Doomdoctor3


Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"