Herr's potato chips.
143 High-heeled shoe High-heeled shoe
144 Honda TRX400FW This all-terrain vehicle is something like a four-wheeled motorcycle. It is one square wide and two squares long. It provides no cover for its riders.
145 Hotpants a pair of black leather hotpants
146 HQ-61A surface-to-air missile HQ-61A surface-to-air missile
147 hypodermic needle a small glass syringe with a clear liquid inside it
148 I.D. Neck Pouch Small clear pouch and cord that hangs around the neck. Can hold any number of flat items.
149 Incendiary bomb Incendiary bomb
150 Insect Repellant Spray bottle repels a host of bothersome insects. No scent.
151 Instrument, Keyboard A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
152 Jaguar XJ Sedan The XJ is a four-door luxury sedan. It is two squares wide and four squares long.
153 Jewelry box Jewelry box
154 Key Lime Pie a Key Lime Pie
155 Lamborghini Diablo The Diablo is a top-of-the-line exotic sports car-a two-door coupe equipped with a standard 6.0-liter, 550-horsepower V12 engine. The Diablo is two squares wide and three squares long.
156 Large House A large house.
157 Large Protector Case Same as previous case; but can hold 1 large item, 2 medium, 4 small, 8 tiny sized items- and so on.
158 Laser Sight This small laser mounts on a firearm, and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
159 Laundry basket Laundry basket
160 Learjet Model 45 This is a sleek business jet introduced in the late 90s. Two turbofans, set on the fuselage above and behind the wings, provide the power. The interior includes luxury accommodations and a lavatory. A Learjet is ten squares wide (including wings; fuselage is two squares wide) and twelve squares long. It provides three-quarters cover for crew and nine-tenths cover for passengers.
161 Light Armored Vest Protects the chest and back from knives and needles. Limited ballistic protection. +3 EB, -1 DEX
162 Limousine A limousine is a big, comfortable car. The statistics given are for a moderate-sized vehicle, rather than a stretch limo or a conventional car with a professional driver. Limousines feature virtually every available luxury feature, often including televisions and small refrigerators. A partition divides the front seat from the rest of the vehicle. A limousine is two squares wide and five squares long. It provides three-quarters cover for its occupants.
163 Lingerie Lingerie
164 Los Angeles class Submarine A Los Angeles class Submarine.
165 Lottery Tickets Lottery Tickets
166 M113A1 Gavin Introduced in 1960s and for many years a mainstay of the U.S. Army, this tracked armored personnel carrier is now in use by more than fifty countries. It is crewed by a driver and a commander, and features a top hatch above each position as well as a rear door. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The Gavin is three squares wide and four squares long. It provides full cover to its occupants.
167 M-16 Magazine Pouch Pouch holds 6 M-16 magazine clips.
168 M1A2 Abrams This is the U.S. Army's main battle tank, probably the most advanced and powerful tank in the world. It is crewed by a driver, a gunner, a gun loader, and a commander. It has three top hatches, one for the driver and two on the turret. (The driver's position cannot be reached from the other positions, which are all in the turret.) It takes a full-round action to enter a tank and another full-round action to start it moving. The Abrams is three squares wide and six squares long. It provides full cover to its occupants.
169 M2A2 Bradley This is the U.S. Army's principal armored personnel carrier. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. In addition to its own armament, the Bradley's passenger compartment has ports that allow passengers to fire their personal weapons from within the vehicle. The Bradley is three squares wide and four squares long. It provides full cover to its occupants.
170 M-4 Magazine Pouch Pouch holds 2 M-4 magazines.
171 M-60 Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.
172 M72A3 LAW The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
173 Mailbox Mailbox
174 Measuring cup Measuring cup
175 Medium House A medium house.
176 Medium Protector Case Same as small case; but can hold 1 medium, 2 small, 4 tiny, 8 diminuative or 16 fine sized items.
177 Mercedes E55 AMG The E-Class is a four-door luxury sedan equipped with a powerful 5.5-liter, 349-horsepower V8 engine. It is two squares wide and four squares long.
178 Metal Detector This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.
179 Micro Protector Case Keeps a cell phone and a GPS unit from crushing and water damage. No foam padding.
180 Military Fuel Can High impact container that can hold up to 20L of fuel.
181 Military Protector Case X-Large case with a pull handle and wheels for easy transport. Holds twice as much as large case.
182 Military Vehicles Several military vehicles are covered here. In addition, a number of the civilian vehicles covered above, such as the AM General Hummer and the Bell Model 212 helicopter, are commonly seen in military service.
183 Military Water Can High impact container that holds up to 20L of water.
184 Milk A gallon bottle of milk.
185 Molotov cocktail Molotov cocktail
186 Motorboat Motorboat
187 Motorcycle helmet Motorcycle helmet
188 Moving Truck This is a large cargo truck used to move furniture or deliver freight. Trucks of this sort are often available as rentals. A moving truck is two squares wide and five squares long. It provides three-quarters cover for occupants in the cab and full cover for any in the back.
189 MRE Ration Heater 12 flameless chemical heaters that warms your food in minutes.
190 MREs 12 pack case of ready-to-eat meals; containing various entrees with packets of salt, pepper, sugar & coffee.
191 Multi-tool Pouch Pouch holds one pair of a variety of commonly found multi-tools.
192 NABI Model 40LFW This is a typical city bus. It has a door at the front and a second door about halfway down the right-hand side. This vehicle is two squares wide and eight squares long. It provides three-quarters cover for crew and passengers.
193 Nail bomb Nail bomb
194 Nail clipper Nail clipper
195 Napalm Napalm
196 newspaper paper hat A silly hat made out of newspaper.
197 Notebook Computer Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
198 Nuclear Missile A nuclear missile.
199 Office Desk An office desk.
200 Outdoor swimming pool Outdoor swimming pool
201 Overhead projector Overhead projector
202 Oxygen mask Oxygen mask
203 Pac-Man Arcade Game Pac-Man Arcade Game
204 Pantyhose Pantyhose
205 Parachute Parachute
206 PDA Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can't be used for Computer Use or Research checks.
207 peanut butter M&Ms a packet of peanut butter M&Ms
208 Penis Pump A penis pump.
209 Pepper Spray A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is limited to 5 range increments.
210 Pepto Bismol A bottle of Pepto Bismol.
211 Photocopier A photocopier.
212 Pistol Laser Sight Attaches to Barettas, Glocks and more! Pinpoint sight up to 75' in low light, 350 yd in total darkness.
213 Pistol Tactical Light Attaches a flashlight (treat as standard flashlight) to weapon. Runs for 1 hour on 2 AAA batteries.
214 plate of filet mignon a plate of filet mignon with mange tou
215 Player's Handbook A D&D Player's Handbook of edition # = 1d5-1
216 Pocket Chainsaw This linked chain can fell a 3 inch branch in 10 seconds. Folds up into a tiny pocket.
217 Poly Knife A polycarbonate knife that contains no metal. Restricted in some areas, cannot be thrown.
218 Pommel horse Pommel horse
219 Portable Radio A portable radio.
220 Portable Shower 4-ply plastic bag holds 4 gal of water that heats up to over 100 degrees on a warm summer day in 3 hours!
221 Postcard A postcard, showing a picture of the Florida Keys.
222 Power line tower Power line tower
223 Prom dress Prom dress
224 Radioactive Waste It says "Nuclear Waste Facility" on it.
225 Railroad switch Railroad switch
226 Red wine Red wine
227 Refrigerator A refrigerator full of food.
228 Rope Clamps Set of 4 nylon quick-clamps useful for tying loads and setting up tents.
229 Rotary Holster Handgun holster swivels 360 degrees so you can wear it anywhere; even mount it discreetly in a car!
230 Rotary Mag Holster Magazine holster that holds many semi-automatic handgun magazines.
231 Rotary Shoulder Holster Shoulder holster only for rotary gear. Holds one mag or gun holster under each arm (purchased separately)
232 Salt Lick A salt lick.
233 Salt shaker Salt shaker
234 Sawed-Off Shotgun This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.
235 Scuba gear Scuba gear
236 Sea-Doo XP This is a two-seat jet ski that propels itself with a powerful jet of water. The Sea-Doo XP is one square wide and two squares long, and provides no cover for its riders.
237 Septic tank Septic tank
238 Shampoo a bottle of shampoo
239 Shoes elegant Gucci shoes
240 shopping basket a shopping basket
241 Shot put Shot put
242 Shotgun Ammo Pouch Belt pouch holds 12 shells.
243 Shotgun Shell Bandoleer Nylon and elastic bandoleer holds 56 shotgun shells across the chest and back.
244 Signal Mirror A 3"x5" unbreakable mirror in a pouch.
245 Silo Silo
246 Single Handcuff Pouch Pouch holds one pair of standard handcuffs.
247 Sink a sink
248 Slot Machine Slot Machine
249 Small House A small house.
250 Small Protector Case Small fiberglass case that opens to an eggshell foam interior. Keeps equipment safe from virtually anything.
251 Smoke Hood Plastic disposable hood and filter protects against carbon monoxide.
252 Sofa an old beaten-up sofa
253 Spindle of blank DVDs Spindle of blank DVDs
254 Spray Pouch Pouch holds one standard bottle of pepper spray.
255 stethascope A silver stethascope
256 stir fried chow mein stir fried chow mein
257 STOP sign STOP sign
258 Storage Bags 4 Heavy duty storage bags of assorted sizes. Sizes of bags are tiny, small, medium and large.
259 Stroller A baby stroller. There isn't a baby inside.
260 Stuffed Moosehead Stuffed Moosehead
261 Stuffed Teddy Bear Stuffed Teddy Bear
262 Switchblade Switchblade
263 Tactical Goggles Protects eyes from sun (UV filter), wind, gasses and dust. Wrap around design keeps 'tunnel vision' at bay.
264 Tactical Vest The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
265 Taser A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.
266 Taxi Taxi
267 Telescope Telescope
268 Television Television
269 Temporary military bridge Temporary military bridge
270 Tennis Racket a tennis racket
271 Thong underwear Thong underwear
272 Tickle Me Elmo Doll Tickle Me Elmo Doll
273 Toilet brush Toilet brush
274 Tool Roll Urethane coated roll that holds up to 11 small tools including screwdrivers, wrenches, pliars and more.
275 Toolbox of tools Toolbox of tools
276 Toyota Tacoma Xtracab The Tacoma is a two-door pickup with a back seat in its extended cab. It is two squares wide and four squares long.
277 Tractor A farming tractor.
278 Trading Card A Magic the Gathering card: "Hurloon Minotaur", Revised edition.
279 Traffic light Traffic light
280 TV Dinner A TV dinner, uncooked.
281 Twinkies A box of twinkies.
282 UH-60 Black Hawk Introduced in the 1980s to replace the aging UH-1, the Black Hawk is the U.S. Army's primary utility helicopter. The UH-60 is three squares wide and twelve squares long. It provides three-quarters cover to crew and passengers (one-quarter cover to passengers if the cargo doors are open).
283 Uzi Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.
284 Vehicle barrier Vehicle barrier
285 Viagra A bottle of Viagra.
286 Volkswagen Jetta The Jetta is a four-door station wagon. It is two squares wide and three squares long.
287 Walther PPK The PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military, and government agencies.
288 Watch a digital watch
289 Water Purification Tablets Iodine based tablets that kill microorganisms in water. 2 tablets purify 1 quart of water. 50 tablet jar.
290 Water tower Water tower
291 Waterproof Memo 60 sheets of waterproof paper in a spiral bound memo style pad.
292 Waterproof Notebook 78 sheets of lined waterproof paper in a composition style book. Use all-weather pen or regular pencil.
293 Waxed paper Waxed paper
294 White Phosphorus Grenade White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
295 Wind Goggles Protects eyes from wind and dust. Vents on the sides allow for some air flow.
296 Wire fence Wire fence
297 Woodchipper machine Woodchipper machine
298 Wrist GPS Small unit attaches to wrist with Velcro. Provides location and a 10,000 track point capability.
299 Wristwatch with Compass A military style activewear watch with compass.
300 Yamaha YZ250F A classic dirt bike, this is very similar to the motorcycle used by United States Army cavalry scouts. The YZ250F is one square wide and two squares long.

