Level
| KXP
| Priest 123 456 78
|
1
| 0
| 20- --- --
| 2
| 4
| 210 --- --
| 3
| 8
| 321 --- --
|
4
| 15
| 422 --- --
| 5
| 25
| 432 0-- --
| 6
| 40
| 432 1-- --
|
7
| 70
| 443 1-- --
| 8
| 120
| 443 20- --
| 9
| 180
| 543 21- --
|
10
| 250
| 543 320 --
| 11
| 400
| 553 321 0-
| 12
| 600
| 554 432 1-
|
13
| 1500
| 655 543 2-
| 14
| 2300
| 666 654 3-
| 15
| 3100
| 666 666 4-
|
16
| 3900
| 666 666 5-
| 17
| 4700
| 666 666 6-
| 18
| 5500
| 666 666 60
|
19
| 6300
| 666 666 61
| 20
| 7100
| 666 666 62
| 21
| 7900
| 666 666 63
|
22
| 8700
| 666 666 64
| 23
| 9500
| 666 666 65
| 24
| 10300
| 766 666 65
|
25
| 11100
| 776 666 65
| 26
| 11900
| 777 666 65
| 27
| 12700
| 777 766 65
|
28
| 13500
| 777 776 65
| 29
| 14300
| 777 777 65
| 30
| 15100
| 777 777 75
|
31
| 15900
| 777 777 76
| 32
| 16700
| 777 777 77
| 33
| 17500
| 887 777 77
|
34
| 18300
| 888 877 77
| 35
| 19100
| 888 888 77
| 36
| 19900
| 888 888 88
|
|
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 14, Dex 14, Int 14, Wis 12, Chr 14
| Alignment:
| any
| HD/level:
| +d9
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Priest, Planar
|
|
|
|
Gets an ability score of your choice as bonus to spell progression.
| Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
| Can specialize in weapons using the "Non-War" line.
| +(LVL+2)/3 slots for Henchmen.
| Never loses control of Henchmen (auto-make Chr and Morale checks).
| Divide the cost of Henchment by LVL.
| Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
| Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
| Astral-A. +1M Action.
| Astral-B. Barbarian Int bonus instead of Exceptional.
| Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
| Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
| Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
| Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
| Astral-G. ½V: Controlled Blink.
| Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
| Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
| Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
| Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
| Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
| Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
| Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
| Sun-A. Immune to Blindness
| Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
| Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
| Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
| Sun-E. Immune to Gravity (but not TK / falling damage)
| Sun-F. Immune to Light (and all variants)
| Sun-G. Immune to Plasma and Natural Plasma.
| Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
| Sun-I. Immune to Prismatic effects.
| Sun-J. Immune to Sun sphere spells.
| Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
| Sun-L. Immune to Vacuum. Need not breathe.
|
Traveller-A. Can get and can use 2Z actions per half segment.
| Traveller-B. Can use 2V actions per segment.
| Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
| Traveller-D. Immune to Wall, Sphere, and Forcefield effects
| Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
| Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
| Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
| Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
| Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
| Traveller-J. Immune to Traveller sphere spells.
| Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
| Traveller-L. Immune to Vacuum. Need not breathe.
| Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
| War-A. +1P Action.
| War-B. Barbarian Str bonus instead of Exceptional.
| War-C. All weapons are considered 1 size smaller for what you can wield.
| War-D. Immune to attacks from siege machines.
| War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
| War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
| War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
| War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
| War-I. Your henchmen attack as if one DL better than they are.
| War-J. Your henchmen defend as if one DL better than they are.
| War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
| War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
| War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
| War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
|
New Astral Spells:
| Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
| Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
| Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
| Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
| Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
| Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
| Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
| Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
| New Sun Spells:
| Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
| Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
| Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
| Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
| Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
| Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
| Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
| New Traveller Spells:
| Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
| TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
| Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
| Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
| Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
| True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
| Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
| Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
| Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
|
New War Spells:
| War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
| Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
| Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
| Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
| True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
| Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
| Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
| Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
| Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
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|