Doomscout3


Level KXP
Rogue Abilities
TH
1 0 (none) & +1
2 10 +1 LVL to one class's Rogue abilities & +1
3 30 +1 LVL to one class's Rogue abilities & +1
4 60 +2 LVL to one class's Rogue abilities & +2
5 100 +2 LVL to one class's Rogue abilities & +2
6 150 +3 LVL to one class's Rogue abilities & +2
7 210 +3 LVL to one class's Rogue abilities & +3
8 280 +4 LVL to one class's Rogue abilities & +3
9 360 +4 LVL to one class's Rogue abilities & +3
10 450 +5 LVL to one class's Rogue abilities & +4
11 550 +5 LVL to one class's Rogue abilities & +4
12 660 +6 LVL to one class's Rogue abilities & +4
13 780 +6 LVL to one class's Rogue abilities & +5
14 910 +7 LVL to one class's Rogue abilities & +5
15 1050 +7 LVL to one class's Rogue abilities & +5
16 1200 +8 LVL to one class's Rogue abilities & +6
17 1360 +8 LVL to one class's Rogue abilities & +6
18 1530 +9 LVL to one class's Rogue abilities & +6
19 1710 +9 LVL to one class's Rogue abilities & +7
20 1900 +10 LVL to one class's Rogue abilities & +7
21 2100 +10 LVL to one class's Rogue abilities & +7
22 2310 +11 LVL to one class's Rogue abilities & +8
23 2530 +11 LVL to one class's Rogue abilities & +8
24 2760 +12 LVL to one class's Rogue abilities & +8
25 3000 +12 LVL to one class's Rogue abilities & +9
26 3250 +13 LVL to one class's Rogue abilities & +9
27 3510 +13 LVL to one class's Rogue abilities & +9
28 3780 +14 LVL to one class's Rogue abilities & +10
29 4060 +14 LVL to one class's Rogue abilities & +10
30 4350 +15 LVL to one class's Rogue abilities & +10
31 4650 +15 LVL to one class's Rogue abilities & +11
32 4960 +16 LVL to one class's Rogue abilities & +11
33 5280 +16 LVL to one class's Rogue abilities & +11
34 5610 +17 LVL to one class's Rogue abilities & +12
35 5950 +17 LVL to one class's Rogue abilities & +12
36 6300 +18 LVL to one class's Rogue abilities & +12
37 12600 +18 LVL to one class's Rogue abilities & +13
38 18900 +19 LVL to one class's Rogue abilities & +13
39 25200 +19 LVL to one class's Rogue abilities & +13
45 63000 +22 LVL to one class's Rogue abilities & +15
54 119700 +27 LVL to one class's Rogue abilities & +18
63 176400 +31 LVL to one class's Rogue abilities & +21
72 233100 +36 LVL to one class's Rogue abilities & +24
Requisites: Dex 0, (Rogue 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & (2+level)/3
To Hit Table: & +(2+level)/3
Reference: DM {Planeshifted Doomguard3}
Groups: Rogue, Planar, Alternate
Complexity: CF=3
 
Saving Throws:  
PPD: & 0+level
RSW: & 0+level
PP: & 0+level
BW: & 0+level
Spell: & 0+level
Fort: & 0+level
Reflex: & 0+level
Will: & 0+level
   
Gets Exceptional Dex.
Add this class's level adjustment to the LVL of one of your other classes' Rogue abilities. This affects how far down the chart you read (for which Rogue abilities you have), and the number of points you have. It also affects your CL (or effective level) if that is needed for anything. It does not affect "Level:" abilities, lines of text, or spellcasting.
Level 1 ¶: +1 "Any Rogue N" pick per Reset, where N is your current level. This is added to this (Doomscout3) class, not to the class you are adding the LVL adjustment to. This class does get the normal 40 Rogue points per level.
Level 1 ¶: +LVL to your CL when casting Rogue spells.
Level 2: Rogue Expertise: LVL-1 extra skill points in 3rd edition Rogue skills; 1M, 1/d: Legend Lore
Level 3: Innate Adaptation: Double Resist Innate abilities (or anything resisted using IR).
Level 4: Snap or Crash: +LVL-3 stat points distributed among Dex or Str.
Level 7: Unmaking Weapon: 1 attack or ½V: Dispel Weapon or anti-Weapon (includes damaging Shields; anything that uses WR or aWR to resist)
Level 9: Innate Gate: 1M: Innate 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"