[PC8] Monster Classes Group


Teneb Harvester (MTG B/G/W) (Golgari/Orzhov/Selesnya)

Level KXP Priest
123 456 789
1 0 1-g --- ---
2 3.975 11- f-- ---
3 7.95 210 e-- ---
4 15.9 321 -e- ---
5 31.8 321 0d- ---
6 63.6 432 1-d ---
7 127.2 432 10c ---
8 254.4 543 21- c--
9 508.8 543 210 b--
10 1017.6 654 321 a--
11 1526.4 654 321 0--
12 2035.2 665 432 1--
13 2544 666 543 2--
14 3052.8 666 543 20-
15 3561.6 666 543 21-
16 4070.4 666 654 32-
17 4579.2 666 665 43-
18 5088 666 666 54-
19 5596.8 666 666 65-
20 6105.6 666 666 66-
21 6614.4 666 666 66c
22 7123.2 766 666 66b
23 7632 766 666 66a
24 8140.8 776 666 660
25 8649.6 776 666 661
26 9158.4 777 666 661
27 9667.2 777 666 661
28 10176 777 766 661
29 10684.8 777 766 662
30 11193.6 777 776 662
31 11702.4 777 776 662
32 12211.2 777 777 662
33 12720 777 777 662
34 13228.8 777 777 762
35 13737.6 777 777 762
36 14246.4 777 777 772
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Str 16, Con 15, Wis 22, Chr 15, 3 class slots
Alignment: T any (or) LE
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str and Barbarian Wis bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Channeling.
Grand in Animal, Charm, Healing, Necromancy, and Plant spheres. Spells in Animal, Charm, and Plant cost ½M to cast.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot".
Has an "Animal Companion" slot. (1/10 of your XP)
Has a "Familiar" slot.
Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 10: 1M: Raise Dead Fully.
Level 14: +1 Animal Companion slot.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC8] Monster Classes Group


Theradin

Level KXP Druid       Wiz
123 456     123 456 789
TH
1 0 0-- ---     --- --- --- +5
2 3.3 1-- ---     1-- --- --- +6
3 6.6 2-- ---     1-- --- --- +7
4 13.2 30- ---     2-- --- --- +8
5 26.4 41- ---     2-- --- --- +9
6 52.8 51- ---     21- --- --- +10
7 105.6 620 ---     31- --- --- +11
8 211.2 730 ---     32- --- --- +12
9 422.4 831 ---     42- --- --- +13
10 700 941 0--     421 --- --- +14
11 1030 A52 0--     421 --- --- +15
12 1360 B52 1--     422 --- --- +16
13 1690 C63 10-     432 --- --- +17
14 2020 D73 10-     432 1-- --- +18
15 2350 E74 20-     433 1-- --- +19
16 2680 F84 210     433 2-- --- +20
17 3010 G95 310     433 2-- --- +21
18 3340 H95 310     433 21- --- +22
19 3670 IA6 321     443 21- --- +23
20 3996 JB6 421     443 22- --- +24
21 4221 KB7 421     444 22- --- +25
22 4446 LC7 531     444 33- --- +26
23 4671 MD8 532     444 43- --- +27
24 4896 ND8 532     444 441 --- +28
25 5121 OE9 642     544 441 --- +29
26 5346 PF9 643     555 442 --- +30
27 5571 QFA 743     555 442 --- +31
28 5796 RGA 753     555 442 1-- +32
29 6021 SHB 753     555 542 1-- +33
30 6246 THB 854     555 552 1-- +34
31 6471 UIC 864     555 553 1-- +35
32 6696 VJC 964     555 553 21- +36
33 6921 WJD 965     555 553 31- +37
34 7146 XKD 975     555 553 32- +38
35 7371 YLE A75     555 553 32- +39
36 7596 ZLE A75 1   555 553 321 +40
37 15192 ZLE A75 2   555 553 321 +41
38 22788 ZLE A75 2   555 553 322 +42
39 30384 ZLE A75 3   555 553 322 +43
45 75960 ZLE A75 41  555 554 433 +49
54 144324 ZLE A75 54  555 555 444 1 +58
63 212688 ZLE A75 551 555 555 555 5 +67
72 281052 ZLE A75 555 666 655 555 51 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +5 +4 +3 -3 +4 +16 +0 ÷1
 
Requisites: Str 19, Dex 13, Con 9, Int 17, Wis 13, Chr 9,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & ++‡‡d10
Weapon Prof.: & 5+level/2
To Hit Table: War +5 levels
Save Table: War +5 levels
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+5
PP: level+6
BW: level+5
Spell: level+4
Fort: level+3
Reflex: level+3
Will: level+2
   
Considered a "Minotaur" race.
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 3 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Gets x2 CL with Illusion spells.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Str bonus. CF=4: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Dart" line (assuming specialization).
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level N (each level): +1 Str.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 9: CF=5: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Small Shuriken number of attacks.
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.
Level 15 ¶: +3 HNCL
Level 18: CF=6: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Needle number of attacks.

