Level
| KXP
| Ench/Psi8/16 mMG S
|
1
| 0
| 1-- -
| 2
| 3
| 2-- -
| 3
| 6
| 3-- -
|
4
| 12
| 31- -
| 5
| 24
| 41- -
| 6
| 48
| 42- -
|
7
| 96
| 52- -
| 8
| 192
| 53- -
| 9
| 350
| 531 -
|
10
| 600
| 541 -
| 11
| 850
| 641 -
| 12
| 1100
| 642 -
|
13
| 1350
| 652 -
| 14
| 1600
| 752 -
| 15
| 1850
| 753 -
|
16
| 2100
| 763 -
| 17
| 2350
| 863 -
| 18
| 2600
| 863 1
|
19
| 2850
| 864 1
| 20
| 3100
| 874 1
| 21
| 3350
| 974 1
|
22
| 3600
| 974 2
| 23
| 3850
| 975 2
| 24
| 4100
| 985 2
|
25
| 4350
| 985 3
| 26
| 4600
| 986 3
| 27
| 4850
| 996 3
|
28
| 5100
| 996 4
| 29
| 5350
| 997 4
| 30
| 5600
| 997 5
|
31
| 5850
| 998 5
| 32
| 6100
| 998 6
| 33
| 6350
| 999 6
|
34
| 6600
| 999 7
| 35
| 6850
| 999 8
| 36
| 7100
| 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 6 4 6 3 4 1 3 0
| +0
| 6 5 7 3 5 1 4 1
| +1
| 7 6 7 4 6 2 5 1
|
+1
| 7 7 8 4 7 3 6 2
| +2
| 8 8 8 5 8 4 7 3
| +2
| 8 9 9 5 9 5 8 3
|
+3
| 9 10 9 6 10 5 9 4
| +3
| 9 11 10 6 11 6 10 5
| +4
| 10 12 10 7 12 7 11 5
|
+4
| 10 13 11 7 13 8 12 6
| +5
| 11 14 11 8 14 9 13 7
| +5
| 12 15 12 9 14 9 14 7
|
+6
| 13 16 13 11 15 10 15 8
| +6
| 14 16 14 13 15 11 16 9
| +7
| 15 16 15 14 16 12 17 9
|
+7
| 16 16 16 16 16 13 18 10
| +8
| 16 16 16 16 16 13 19 11
| +8
| 16 17 16 16 16 14 20 11
|
|
Requisites:
| Dex 18, Con 12
| Alignment:
| any
| HD/level:
| +d6
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Rog
| Save Table:
| 2xRog
| Reference:
| DM {Planeshifted Wilderneer}
| Groups:
| Rogue, Alternate, Technology
|
|
|
|
Gets 60 Rogue points per level.
| For powers (see progression), you can pick from Psi8 or Psi16, or from the Enchantment/Charm School (Wizard) at a 1 SL penalty, so "m"=SL 1, "M"=SL 4, "G"=SL 7, and "S"=SL 10.
| May material component spells, but not psionic powers.
| May have up to LVL Psi8/Psi16 items (combined, this is not for each frequency).
| Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
| Level 1: +1 Technological proficiency per level, see [P8.8] for list.
| Level 9 (and every further level divisible by 9): Has access to another School, at the same 1 SL penalty.
|
Lvl
| Engineer Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History
| M
| 10
| Int-13
| Int-15
| 1
| Clown: -1 Wis, +50 Rogue points
| 1
| Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away)
| V
| 10
| Dex-4
| Dex-8
|
1
| Identify | Legend Lore
| M | 0
| 5
| Int-13
| Int-15
| 1
| inRR || inaRR || inaaRR ( | TechR in addition to RR)
| 0
| 30
| Con-13
| Con-18
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away)
| VM
| 5
| Dex-12
| Dex-16
|
1
| Resources: Gain LVL*Chr*10 gp per reset.
| 1
| Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything)
| V
| 10
| Wis-0
| Wis-12
| 1
| Understand how a tech item works (-5%/tech level)
| V
| 25
| Con-10
| Con-12
|
1
| Any Rogue 1 ability
| -
| -
| -
| -
| 2
| Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add
| P
| 5
| Str-14
| Str-19
| 2
| Item Speed: One of your items gets +1E action || two items |||| one gets +1QE
| V
| 0
| Con-10
| Con-15
|
3
| +(rating/50) wear locations (any body location you want)
| V
| 0
| Str-10
| Str-15
| 3
| Any Rogue 3 ability
| -
| -
| -
| -
| 4
| Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special)
| V
| 20
| Dex-9
| Dex-12
|
4
| Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
| 5
| Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
| 5
| Any Rogue 5 ability
| -
| -
| -
| -
|
6
| Disembodied Hands | Unseen Servant | Invisible Stalker
| P
| 30
| Chr-10
| Chr-20
| 6
| Telekinesis (5 lb. per 1% made)
| M
| 10
| Int-13
| Int-17
| 7
| inWR || inaWR || inaaWR ( | CR in addition to WR)
| 0
| 0
| Str+Con-34
| Str+Con-44
|
7
| Any Rogue 7 ability
| -
| -
| -
| -
| 8
| BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
| 8
| Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special)
| M
| 20
| Int-13
| Int-15
|
9
| +(rating)% money, use at end of run before selling
| -
| 0
| Cml-9
| Cml-18
| 9
| Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
| 10
| Locate (anything unique) Across Planes | Clairvoyance there | TWE there
| M
| 0
| Int-12
| Int-15
|
12
| Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
| 15
| The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
| 18
| Speak with Technology (giving it Pseudo-Intelligence)
| V
| 0
| Con-15
| Con-23
|
21
| You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes
| V
| 0
| Con-20
| Con-28
| 24
| Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole
| V
| 0
| Int-19
| Int-25
| 27
| Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc.
| M
| 0
| Con-25
| Con-33
|
|