Brain in a Box


Level KXP Psi (x1)
UVW X
1 3 1-- -
2 141 2-- -
3 592 3-- -
4 653 4-- -
5 5897 5-- -
6 9324 6-- -
7 12751 61- -
8 16178 62- -
9 19605 63- -
10 23032 64- -
11 26459 65- -
12 29886 66- -
13 33313 661 -
14 36740 662 -
15 40167 663 -
16 43594 664 -
17 47021 665 -
18 50448 666 -
19 53875 666 1
20 57302 666 2
21 60729 666 3
22 64156 666 4
23 67583 666 5
24 71010 666 6
25 74437 766 6
26 77864 776 6
27 81291 777 6
28 84718 777 7
29 88145 877 7
30 91572 887 7
31 94999 888 7
32 98426 888 8
33 101853 988 8
34 105280 998 8
35 108707 999 8
36 112134 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 19 19 19 19 19 19 19 19
& +2 21 21 21 21 21 21 21 21
& +3 22 22 22 22 22 22 22 22
& +4 24 24 24 24 24 24 24 24
& +5 25 25 25 25 25 25 25 25
& +6 27 27 27 27 27 27 27 27
& +7 28 28 28 28 28 28 28 28
& +8 30 30 30 30 30 30 30 30
& +9 31 31 31 31 31 31 31 31
& +10 33 33 33 33 33 33 33 33
& +11 34 34 34 34 34 34 34 34
& +12 36 36 36 36 36 36 36 36
& +13 37 37 37 37 37 37 37 37
& +14 39 39 39 39 39 39 39 39
& +15 40 40 40 40 40 40 40 40
& +16 42 42 42 42 42 42 42 42
& +17 43 43 43 43 43 43 43 43
& +18 45 45 45 45 45 45 45 45
Requisites: Psionicist 23 or HNCL 32,
Con 33, Int 36, Wis 39, Chr 33
Alignment: L any
HD/level: & d5
Weapon Prof.: & level
To Hit Table: & Mon
Save Table: 1½xConc
Reference: DM
Groups: Concordant (x2), Psioncist
 
[X] Section stats
ihp +2
iTH +0
P Save +1
M Save +1
War -2
Rog -2
PPsi +2
Wiz +0
Pri +0
MPsi +3
   
Gets 1H action per round. Treat 1H as 1F, except what you do is at x4 effect (sort of like "material componenting"), and is considered x4 multiplier. This affects (amongst other things) your movement rate (if moving), CL, CCL, and save DC's. Alternatively, you can convert 1H to 1X.
Gets Barb Con, Extra Barb Int, Extra Barb Wis, Extra Barb Chr.
Brain a Box PSP pool = LVL iPSPs (where an iPSP is an infinite number of normal PSPs, but no more than 100*LVL PSPs at a time can be spent on powers with variable costs).
Brain in a Box psionic effects are resisted using PsiR, but the sampling power (below) is resisted using XR.
You are completely disembodied; your real body is elsewhere (presumably on your home plane). Attacks against what appears to be your "physical body" are usually quite useless. You may pass through objects at will, since you aren't really here. You may still pick up items, but cannot wear them unless you teleport them back to your real body. You cannot physically attack.
You may "material component" psionic powers from any of your x1 or x2 classes, by spending 1V action. You get free material componenting when using powers from the Brain in a Box class, and if you spend 1V, you get double material componenting.
Level N (every level): +1 psionic frequency this class can pick from.
Level N (every level): +1M action. You may convert 2M to 1QM; 2 QM to 1 QQM; 2 QQM to 1 QQQM; and so on.
Level 1: 1H or 1X, 1/r: High X Frequency Sample, see table on following page. You may "remember" powers, and put them in "Ultra" (U) slots.
DM Note: This table is just suggestions. Results are struck (removed) from the table as they are used. If a duplicate is rolled, the DM will add a new result.

Brain in a Box


High X Frequency Sample Table

# Effect
1 Choose any number of summons and their masters. Their roles reverse (the summon is now the master, and the previous master is now his summon).
2 Up to CCL protection effects on one target reverse their effect (becoming penalties, or an immunity becomes a vulnerability, effects within contingencies are reversed, etc.)
3 All the PCs have Familiar Immunity until end of segment, even if they attack. Enemy familiars lose their Immunity this segment.
4 A Special Generator appears. It has CCL*10 ihp, and generates one random x1d6 Special per segment. The Specials do not affect the party (unless people want to be affected.)
5 For 1 round, speaking actions and N actions are locked down in the room. Also, Picks and Open Slots can't be allocated anymore. Roll two d10's; those segment numbers will not occur the next time they come up.
6 One target becomes x17 on offense and x0 on defense (or vice versa, your choice). His truename is "Fred" until next round and can't be changed until then.
7 The DM leaves the room (entering the "DM Stasis Bubble"). The players may change one number or word on the chalkboard to any other word or number. The DM comes back in, and if he can't figure out what changed within 10 seconds, the change stands. DM Hint: Changing the KXP total (or making it "MXP") would probably be a little too obvious.
8 Up to CCL groups in the room gets Estate Transferenced to random planes. Whatever was there in those spaces comes back here though, so watch out! (We'll probably end up with a CCL+2 -way fight)
9 One target gains or loses (your choice) 1d4000 KXP in one class or mini-class for one segment. If he finds and kills a randomly chosen DL I Weird monster (the DM will roll it using the summon charts), he gets to keep the XP. The monster can't be summoned or created to accomplish this.
10 Each goodberry in the goodberry pool becomes a DL=9+2d4 Plant under your control and comprehension for 1 segment.
11 Everyone in the room can transfer 0 to X actions, and V to G actions. Psionic powers add their PSP costs to PSP pools instead of subtracting.
12 Any number of beings of your choice switch equipment and/or switch places. Astral Constructs in the room gain the Ultraplanar Cow ability to Moo for 1 round.
13 All charges on all items in the room are released immediately. The targets for up to CCL of the items of them are chosen by you; the rest are randomly targetted.
14 One target (can be yourself) gains one instance of the "Uncommoner" ability, using a DL=10+1d100 monster from the "Super High DL" chart.
15 One target gains or loses 1d20 multipliers for one segment. If his multiplier becomes negative, he generates a "negative multiplier zone" in his group. If his multiplier exceeds x22, he is Pixelated.
16 Up to CCL groups have their AC and hp ratings switched; or their hp and number appearing ratings switched; so a group like this: hp 50 (x6) would become: hp 6 (x50)
17 All Beholder eyestalks in the room become attached to your body (and you can use them) for 1 round. They are also Lernaean for 1 segment. All Beholders in the room must roll N System Shock rolls (where N=number of eyestalks lost), or suffer 1 level of Beast of Xvim-ing per failure.
18 The DM rolls one SL=10+1d10 Wizard or Priest spell. This spell can be cast as if it was a cantrip for 1 round. Actual cantrip spells (such as firefinger) do 1i times their normal effect (they are automatically Stepped Out Of without a Crapping at the end).
19 Mirrorweave (as per the MTG spell). Does not affect unwilling PCs, but everyone else is fair game.
20 Roll on this table 1e4 times.