[PC8] Monster Classes Group


Theradin (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC8] Monster Classes Group


Thirteen Letter Horror

Level KXP
Spells
1 13 (owe) (none)
2 20 (none)
3 34 (none)
4 62 (none)
5 118 (none)
6 230 (none)
7 454 (none)
8 902 (none)
9 1515 (none)
10 2128 (none)
11 2741 (none)
12 3354 (none)
13 3967 (none)
14 4580 (none)
15 5193 (none)
16 5806 (none)
17 6419 (none)
18 7032 (none)
19 7645 (none)
20 8258 (none)
21 8871 (none)
22 9484 (none)
23 10097 (none)
24 10710 (none)
25 11323 (none)
26 11936 (none)
27 12549 (none)
28 13162 (none)
29 13775 (none)
30 14388 (none)
31 15001 (none)
32 15614 (none)
33 16227 (none)
34 16840 (none)
35 17453 (none)
36 18066 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+7  2  2  2  2  2  2  2  2
+10  3  3  3  3  3  3  3  3
+14  5  5  5  5  5  5  5  5
+17  6  6  6  6  6  6  6  6
+21  7  7  7  7  7  7  7  7
+24  8  8  8  8  8  8  8  8
+28 10 10 10 10 10 10 10 10
+31 11 11 11 11 11 11 11 11
+35 12 12 12 12 12 12 12 12
+38 13 13 13 13 13 13 13 13
+42 15 15 15 15 15 15 15 15
+45 16 16 16 16 16 16 16 16
+49 17 17 17 17 17 17 17 17
+52 18 18 18 18 18 18 18 18
+56 20 20 20 20 20 20 20 20
+59 21 21 21 21 21 21 21 21
+63 22 22 22 22 22 22 22 22
Requisites: Str+Dex+Con-Int-Wis-Chr 13
Alignment: AE or AS or Nil
HD/level: & 2d13
Weapon Prof.: & 13+level
To Hit Table: 3½xMon (d30)
Save Table: 2½xMon (d30)
Reference: DM {Reduced Infinite Letter Horror}
Groups: Monster, Lost, Demigod (x1)
 
The stat requirements for this class means the sum of your Str+Dex+Con must be at least 13 higher than your Int+Wis+Chr. If you don't meet this requirement, you "owe" to Str, Dex, or Con. Be more stupid already!
Gets Ancillary Barbarian Str [bonus=(Str-24)*9/2], Mega Barbarian Dex [bonus=(Dex-20)*7/2], Ultra Barbarian Con [bonus=(Con-22)*4], however, the bonus from these stats cannot be greater than 13*S, where S is the S number. These bonus types can all be reduced to Barbarian bonus, if your stats suck, but you have to reduce all three at the same time.
This class is all edition numbers. Because of this, you roll 1d30 to hit and saves (due to the 30th edition component). You get Overhit, a kit, and LVL feats too. You could try to shoehorn this class's abilities to the various Custom5/Custom6 type classes, but you're probably better off not trying.
This class matches class name with any other class in the Collective that is exactly 13 letters long (not counting spaces or edition numbers). No, I'm not going to write a script to check. Note this class is not the same name as itself ("Thirteen Letter Horror" is 20 letters), so you don't get x1.5 XP if you take this class twice.
 
Each Level: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Levels 1-13: Roll 1d13 per level. If you roll a duplicate, just pick off the table, or you can pick the thing you rolled to see if it stacks, if it would make sense.
   1. 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
   2. 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
   3. Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
   4. 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
   5. +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
   6. 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
   7. 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
   8. +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
   9. Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
  10. 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
  11. 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
  12. 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
  13. ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.

[PC8] Monster Classes Group


Treva Renewer (MTG U/G/W)

Level KXP Priest
123 456 789 AB
Psi
mMG SUV
TH
1 0 0-- --- -- 6-- - +0
2 5.375 10- --- -- 8-- - +1
3 10.75 210 --- -- A0- - +2
4 21.5 321 --- -- A2- - +3
5 43 321 0-- -- A4- - +4
6 86 432 1-- -- A6- - +5
7 172 432 10- -- B7a - +6
8 344 543 21- -- B90 - +7
9 688 543 210 -- B92 - +8
10 1376 654 321 -- B94 - +9
11 2064 654 321 0- B96 - +10
12 2752 665 432 1- B98 - +11
13 3440 666 543 2- BB8 - +12
14 4128 666 543 20 BBA - +13
15 4816 666 543 21 CBB b +14
16 5504 666 654 32 DCB a +15
17 6192 666 665 43 DDC 0 +16
18 6880 666 666 54 DDC 2 +17
19 7568 666 666 65 DDD 3 +18
20 8256 666 666 66 DDD 5 +19
21 8944 666 666 66 EDD 6 +20
22 9632 766 666 66 EDD 8 +21
23 10320 766 666 66 EED 9 +22
24 11008 776 666 66 FED A +23
25 11696 776 666 66 FFE A +24
26 12384 777 666 66 FFF B +25
27 13072 777 666 66 GFF C +26
28 13760 777 766 66 HFF D +27
29 14448 777 766 66 HHF D +28
30 15136 777 776 66 HHG E +29
31 15824 777 776 66 HHH F +30
32 16512 777 777 66 IHH G +31
33 17200 777 777 66 JIH G +32
34 17888 777 777 76 JII H +33
35 18576 777 777 76 JJI I +34
36 19264 777 777 771 KJJ I1 +35
37 38528 777 777 772 KJJ I2 +36
38 57792 777 777 773 KJJ I3 +37
39 77056 777 777 774 KJJ I4 +38
45 192640 888 888 777 KJJ IA +44
54 366016 999 998 888 1 KJJ JI +53
63 539392 999 999 988 8 LLL LK +62
72 712768 AAA AA9 999 91 NNM MM1 +71
Requisites: Con 21, Int 21, Wis 16, Chr 35,
  Class Slots 2
Alignment: LG
HD/level: d20
Weapon Prof.: 4+level*3/2
To Hit Table: War
Reference: DM
Groups: Priest, Psionicist, Monster
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level*3/2
RSW: 7+level*3/2
PP: 7+level*3/2
BW: 7+level*3/2
Spell: 7+level*3/2
Fort: 6+level*3/2
Reflex: 0+level*3/2
Will: 4+level*3/2
   
Barbarian Chr bonus. Exceptional Wis bonus.
Grand in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
 
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Has access to Psi11U/W, plus one psionic frequency per level (including level 1).
PSPs = (Con+Int+Chr*2)*LVL
Note that Psi11U/W uses no PSPs; these powers work like "Channeling" for spellcasters.
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
 
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Has a "Familiar" slot.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: (n)M: Counter an effect from a x(n) item. This is a x(n) effect.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.

