[PC12] Planar Group Classes


Astral Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. ½V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.

[PC12] Planar Group Classes


Baron

Level KXP Baron     Duke
123 456 789 [1]
1 0 1-- --- --- [-]
2 3.3 2-- --- --- [-]
3 6.6 21- --- --- [-]
4 13 32- --- --- [-]
5 33 421 --- --- [-]
6 66 422 --- --- [-]
7 99 432 1-- --- [-]
8 166 433 2-- --- [-]
9 266 433 21- --- [-]
10 666 443 22- --- [-]
11 966 444 33- --- [-]
12 1366 444 441 --- [-]
13 1666 555 442 --- [-]
14 2066 555 442 1-- [-]
15 2466 555 552 1-- [-]
16 2666 555 553 21- [-]
17 2866 555 553 32- [-]
18 3066 555 553 321 [-]
19 3266 555 553 331 [-]
20 3466 555 554 332 [-]
21 3666 555 554 442 [-]
22 3866 555 555 443 [-]
23 4066 555 555 553 [-]
24 4266 555 555 554 [-]
25 4466 555 555 555 [-]
26 4666 666 655 555 [-]
27 4866 666 666 655 [1]
28 5066 666 666 666 [1]
29 5266 777 766 666 [1]
30 5466 777 777 766 [1]
31 5666 777 777 777 [1]
32 5866 888 877 777 [1]
33 6066 888 888 877 [2]
34 6266 888 888 888 [2]
35 6466 999 988 888 [2]
36 6666 999 999 999 [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 3d2
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Psi
Reference: DM {Reduced Duke / ArchDuke}
Groups: Concordant (x1), Planar
 
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
Level 1: RMR level*13% .
Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
Level 6: Troll-like regen LVL hp/s
Level 9: +1S action per round.
Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
Level 18: +1QF action per round.
Level 27: +1X action per round.

[PC12] Planar Group Classes


Baron Spells

Level # Name Effect Source
1 1 Ashes Half of your weapon dmg is vile dmg (perm hp) Psi-6E
1 2 Darkbolt Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save) Psi-6E
1 3 Detect Demons Detect Evil Outer (reverse is Good) RADemons-28
1 4 Dismiss Minion Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good) RADemons-29
1 5 Drain Life Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max) Psi-6E
1 6 Immunity I Immune to poison, non-silver weapons Psi6E
1 7 Intimidate Fear a group (Will save) RADemonsII-87
1 8 Larva Life Mouth's bP: Consume 1 larva to Cureall (incl. DPPs) Psi6E
1 9 Lesser Invocation Use an innate ability of an Evil Outer you've summoned RADemons-29
1 10 Minor Personal Ward Evil Outer cannot attack you unless you're offensive (reverse is Good) RADemons-29
1 11 Protection from Demons Immune to Evil Outer innates (reverse is Good) RADemons-29
1 12 Summon Minion Summons a DL II Evil Outer RADemons-30
1 13 Taint / Dispel Taint Curse (no save, IR), DM rolls in [C] section for effect RADemonsII-87
2 1 Call Minion Summons a DL III Evil Outer RADemons-31
2 2 Charm Demon Charm an Evil Outer (Will save, no BlahR) (reverse is Good) RADemons-31
2 3 Darkbeam 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL) Psi-6E
2 4 Detect Demonic Influence Detect Evil Charm/Domination/Possession/etc. RADemons-31
2 5 Dismiss Denizen Dismiss an Evil Outer of any DL (Fort save) (reverse is Good) RADemons-31
2 6 Evil Eye Target's AC becomes 66-CL^2 (Petrif save at -CL) Psi-6E
2 7 Immunity II Immune to fire or cold, +1 weapon to hit Psi6E
2 8 Lesser Pact Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear) RADemons-31
2 9 Minor Ward 10' r As Minor Personal Ward (SL=1) except 10'r RADemons-32
2 10 Summon Demon Warriors Summons CL/3 DL II Evil Outer RADemons-32
2 11 Summon Soul Hounds Summons CL DL I Soul Hounds (they energy drain 1 level) RADemons-33
2 12 Temptation 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated RADemonsII-88
2 13 Torment Body Target degenerates at CL hp/s RADemonsII-88
3 1 Banish Minions Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good) RADemons-33
3 2 Call Soul Hounds Summons CL DL II Soul Hounds (they energy drain 2 levels) RADemons-33
3 3 Call Demon Warriors Summons CL/4 DL III Evil Outer RADemons-33
3 4 Darkcone 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2) Psi-6E
3 5 Dismiss Demon Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-33
3 6 Gaze of Ice PP Save (for 13*CL damage) or petrified to ice Psi6E
3 7 Hold Demon Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good) RADemons-34
3 8 Infernal Communion Contact Other Plane (Evil), or Commune (to Evil god) RADemons-34
3 9 Major Personal Ward Evil Outer cannot attack you until this is dispelled (reverse is Good) RADemons-34
3 10 Possession Similar to wizard spell "Magic Jar" Psi6E
3 11 Protection from Demons 10'r As Protection from Demons (SL=1) except 10'r RADemons-34
3 12 Summon Minion Summons a DL IV Evil Outer RADemons-34
3 13 Summon Nightmare Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp) RADemons-34

