Villain


Level KXP Villain
123 45
1 0 1-- --
2 1000 21- --
3 2000 321 --
4 3000 432 1-
5 5000 543 21
6 8000 543 22
7 13000 543 32
8 18000 543 33
9 23000 544 33
10 28000 544 43
11 33000 544 44
12 38000 554 44
13 43000 555 44
14 48000 555 54
15 53000 555 55
16 58000 655 55
17 63000 665 55
18 68000 666 55
19 73000 666 65
20 78000 666 66
21 83000 766 66
22 88000 776 66
23 93000 777 66
24 98000 777 76
25 103000 777 77
26 108000 877 77
27 113000 887 77
28 118000 888 77
29 123000 888 87
30 128000 888 88
31 133000 988 88
32 138000 998 88
33 143000 999 88
34 148000 999 98
35 153000 999 99
36 158000 AAA AA
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: HNCL 18, Dex 20, Int 18
Alignment: any E
HD/level: 13d6 (no Con bonus)
Weapon Prof.: 12+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp -3
iTH +20
P Save -1
M Save -2
War -1
Rog +1
PPsi +0
Wiz +0
Pri -1
MPsi +1
   
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
+1 Weapon proficiency per level.
"VL" in the spells is "Villain level".
6th level Villain spells are described but are not on the Villain progression. These are needed for Arch-Villain class (which does get Villain level 6 spells). If a Villain is somehow able to generate a Concordant "School robe" (-1 SL) effect, he can also use these spells.

Villain


Villain Spells

Level # Spell
1 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
1 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
1 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
1 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
1 5 +10% XP in all your non-Concordant classes.
1 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
1 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
1 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
1 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
1 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
1 11 NF, may borrow: Counter a level N Concordant ability.
1 12 xVL number of henchmen, followers, summons, familiars
2 1 1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
2 2 2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
2 3 3M, 1/d: You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question.
2 4 0, 1/r: Causeall up to VL creatures.
2 5 All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
2 6 All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
2 7 All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
2 8 All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
2 9 0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
2 10 1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
2 11 2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
2 12 May wear any number of items, your AT sources fully stack
3 1 Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
3 2 You have an EVEN MORE ANNOYING FAMILIAR which functions as your VL in Ultra Familiars.
3 3 Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
3 4 0: Dispel Permanent Lady's Smile on one target
3 5 0, 1/r: Set up to VL creatures.
3 6 You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
3 7 Time-Reality Stability
3 8 0, 1/r: Drop Time-Reality Stability on one target for 1 round
3 9 0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
3 10 1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
3 11 Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
3 12 1F, 1/year: Multiply all your effects by VL for 1 turn (once this is used this slot cannot be dropped for a year)
4 1 5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
4 2 You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
4 3 1M: But wait, the other Villain over there FORGOT ONE SMALL THING and he is Crapped and Slain. (only vs. Villains)
4 4 All your spells cost 0 actions (limit = VL/r).
4 5 All your psi cost 0 actions (limit = VL/r).
4 6 All your innates cost 0 actions (limit = VL/r).
4 7 Everyone else within 100 yards (friendly or not) loses VL to their number of segments per round, this may be "turned off".
4 8 +VL Opposing actions.
4 9 0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 10 0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
4 11 -VL actions of all types to everyone within VL*10' r (no resistance)
4 12 1F, 1/year: +VL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 2 You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
5 3 10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
5 4 You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
5 5 1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
5 6 1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
5 7 Your effects have a -VL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
5 8 You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
5 9 0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
5 10 1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
5 11 Lockdown G actions continuous
5 12 You ignore other people's immunities and resistances
6 1 1F: Pawn VL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
6 2 0, 1/s: Choose VL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
6 3 1M: All x2 and lower effects on VL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.