[PC8] Monster Classes Group


[Q11U/W] Psi11U/W Powers

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

[PC8] Monster Classes Group


Troll0

Level KXP
Spells
1 35.2 (owe) (none)
2 105.6 (none)
3 246.4 (none)
4 528 (none)
5 828 (none)
6 1128 (none)
7 1428 (none)
8 1728 (none)
9 2028 (none)
10 2328 (none)
11 2628 (none)
12 2928 (none)
13 3228 (none)
14 3528 (none)
15 3828 (none)
16 4128 (none)
17 4428 (none)
18 4728 (none)
19 5028 (none)
20 5328 (none)
21 5628 (none)
22 5928 (none)
23 6228 (none)
24 6528 (none)
25 6828 (none)
26 7128 (none)
27 7428 (none)
28 7728 (none)
29 8028 (none)
30 8328 (none)
31 8628 (none)
32 8928 (none)
33 9228 (none)
34 9528 (none)
35 9828 (none)
36 10128 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
Requisites: Str 16, Con 18
Alignment: T any (or) any N (or) any E
HD/level: & +++3d8
Weapon Prof.: & 6+level/3
To Hit Table: War +6 levels
Save Table: Mon +6 levels
Reference: 0D&D
Groups: Warrior, Monster
 
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC8] Monster Classes Group


UberVampire5

Level KXP Psi7 Lich
S   SLs
1 0 1   1
2 650 2   2
3 1950 3   3
4 3900 4   4
5 6500 5   5
6 9750 6   6
7 13000 7   7
8 19500 8   8
9 26000 9  9
10 32500 10  10
11 39000 11  11
12 45500 12  12
13 52000 13  13
14 58500 14  14
15 65000 15  15
16 71500 16  16
17 78000 17  17
18 84500 18  18
19 91000 19  19
20 97500 20  20
21 104000 21  21
22 110500 22  22
23 117000 23  23
24 123500 24  24
25 130000 25  25
26 136500 26  26
27 143000 27  27
28 149500 28  28
29 156000 29  29
30 162500 30  30
31 169000 31  31
32 175500 32  32
33 182000 33  33
34 188500 34  34
35 195000 35  35
36 201500 36  36
37 403000 37  37
38 604500 38  38
39 806000 39  39
45 2015000 45  45
54 3828500 54  54
63 5642000 63  63
72 7455500 72  72
Requisites: Vampire 13 or HNCL 22, Race Slots 2,
  Str 26, Dex 18, Con 26
Alignment: NE or CE
HD/level: & 2d12
Weapon Prof.: & 12+level
To Hit: & +level*2
Saves: & +level
Reference: Buffyverse
Groups: Concordant (x2), Exemplar (Concordant Archetype Adjective),
  Monster
 
[X] Section stats Race Adj.
ihp +1 Str & +8
iTH +0 Dex & +4
P Save +0 Con & +7
M Save +0 Int & -2
War +1 Wis & -2
Rog +0 Chr & -2
PPsi +1 Cml & -6
Wiz +1 AT & +6
Pri +1 hp & +200
MPsi -1 TH & +25
    Size & +1/2
   
Undead-type immunities (Fear, ESP, Telepathy, Mind attacks, etc.)
Immune to Turn Undead. Not particularly vulnerable to anything that affects Vampires (Holy Water, Sunlight, etc.)
Ultra Barbarian Str, Dex, and Con. [ Bonus = (Stat-22)*4 ]
+LVL*2 Str, Dex, and Con.
+LVL Second Tier Martial Arts Maneuvers. You know all First Tier Maneuvers.
Enemies need a +LVL*2 weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL*2+2, not the usual 4.
Gets Psi7 powers: Each level, get 1 Super, 2 Grand, 3 Major, or 4 Minor.
Gets your LVL in SL's of Lich spells.
Level N (every level): Get a level=HNCL pick in a 5th edition class.

[PC8] Monster Classes Group


Psi7 Minor Powers

# PSPs Description
1 2 Curse (Spell save)
2 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
3 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
4 -10 to max Fear aura (anyone who enters your group) (Will save)
5 -10 to max Immunity to cold
6 -10 to max Immunity to disease
7 -10 to max Immunity to emotional effects
8 -10 to max Immunity to sleep, fatigue, and exhaustion
9 2/r Improved Invisibility to Undead
10 2 Moan: One group is feared (Will save)
11 -10 to max Need not breathe
12 -10 to max Need not eat or drink
13 -10 to max Need not sleep; Unaging
14 -10 to max People need a +CL weapon to hit you
15 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
16 2 Summon a DL I Undead
17 -10 to max Whenever you touch someone, they get a disease (PPD save)
18 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

Psi7 Major Powers

# PSPs Description
1 5 Duplicate a SL 0-3 Necromancy effect (Wizard or Priest) or a SL 1 ProtoLich spell
2 -25 to max Immunity to ability drain
3 -25 to max Immunity to all mind-affecting effects
4 -25 to max Immunity to critical hits
5 -25 to max Immunity to paralysis and stun
6 -25 to max Immunity to poison
7 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
8 5 Magic Jar / Possession (Will save)
9 -25 to max Regenerate at CL-3 hp /s
10 5 Slay Living (save)
11 5 Summon a DL IV Undead
12 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
13 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
14 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
15 -25 to max Whenever you touch someone, they are paralyzed (PP save)
16 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
17 5 Wrench
18 -25 to max You emit a stench like a ghast

[PC8] Monster Classes Group


Psi7 Grand Powers

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
2 8 Duplicate a SL 0-5 Necromancy effect (Wizard or Priest) or a SL 2 ProtoLich spell
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

Psi7 Super Powers

# PSPs Description
1 11 As You Are
2 11 Duplicate a SL 0-7 Necromancy effect (Wizard or Priest) or a SL 3 ProtoLich spell
3 11 Summon a DL X Undead
4 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
5 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
6 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)

[PC8] Monster Classes Group


Lich Spells

Level # Spell
0 1 0, 1/r: Any 0th-5th level Wizard spell
0 2 0, 1/r: Any 0th-4th level Priest spell
0 3 0, 1/r: Any psionic cantrip
0 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
0 5 Resist Turning (you are double the rating)
0 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
1 1 0, 1/r: Any 1st-6th level Wizard spell
1 2 0, 1/r: Any 1st-5th level Priest spell
1 3 0, 1/r: Any psionic minor
1 4 1M: Banish Undead
1 5 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
1 6 +10*(Lich level)% iWR that can't be ignored
1 7 Mask Undead status; Can't be turned
1 8 Detect Artifacts; 1M: Legend Lore Artifact
1 9 1M, (lich level)/d: Gain +10 XP
1 10 0: Create Traps 15*(Lich level)%
1 11 All spells cost 0 P actions; Material componenting does not cost 1 V action
1 12 +(Lich level) OppV or QM actions
1 13 Negative Cold (Lich level)d10 dmg by touch
1 14 +(Lich level) Research Points per reset (see [P12])
1 15 1F or 1X: Duplicate any level 0 Concordant spell
2 1 0, 1/r: Any 2nd-7th level Wizard spell
2 2 0, 1/r: Any 2nd-6th level Priest spell
2 3 0, 1/r: Any psionic major
2 4 Protection from Turning 100'r
2 5 1M: Control Undead
2 6 +10*(Lich level)% iRR that can't be ignored
2 7 Detect Divine Beings; 1M: Legend Lore Divine Being
2 8 0: Create Tricks 10*(Lich level)%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +(Lich level) OppM or QQM actions
2 11 Touch: Energy Drain 2x(Lich level) levels
2 12 1F or 1X: Duplicate any level 1 Concordant spell
2 13 You may material component the Lich powers that duplicate Wizard spells (spend 1V)
2 14 You may material component the Lich powers that duplicate Priest spells (spend 1V)
2 15 You may material component the Lich powers that duplicate Psionic powers (spend 1V)
3 1 0, 1/r: Any 3rd-8th level Wizard spell
3 2 0, 1/r: Any 3rd-7th level Priest spell
3 3 1M: Grant Undead Status
3 4 +10*(Lich level) iMR that can't be ignored
3 5 0: Create Specials 5*(Lich level)%
3 6 Gaze: Life Trapping (as per Mirror)
3 7 Immune to being put down a hole (this does not put you down the deeper hole)
3 8 Imprisonment by touch
3 9 0: 3*(Lich level)d10 Colorless Fire dmg, vile, does indestructible hp dmg
3 10 Troll-like Regen all hp every r
3 11 Double the memorization of 1 SL (one non-Concordant progression)
3 12 1F or 1X: Duplicate any level 2 Concordant spell
4 1 0, 1/r: Any 4th-9th level Wizard spell
4 2 0, 1/r: Any 4th-8th level Priest spell
4 3 0, 1/r: Any psionic grand
4 4 +10*(Lich level) iPR that can't be ignored
4 5 0: Dispel Innate or Racial ability effect
4 6 1M: Reset
4 7 1M: Contact Alternate Reality
4 8 1M: Create Any x2 Monster
4 9 Steal all spells by touch
4 10 Lose (Lich level)d4 stat pts by touch
4 11 1F or 1X: Step Out of It
4 12 1F or 1X: Duplicate any level 3 Concordant spell
5 1 0, 1/r: Any 5th-10th level Wizard spell
5 2 0, 1/r: Any 5th-9th level Priest spell
5 3 +10*(Lich level) iaMR that can't be ignored
5 4 1M: Project Image Across Planes
5 5 1M: Teleport to Alternate Reality
5 6 1M: Contact Ultra Plane
5 7 Conduct M actions through psi link
5 8 Steal all psionics by touch
5 9 Death (capital S Slay) by touch
5 10 1F or 1X: Mental Fury
5 11 +(Lich level) QOppM or QQQM or X actions
5 12 1F or 1X: Duplicate any level 4 Concordant spell
6 1 0, 1/r: Any 6th-11th level Wizard spell
6 2 0, 1/r: Any 6th-10th level Priest spell
6 3 0, 1/r: Any psionic super
6 4 0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport to Ultra Plane
6 6 +10*(Lich level) iIR that can't be ignored
6 7 Steal all powers by touch
6 8 Erase Truename by touch
6 9 Troll-like regen all hp (including vile) every s
6 10 Conduct effects through psi link
6 11 +(Lich level) QOppX actions or # segments per round
6 12 1F or 1X: Duplicate any level 5 Concordant spell
7 1 0, 1/r: Any 7th-12th level Wizard spell
7 2 0, 1/r: Any 7th-11th level Priest spell
7 3 +10*(Lich level) iER & iaER that can't be ignored
7 4 Annihilation by touch (cannot be Avoid Fated)
7 5 Incursion by touch (2 successful touches = Loop Incursion)
7 6 1F or 1X: Duplicate any level 6 Concordant spell
8 1 0, 1/r: Any 8th-13th level Wizard spell
8 2 0, 1/r: Any 8th-12th level Priest spell
8 3 0, 1/r: Any psionic ultra
8 4 +10*(Lich level) iXR & iaXR that can't be ignored
8 5 Pixelation by touch (cannot be Objected to, but can be Really Objected to)
8 6 1F or 1X: Duplicate any level 7 Concordant spell

