Concordant Opposer / Outlander / Rilmani


Level KXP ConcOpp
246 8AC
1 4 (owe) 2-- ---
2 8 4-- ---
3 12 6-- ---
4 20 8-- ---
5 36 81- ---
6 68 83- ---
7 132 85- ---
8 260 87- ---
9 388 871 ---
10 644 872 ---
11 900 873 ---
12 1184 874 ---
13 1468 874 1--
14 1752 874 2--
15 2036 874 3--
16 2320 874 4--
17 2604 874 41-
18 2888 874 42-
19 3172 874 43-
20 3456 874 44-
21 3740 874 441
22 4024 874 442
23 4308 874 443
24 4592 874 444
25 4876 974 444
26 5160 984 444
27 5444 985 444
28 5728 985 544
29 6012 985 554
30 6296 985 555
31 6580 A85 555
32 6864 A95 555
33 7148 A96 555
34 7432 A96 655
35 7716 A96 665
36 8000 A96 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: Dex 26, Con 18, Int 12, Wis 29
Alignment: TN
HD/level: 2d8
Weapon Prof.: 4+level/4
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x1), Planar
 
Level 1: Enemies need a +1 weapon to hit you.
Level 1: Resist Acid, Gas, Poison; Immune Lightning
Level 1: aMR (LVL*10+40)%
Level 1: 1M: Know Alignment (or Obscure Alignment)
Level 2: 1M: Continual Light or Continual Darkness
Level 3: 1M: Polymorph Self
Level 4: 1M: Hold Monster (Spell save) or Remove Paralysis
Level 5: 1M: Telepathy that allows communication with any intelligent creature
Level 6: 1M: Dismissal (dismisses any summon or elemental, no save)
Level 7: 1M: Teleport without Error
Level 8: 1M: Dispel a psionic effect up to x4 multiplier
Level 9: 1M: Gate or Summon a DL=(LVL-7)/2 Rilmani

Concordant Opposer / Outlander / Rilmani


Concordant Opposer Spells

SL # Spell Effect
2 1 Bring Animals II Summon CL Animals using ML II chart, you pick the result
2 2 Dispel Anti-Magic Dispels one anti-Magic effect (or) Halve ER (no ER or save)
2 3 Dust Aura Enemies in your group takes CL dust dmg /s (no save)
2 4 Earth Bolt Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
2 5 Effects Preservation +10*CL% aMR; +4*CL% ER
2 6 Forget/Remember Forget/Remember
2 7 Hold Blast One group is held (Will save)
2 8 Locate Scrying You know location where someone is scrying for you
2 9 Stay Conscious You stay conscious up to -10-CLxCL hp (defensive acts only)
4 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
4 2 Bring Animals IV Summon CL Animals using ML IV chart, you pick the result
4 3 Earth Storm Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
4 4 Effect Familiarity Pick any spell/power. You resist it; and at +50% when using it.
4 5 Erase Question Mark Erases one "question mark" (hostile/wandering encounter)
4 6 Feeblemind Blast One group is feebleminded (Will save)
4 7 Globe of Mid Resistance Immune to SL 2-4 (all types), Resist SL 1 & 5 (all types)
4 8 Tenser's Transformation Tenser's Transformation
4 9 Wall of Element Wall of a normal/para/quasi element. Dmg is CLxCL.
6 1 Bring Animals VI Summon CL*3 Animals using ML VI chart, you pick the result
6 2 Contact Other Plane Contact Other Plane, no insanity
6 3 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 4 Null Field I All spells of SL 12 or higher don't work in 100'r
6 5 Telekinesis Telekinesis CL*30' (assuming size M target)
6 6 True Seeing True Seeing
8 1 Bring Animals VIII Summon CL*4 Animals using ML VIII chart, you pick the result
8 2 Dispel Technology Dispel one Technological item or effect
8 3 Dual Nature Whenever you summon or create creatures, you get twice as many of them
8 4 Freedom [0 action to use] Reverse Imprisonment (can be used on self)
8 5 Mass Energy Drain One group is energy drained CL levels (no save)
8 6 Null Field II All spells of SL 10 or higher don't work in 100'r
10 1 Bring Animals X Summon CL*5 Animals using ML X chart, you pick the result
10 2 Crapulence Aura Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
10 3 Create/Destroy Conduit Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
12 1 Bring Animal XII Summons 1 DL XII Animal that you can comprehend
12 2 Null Field II All spells of SL 8 or higher don't work in 100'r
12 3 Spirit Preservation +5*CL% aXR