Considered a "Dragon" race.
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Exceptional Str, Barbarian Dex, Barbarian Int, Exceptional Wis, Barbarian Chr bonus.
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Attacking costs you only ˝P action. This means you can do two attack sequences in one segment using 1P.
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The TH bonus from race is not included in the class TH progression.
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Gets Wis bonus to physical attacks in addition to Str and/or Dex.
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Specialized in Wizard Metamagic and Invocation schools.
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Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
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Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
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Has a "Familiar" slot.
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Grand in Priest Necromancy, Healing, Animal, Plant, and Charm spheres.
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May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
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A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
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A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
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Has 105+45*LVL Rogue points.
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Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
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Level N (every level): Get an "Any Rogue N" pick. This is in addition to the Rogue table given.
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Moving costs you only ˝V action. (This effectively doubles your movement rate.)
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Has access to the following psionic frequencies: -1, -5, -6N, 9, plus one more of your choice.
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PSPs = (Con+Int+Chr)*LVL
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May use ˝P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ˝P action can be used to make 1 attack (or converted to ˝V to do a half movement).
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Any psionic power that cures hp or removes baneful effects costs only ˝M to use, costs ˝ the number of PSPs, and is only ˝ a memorization slot.
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Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
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Level 1: +1 borrowed M action per round.
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Level 1: You are immune to "summoning sickness" and "teleport sickness".
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Level 1: You may have your priest spells resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
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Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
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Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
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Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
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Level 3: 1M: Counter an effect from an item.
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Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
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Level 5: 1M: Raise Dead.
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Level 5: +1 borrowed M action per round.
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Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
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Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
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Level 9: +1 Q borrowed M action per round.
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Level 9: NM: Counter an effect from a xN item. This is a xN effect.
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Level 9: 1M: Target gains Free Action until end of turn.
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Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
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Level 10: 1M: Raise Dead Fully.
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Level 14: +1 Animal Companion slot.
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Level 16: Your Vampiric Regeneration affects your missile weapons too.
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Revive spell:
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Revive N (Necromancy, SL N): Revive a DL=N monster.
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Izzet spells:
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Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
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Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
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Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
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Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
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Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
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Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
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