[PC8] Monster 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

[PC8] Monster Classes Group


[P7.4] Martial Arts Second Tier Maneuvers

2nd Tier Maneuver Type Method #Act Notes
Head Paralysis h Blunt 1P/1M Blow x7 dmg; Target cannot use M/Opp/Zero act perm (no save)
Super Blow xh Blunt 1P/2V Blow x10 dmg; Stun (make 10 saves, each missed is 1s of stun)
n-ary Kick h/s Kick 2 att One kick hits up to 10 targets
Vulnerability Kick s Kick 1 att/1M One kick auto rolls a '20', affects any x1 target (ignore resist/immunity)
Lock Down h Lock * any type Up to 10 targets cannot use actions of that type (no save)
Repetitious Damage s Lock 1P Repeat physical damage of last segment (same targets)
Mental Immunity xs M/P Tr. 1 1M # Become Class VI/Esper-blind; 100% irrMPIRR; lasts until dropped
Reset xh M/P Tr. 1 * all types # Reset yourself
Elemental Immunity h M/P Tr. 2 XM # Immune to any 1 chosen Element for 1d; only 1 such immunity per day
Opposing Strike h/s M/P Tr. 2 1M/1P/1V # +1 Opp action this segment
All-Around Consolidation s M/P Tr. 3 1V All targets (friendly & non-friendly) are considered 1 "group"
Material Componenting xs M/P Tr. 3 0 May use Material Componenting for Martial Arts (1V for double effect)
Effect Reflection s Move 1V # Save to reflect a spell/psi/innate that targets you back to caster
Great Speed s Move 1V Able to use (but does not get) +1P and +1V per segment for 5r (1/d)
Chi Fireball h/s Push 1M 1 target takes 10d10 dmg and Stunned 1s (Save for ½ & ignore stun)
Whirling Accuracy h/s Push 1att +10/+10 TH/dmg with unarmed attacks this segment
Heart xh Slash 1att TH-10: target degenerates max hp /s
Mind h Slash 1att TH-10: target psionically degenerates each freq's max PSP /s
Crushing Punch xh Strike 1P Punch x10 dmg; All dmg is perm. hp
Disastrous Punch h Strike 1P Punch x7 dmg; all items on target save vs. crushing blow or destroyed
Air Throw h/s Throw 1P/1V Throw x10 dmg; Target loses next 7V actions (no save)
Distance Throw s Throw 2att Do a throw up to 120' away and at +10 TH
Fool's Touch s Vital 3att Target Blind (save), Fumbled (save), cannot use Martial Arts (save)
Setting Touch h Vital 5att Target Set (no save)
Maximum Damage h/s Weapon 0 All of your weapons (and unarmed combat) do maximum damage
Weapon of Greatness h Weapon 0 Can use any size weapon with no Str requirements at all

[PC8] Monster Classes Group


Uncommoner3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  8  2  3  1  0  1
+4  5  4  8  2  3  1  0  2
+6  6  4  8  3  4  2  0  2
+8  6  5  8  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+12  6  6  9  4  5  3  1  4
+14  7  6  9  4  5  3  2  4
+16  7  7  9  4  5  4  2  5
+18  7  7 10  5  6  4  2  5
+20  7  8 10  5  6  4  3  6
+22  8  8 10  5  6  5  3  6
+24  8  9 10  6  7  5  3  7
+26  8  9 11  6  7  6  4  7
+28  8 10 11  6  7  6  4  8
+30  9 10 11  7  8  6  4  8
+32  9 11 11  7  8  7  5  9
+34  9 11 12  7  9  7  5  9
+36  9 12 12  8  9  8  5 10
Requisites: Chr 0
Alignment: any
HD/level: ++d4
Weapon Prof.: 9+level
To Hit Table: +level*2
Save Table: Psi
Reference: DM {Planeshifted Commoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).

[PC8] Monster Classes Group


Uniquer3

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 4.5 2-- --- -- [-]
3 9 3-- --- -- [-]
4 18 31- --- -- [-]
5 36 32- --- -- [-]
6 72 33- --- -- [-]
7 144 331 --- -- [-]
8 288 332 --- -- [-]
9 405 333 --- -- [-]
10 506.25 333 1-- -- [-]
11 618.75 333 2-- -- [-]
12 742.5 333 3-- -- [-]
13 877.5 333 31- -- [-]
14 1023.75 333 32- -- [-]
15 1181.25 333 33- -- [-]
16 1350 333 331 -- [-]
17 1530 333 332 -- [-]
18 1721.25 333 333 -- [-]
19 1923.75 333 333 1- [-]
20 2137.5 333 333 2- [-]
21 2362.5 333 333 3- [-]
22 2598.75 333 333 31 [-]
23 2846.25 333 333 32 [-]
24 3105 333 333 33 [-]
25 3375 433 333 33 [-]
26 3656.25 443 333 33 [-]
27 3948.75 444 333 33 [-]
28 4252.5 444 433 33 [-]
29 4567.5 444 443 33 [-]
30 4893.75 444 443 33 [1]
31 5231.25 444 444 33 [1]
32 5580 444 444 33 [2]
33 5940 444 444 43 [2]
34 6311.25 444 444 43 [3]
35 6693.75 444 444 44 [3]
36 7087.5 444 444 44 [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 25
Alignment: any
HD/level: ++++d6
Weapon Prof.: & level*3
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Rarer3}
Groups: Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
Gets a Myth spell progression.
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.

[PC8] Monster Classes Group


Urd0

Level KXP
Spells
1 0.75 (owe) (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 45 (none)
8 90 (none)
9 180 (none)
10 330 (none)
11 480 (none)
12 630 (none)
13 780 (none)
14 930 (none)
15 1080 (none)
16 1230 (none)
17 1380 (none)
18 1530 (none)
19 1680 (none)
20 1830 (none)
21 1980 (none)
22 2130 (none)
23 2280 (none)
24 2430 (none)
25 2580 (none)
26 2730 (none)
27 2880 (none)
28 3030 (none)
29 3180 (none)
30 3330 (none)
31 3480 (none)
32 3630 (none)
33 3780 (none)
34 3930 (none)
35 4080 (none)
36 4230 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  4
+11 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
Requisites: Dex 18
Alignment: any E (or) any S
HD/level: & d6
Weapon Prof.: & 6+level/3
To Hit Table: 1½xCTD0
Save Table: 1½xHalf0
Reference: DM {Planeshifted Kobold0}
Groups: Rogue, Monster, Alternate
 
Gets 40 Rogue points per level.
Level 1: Flying 18" (C)
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.

[PC8] Monster Classes Group


Vampire5

Level KXP Wizard/Priest
123 456 78
1 0 1-- --- --
2 6.3 2-- --- --
3 12.6 3-- --- --
4 25.2 41- --- --
5 50.4 42- --- --
6 100.8 43- --- --
7 201.6 44- --- --
8 403.2 541 --- --
9 800 542 --- --
10 1250 543 --- --
11 1700 544 --- --
12 2150 554 1-- --
13 2600 554 2-- --
14 3050 554 3-- --
15 3500 554 4-- --
16 3950 655 41- --
17 4400 655 42- --
18 4850 655 43- --
19 5300 655 44- --
20 5750 665 541 --
21 6200 665 542 --
22 6650 665 543 --
23 7100 665 544 --
24 7550 666 554 1-
25 8000 666 554 2-
26 8450 666 554 3-
27 8900 666 554 4-
28 9350 666 655 41
29 9800 666 655 42
30 10250 666 655 43
31 10700 666 655 44
32 11150 666 655 54
33 11600 666 655 55
34 12050 666 666 55
35 12500 666 666 65
36 12950 666 666 66
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: Str 13, Dex 9, Con 13
Alignment: any (usually E)
HD/level: &d10
Weapon Prof.: &6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: Buffyverse
Groups: Monster
 
Can cast Wizard or Priest spells. No stat bonus. Gets access to 1 school or sphere per level.
You can be turned as a Vampire.
Severe allergy to sunlight, holy water. Severe allergy to wood if attacker uses selective targeting on your chest. Vulnerable to garlic.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC8] Monster Classes Group


Vengeance Demon5


Level

KXP
Vengeance
123 456 789 A

TH
1 0 1-- --- --- - +1
2 6.6 11- --- --- - +2
3 13.2 111 --- --- - +3
4 19.8 111 1-- --- - +4
5 33 111 11- --- - +5
6 59.4 111 111 --- - +6
7 112.2 211 111 --- - +7
8 217.8 221 111 1-- - +8
9 323.4 222 111 1-- - +9
10 429 222 211 11- - +10
11 633.6 222 221 11- - +11
12 1000 222 222 111 - +12
13 1250 322 222 211 - +13
14 1500 332 222 221 - +14
15 1750 333 222 222 1 +15
16 2000 333 322 222 2 +16
17 2250 333 332 222 2 +17
18 2500 333 333 222 2 +18
19 2750 433 333 322 2 +19
20 3000 443 333 332 2 +20
21 3250 444 333 333 2 +21
22 3500 444 433 333 3 +22
23 3750 444 443 333 3 +23
24 4000 444 444 333 3 +24
25 4250 444 444 433 3 +25
26 4500 444 444 443 3 +26
27 4750 444 444 444 3 +27
28 5000 444 444 444 4 +28
29 5250 544 444 444 4 +29
30 5500 554 444 444 4 +30
31 5750 555 444 444 4 +31
32 6000 555 544 444 4 +32
33 6250 555 554 444 4 +33
34 6500 555 555 444 4 +34
35 6750 555 555 544 4 +35
36 7000 555 555 554 41 +36
37 14000 555 555 554 42 +37
38 21000 555 555 554 43 +38
39 28000 555 555 554 44 +39
45 70000 666 555 555 55 +45
54 133000 666 666 666 661 +54
63 196000 777 766 666 666 +63
72 259000 777 777 777 777 1 +72
Requisites: Str 15, Con 12, Int 15,
  Class Slots 2
Alignment: LE, LN, or NE
HD/level: & +++++d6
Weapon Prof.: & 6+level/6
Reference: Buffyverse
Groups: Custom, Monster, Planar
Complexity: CF=3
 
Saving Throws:
PPD: level*3 Fort: level+4
RSW: level*3 Reflex: level+0
PP: level Will: level-1
BW: level
Spell: level*3
 
Exceptional Str and Int bonus.
Cannot get a stat bonus to progression.
Gets one Charanodaemon5 or Witch5 pick per level; see table next page.
 
Vengeance Wishoid Spells:
Priest Wishoid (SL=N): Wishoid for a generic (non-specialty) Priest spell of SL 0 to N-1
PsiX Wishoid (SL=N): When you pick this spell slot, pick a psionic frequency you know. Wishoid for a SL 0 to N-1 effect of that frequency.
Wizard Wishoid (SL=N): Wishoid for a generic (non-specialty) Wizard spell of SL 0 to N-1
 
Vengeance Metamagic Spells:
Careful Wish (SL=N): The next SL=N wishoid you cast will not hurt the MF/PF
Counter Wish (SL=N): 1bM: Counter a wishoid of SL=N
Dispel Wish (SL=N): Counter the effects of a wishoid of SL=N
Specific Wish (SL=N+1): The next SL=N wishoid you cast may emulate a specialty spell, provided you "know" the desired spell.
Twisted Wish (SL=N-1): 1bM: "Twist" (Rules-Lawyer) the effect of a wishoid so it doesn't work properly.
Undo Wish (SL=N+10): Temporally undo the effects of a wishoid of SL=N (we back up the timeline)
 
Vengeance Classical Spells:
Classical Wish (SL=9): Give someone else (not you, but can be another party member) an old fashioned Wish where they give in words what they want. Cannot be used to emulate SL 0-8 spells (or whatever); this is pure DM discretion. It is not "twisted" (unless someone else casts Twisted Wish).
Classical Change Reality (SL=10): Like Classical Wish, except you phrase the effect instead of someone else.

[PC8] Monster Classes Group


Class Level Pick Effect
Charanodaemon5 1 A Half of your weapon dmg is vile dmg (perm hp)
Charanodaemon5 1 B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
Charanodaemon5 1 C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
Charanodaemon5 1 D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
Charanodaemon5 1 E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Witch5 1 A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
Witch5 1 B Misfit: -N Chr, +N SL's in progression (max N=LVL)
Witch5 1 C Occult Knowledge: Legend Lore 45+5*LVL%
Witch5 1 D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
Witch5 1 E 1F: Dispel Magic
Charanodaemon5 5 F Troll-like regen LVL hp/s
Charanodaemon5 5 G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Charanodaemon5 5 H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
Charanodaemon5 5 I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
Charanodaemon5 5 J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Witch5 5 F Addiction: If you are single classed, you do double effect with spells
Witch5 5 G Nerd: +LVL stat points to Int or Wis
Witch5 5 H Rat-ification: 1M: Target becomes a x0 rat (save)
Witch5 5 I Sorcery: Can spend ½M+½V instead of 1M to cast spells
Witch5 5 J 1F: Remove *Curse* (Heavy Curse)
Charanodaemon5 9 K 1bM: "Phased out" this r, pass through obj, no affecting real things
Charanodaemon5 9 L 1M: Plane Shift or Plane Shift Other (Spell save)
Charanodaemon5 9 M 1M: Summon Evil Outer Planar DL=LVL/2
Charanodaemon5 9 N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
Charanodaemon5 9 O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam

[PC8] Monster Classes Group


Vorosh Hunter (MTG B/U/G)

Level KXP Psi
mMG S
1 0 4-- -
2 5.225 5-- -
3 10.45 6-- -
4 20.9 61- -
5 41.8 62- -
6 83.6 63- -
7 167.2 64- -
8 334.4 65- -
9 668.8 651 -
10 1337.6 652 -
11 2006.4 653 -
12 2675.2 654 -
13 3344 664 -
14 4012.8 665 -
15 4681.6 666 -
16 5350.4 766 -
17 6019.2 776 -
18 6688 776 1
19 7356.8 777 1
20 8025.6 777 2
21 8694.4 877 2
22 9363.2 877 3
23 10032 887 3
24 10700.8 887 4
25 11369.6 888 4
26 12038.4 888 5
27 12707.2 988 5
28 13376 988 6
29 14044.8 998 6
30 14713.6 998 7
31 15382.4 999 7
32 16051.2 999 8
33 16720 A99 8
34 17388.8 A99 9
35 18057.6 AA9 9
36 18726.4 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  5  3  8  2  3  1  1  1
+5  5  4  8  2  3  1  1  2
+6  6  4  8  3  4  2  2  2
+7  6  5  8  4  4  2  2  3
+8  7  5  9  5  4  3  2  3
+9  8  6  9  6  5  3  3  4
+10  8  6  9  7  5  4  3  4
+11  9  7  9  8  6  4  4  5
+12 10  8 10  9  7  5  4  5
+13 11  8 10 10  7  5  4  6
+14 11  9 10 11  8  6  5  6
+15 12 10 11 12  9  6  5  7
+16 13 11 12 13 10  7  6  7
+17 14 11 13 14 10  7  6  8
+18 14 12 13 14 11  8  6  8
+19 14 12 14 14 11  8  7  9
+20 14 13 14 14 12  9  7  9
+21 15 13 14 14 12  9  8 10
Requisites: Str 16, Dex 16, Con 18,
  Int 18, Wis 18, Chr 16,
  Class slots 2
Alignment: LE or TN
HD/level: 2½d0+13  (see note)
Weapon Prof.: 5+level*3/2
To Hit Table: Mon +3 levels
Save Table: War/Rog/Psi
Reference: DM
Groups: Rogue, Psionicist, Monster
 
Hit Dice: "2½d0+13" means you get 2½ times your Con bonus, plus an additional 13 (not multiplied by 2½), per level (round down).
Exceptional Str, Dex, and Chr bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Has 60+40*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.
This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Has access to the following psionic frequencies: -1, -5, -6N, 9. DM Note: A list of -1, -5, -6N powers follows, but I didn't list Psi9 because it's so long.
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).
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: 1P: +1 QP next segment.
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 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
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 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
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
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
12 Any Rogue Level 12 ability - - - -
15 Any Rogue Level 15 ability - - - -
18 Any Rogue Level 18 ability - - - -
21 Any Rogue Level 21 ability - - - -
24 Any Rogue Level 24 ability - - - -
27 Any Rogue Level 27 ability - - - -
30 Any Rogue Level 30 ability - - - -
33 Any Rogue Level 33 ability - - - -
36 Any Rogue Level 36 ability - - - -

[PC8] Monster 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

[PC8] Monster Classes Group


Psi -1, -5, -6N Major Powers

Freq Major Powers Cost Notes
Psi-1 Dimensional Folding 25 Dimensional Folding (as spell)
Psi-1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Psi-1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Psi-1 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Psi-1 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Psi-1 Inverse Astral Projection 10/t Inverse Astral Projection
Psi-1 Inverse Magic Jar 20/r Another being can use your body
Psi-1 Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Psi-1 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Psi-1 Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Psi-1 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Psi-1 Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)
Psi-5 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Psi-5 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Psi-5 Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Psi-5 Immune to Poison 2+2/h Target is immune to poison & disease
Psi-5 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
Psi-6N Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Psi-6N Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Psi-6N Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Psi-6N Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Psi-6N Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Psi-6N Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Psi-6N Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Psi-6N Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Psi-6N Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Psi-6N Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Psi-6N Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Psi-6N One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Psi-6N Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

[PC8] Monster Classes Group


Psi -1, -5, -6N Grand Powers

Freq Grand Powers Cost Notes
Psi-1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Psi-1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Psi-1 Endowment 100 Give someone else (who is insane) Psi-1
Psi-1 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Psi-1 Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Psi-1 Quick Physical Acceleration 35/r +1 QP action
Psi-1 Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Psi-1 Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Psi-1 Swing Acceleration 35/r +1 S action
Psi-5 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Psi-5 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)
Psi-6N Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Psi-6N Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Psi-6N Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Psi-6N Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Psi-6N Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC8] Monster Classes Group


Psi -1, -5, -6N Super Powers

Freq Super Powers Cost Notes
Psi-1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Psi-1 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Psi-1 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
Psi-1 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Psi-1 Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Psi-1 Villain Element 600 Casts any one 1st level Villain spell

[PC8] Monster Classes Group


Werewolf5


Level

KXP
Psi14
mMG S

TH
1 0 1-- - +1
2 4.2 2-- - +2
3 8.4 3-- - +3
4 16.8 31- - +4
5 33.6 32- - +5
6 67.2 33- - +6
7 134.4 43- - +7
8 268.8 44- - +8
9 500 441 - +9
10 800 442 - +10
11 1100 443 - +11
12 1400 444 - +12
13 1700 544 - +13
14 2000 554 - +14
15 2300 555 - +15
16 2600 655 - +16
17 2900 665 - +17
18 3200 665 1 +18
19 3500 665 2 +19
20 3800 665 3 +20
21 4100 665 4 +21
22 4400 665 5 +22
23 4700 666 5 +23
24 5000 666 6 +24
25 5300 766 6 +25
26 5600 776 6 +26
27 5900 777 6 +27
28 6200 777 7 +28
29 6500 877 7 +29
30 6800 887 7 +30
31 7100 888 7 +31
32 7400 888 8 +32
33 7700 988 8 +33
34 8000 998 8 +34
35 8300 999 8 +35
36 8600 999 91 +36
37 17200 999 92 +37
38 25800 999 93 +38
39 34400 999 94 +39
45 86000 A99 99 +45
54 163400 BBB BB +54
63 240800 DDD DC +63
72 318200 FFE EE1 +72
Requisites: Str 9, Dex 13, Con 13
Alignment: any (usually CN, CE, or NE)
HD/level: & ++d8
Weapon Prof.: & 4+level/2
To Hit Table: Mon
Reference: DM
Groups: Rogue, Monster
Complexity: CF=2
   
Saving Throws:  
PPD: level+12
RSW: level+2
PP: level-4
BW: level+3
Spell: level+0
Fort: level+4
Reflex: level+4
Will: level-3
   
Can use Psi14 powers.
PSPs (Psi14) = (LVL+2)*20.
Severe allergy to Wolfsbane. Vulnerable to Silver.
Gets 30 Rogue points per level, and a Rogue level N pick every odd level.
2V: Change form into a Wolf, or back to Humanoid (or whatever your normal race is).
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL Dex and Exceptional Dex
B +LVL slots in Weapon Mastery (can be used on natural attacks); CF=3: Exceptional Str
C Any Rogue level 1 ability (this may be picked multiple times)
D +1 Psi14 minor power (this may be picked multiple times)
E 1M, LVL/d: Know direction/distance to Boss and NPC party on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Aggressive: -1 Wis, +50 Rogue points
G Great Slayer: 1N, 1/s: Touch/Claw deals +4*LVL dmg; 0: Add Vile and Wounding (LVL hp /s).
H Tracking as a Ranger; Trailing proficiency; 1F: Find the Path
I Can do natural attacks with every arm
J +LVL*200 item XP in Weapon flags per day, only for your claws or bite
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K The space you're standing at can't be targetted; You don't trigger the "Blink Wounding" effect.
L Immune to terrain, hostile environments, x1 Terrain Features
M x2 Feats (whenever you get a feat, get a bonus feat)
N Can operate at negative hp total up to your max hp, can be offensive
O Wolf Reborn: 1D, 1/d: Reincarnate Self
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P 1M: Commune with The Beast or Nanna-Sin [or] Summon a DL VII Moon Dog
Q Ignore aWR and skins of all types with your natural attacks; iaER 100%
R Immune to attacks of opportunity; Astral Construct "Grouping" ability
S +LVL Luck; Luckstone effect
T 1M: Learn a fact (e.g. a weakness) about a monster never seen before
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U ?
V ?
W ?
X ?
Y ?
Level 27-36: Pick any Monster5 class level 20-26

[PC8] Monster Classes Group


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

[PC8] Monster Classes Group


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

[PC8] Monster Classes Group


Wraith0/7

Level KXP Psi7
mMG
1 2.5 (owe) 1--
2 4 2--
3 7 3--
4 10 4--
5 15 5--
6 30 51-
7 60 52-
8 120 53-
9 240 54-
10 480 55-
11 730 65-
12 980 66-
13 1230 661
14 1480 662
15 1730 663
16 1980 664
17 2230 665
18 2480 666
19 2730 666
20 2980 666
21 3230 666
22 3480 666
23 3730 666
24 3980 666
25 4230 666
26 4480 666
27 4730 666
28 4980 666
29 5230 666
30 5480 666
31 5730 666
32 5980 666
33 6230 666
34 6480 666
35 6730 666
36 6980 666
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: Dex 12, Con 9, Wis 9
Alignment: any N (or) any E
HD/level: & +d8
Weapon Prof.: & 3+level/6
To Hit Table: Mon +2 levels
Save Table: Mon +2 levels
Reference: DM {Planeshifted Spectre0}
Groups: Monster
 
These are Wraiths of the (Barney'd) goddess Velonya (goddess of Fertility and Death). They have the unusual property that beings life drained by them immediately rise up as Wraiths, with hardly any delay.b
Gets a Psi7 (Undead psionics) progression. PSPs (Psi7) = (LVL+2)*20.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL-1 weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL (with a minimum of 4), not the usual 4.
Level 1: Base AT is +4+LVL.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).

[PC8] Monster Classes Group


Wyvern1

Level KXP Dragon Mage
123 456 78
1 2.5 (owe) 0-- --- --
2 5 1-- --- --
3 10 20- --- --
4 15 21- --- --
5 25 320 --- --
6 45 321 --- --
7 85 432 0-- --
8 165 432 1-- --
9 325 543 20- --
10 575 543 21- --
11 825 654 320 --
12 1075 654 321 --
13 1325 765 432 0-
14 1575 765 432 1-
15 1825 776 543 2-
16 2075 776 543 20
17 2325 776 543 21
18 2575 777 654 32
19 2825 777 654 32
20 3075 777 765 43
21 3325 777 776 54
22 3575 777 777 65
23 3825 777 777 76
24 4075 777 777 77
25 4325 777 777 77
26 4575 888 877 77
27 4825 888 888 87
28 5075 888 888 88
29 5325 988 888 88
30 5575 998 888 88
31 5825 999 888 88
32 6075 999 988 88
33 6325 999 998 88
34 6575 999 999 88
35 6825 999 999 98
36 7075 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  4  7  5  3  6  1  1  1
+6  4  7  5  3  7  2  2  2
+7  4  8  5  4  7  3  3  3
+8  4  8  6  4  7  4  4  4
+9  5  9  6  5  8  5  5  5
+10  6  9  7  6  8  6  6  6
+11  7 10  7  7  9  7  7  7
+12  8 10  8  8  9  8  8  8
+13  9 10  9  9  9  9  9  9
+14 10 11 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 15, Dex 9, Con 12, Int 9
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Warrior, Rogue, Monster
 
Gets Int bonus to spells.
Gets Exc Str and Exc Con bonus.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Lvl Wyvern1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC8] Monster Classes Group


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC8] Monster Classes Group


Yuan-Ti / Snake Worshiper

Level KXP Priest
123 456 78
1 3.3 (owe) 0-- --- --
2 5.25 00- --- --
3 7.2 000 --- --
4 11.1 000 0-- --
5 20.2 000 00- --
6 39.05 000 000 --
7 74.8 000 000 0-
8 146.3 100 000 0-
9 295.8 110 000 0-
10 588.3 111 000 0-
11 880.8 111 100 0-
12 1173.3 111 110 0-
13 1465.8 111 111 0-
14 1758.3 111 111 1-
15 2050.8 221 111 1-
16 2343.3 222 211 1-
17 2635.8 222 222 1-
18 2928.3 222 222 2-
19 3220.8 333 222 2-
20 3513.3 333 333 2-
21 3805.8 333 333 3h
22 4098.3 444 433 3g
23 4390.8 444 444 4f
24 4683.3 555 554 4e
25 4975.8 555 555 5d
26 5268.3 666 666 5c
27 5560.8 666 666 6b
28 5853.3 777 777 7a
29 6145.8 888 888 80
30 6438.3 999 999 91
31 6730.8 AAA AAA A2
32 7023.3 BBB BBB B3
33 7315.8 CCC CCC C4
34 7608.3 DDD DDD D5
35 7900.8 EEE EEE E6
36 8193.3 FFF FFF F7
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: Con 12, Wis 15
Alignment: LN, LE, NE, or CE
HD/level: & +d9
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Monster
 
Gets Wis or Con bonus to spells.
Gets Exc Con bonus.
Level 1: Immune Poison and Charm.
Level 1: Infravision and Infrared Sight (Heat Vision).
Level 1: Detect Lie cont.
Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
Level 1: +1 additional Specialty Priest (GGL) pick.
Level 1: +1 tail.
Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
 
New Spells:
Poison Spittle N (one for each SL=N): Breathe poison: one group, dmg=(current hp)/(9-N), no save
Reptile Summoning N (one for each SL=N): Summons a DL=N+1 Reptile.
Sticks to Snakes N (one for each SL=N): Reptile Swarm Summoning for CL*(9-N)/3 reptiles of DL=N-1.

[PC8] Monster Classes Group


Zantriss

Level KXP Wizard
123 456 789 ABC DE
TH
1 0 2½- --- --- -- +1
2 4 31½ --- --- -- +2
3 8 421 --- --- -- +3
4 16 532 ½-- --- -- +4
5 32 643 1½- --- -- +5
6 64 754 21- --- -- +6
7 96 865 32½ --- -- +7
8 144 976 43½ --- -- +8
9 216 A87 541 ½-- -- +9
10 400 A98 652 1-- -- +10
11 600 AA9 763 2½- -- +11
12 1000 AAA 874 3½- -- +12
13 1400 AAA 985 4½- -- +13
14 1800 AAA A96 51½ -- +14
15 2200 AAA AA7 621 -- +15
16 2600 AAA AA8 732 -- +16
17 3000 AAA AA9 843 -- +17
18 3400 AAA AAA 954 ½- +18
19 3800 AAA AAA A65 ½- +19
20 4200 AAA AAA A76 1- +20
21 4600 AAA AAA A87 1- +21
22 5000 AAA AAA A98 2- +22
23 5400 AAA AAA AA9 2- +23
24 5800 AAA AAA AAA 3- +24
25 6200 BBB BBB BBB 3- +25
26 6600 BBB BBB BBB 4- +26
27 7000 CCC CCC CCC 4½ +27
28 7400 CCC CCC CCC 5½ +28
29 7800 DDD DDD DDD 5½ +29
30 8200 DDD DDD DDD 51 +30
31 8600 DDD DDD DDD 61 +31
32 9000 EEE EEE EEE 61 +32
33 9400 EEE EEE EEE 71 +33
34 9800 FFF FFF FFF 71 +34
35 10200 FFF FFF FFF 81 +35
36 10600 FFF FFF FFF 821 +36
37 21200 FFF FFF FFF 822 +37
38 31800 FFF FFF FFF 832 +38
39 42400 FFF FFF FFF 833 +39
45 106000 FFF FFF FFF 866 +45
54 201400 FFF FFF FFF A99 1 +54
63 296800 FFF FFF FFF AA9 9 +63
72 392200 FFF FFF FFF CCB B1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+3 +3 +4 +6 -4 +3 +2 +4 +10 +2 ÷1
 
Requisites: Str 10, Dex 10, Con 12, Int 18, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: & d5
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Considered a "Pocket Dragon" race.
Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
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.
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
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: 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.
Level 3: 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.