[PC12] Planar Group Classes


Baron Spells (cont.)

Level # Name Effect Source
4 1 Banish Denizen Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-35
4 2 Bind Minion Gates in a DL IV Evil Outer, it is not a summon (it's just here) RADemons-36
4 3 Call Minions Summons CL/5 DL IV Evil Outer RADemons-36
4 4 Call Nightmare Beast Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp) RADemons-36
4 5 Cloak of Darkness Imp.Invis., Immune to Detection/Location Psi6E
4 6 Major Ward 10'r As Major Personal Ward (SL=3) but 10'r RADemons-36
4 7 Multi-Twist Twist (dispel) CL effects Psi-6E
4 8 Power Word Blind 200 hp of creatures blinded (no save) Psi6E
4 9 Summon Demon Summons a DL V Evil Outer RADemons-36
4 10 Summon Gatekeeper Summons a DL IV Evil Outer with the Hell's Caretaker class RADemons-37
4 11 Summon Scourge Summons a DL IV Evil Outer with the Scarlet Torturer class RADemons-37
4 12 Summon Succubus/Incubus Summons a DL IV Succubus/Incubus with the Slut1 class RADemons-38
4 13 Teleport Without Error Teleport Without Error Psi6E
5 1 Banish Demon Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good) RADemons-38
5 2 Beacon of Unrest Bring a defeated monster back to life under your control (counts as a "Revive") Psi-6E
5 3 Defile Consecrated Ground Destroys one good-aligned area's Aura Psi6E
5 4 Evil Haste +level B actions Psi-6E
5 5 Gate Gate Psi6E
5 6 Immunity III Immune:lightning/acid, +2 weapon to hit Psi6E
5 7 Infernal Spawn of Evil Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target Psi-6E
5 8 Planeport As TWE but up to 6 planes removed Psi6E
5 9 Summon Minion Horde Summons CL DL II Evil Outer RADemons-38
6 1 Bringer Immune Illusions; Immune Disease; Immune Reverse Healing Psi-6E
6 2 Immunity IV Globe/Invuln., Immune:1st-2nd Dominions Psi6E
6 3 Infernal Spawn of I.S. of Evil Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target Psi-6E
6 4 Reveal Sin Target must Atone or lose a Specialty God pick (RSW Save) RADemonsII-89
6 5 Steal Soul III Transforms unwilling target to a larva (no save, IR) Psi6E
6 6 Summon Shapeless Horror Sumons a DL VI Shapeless Horror RADemons-39
7 1 Hellfire Storm (5*CL)d6 Unholy Brimstone dmg to a group (no save) BoVD-81
7 2 Summon Leviathan Summons a DL VIII Leviathan RADemons-39
7 3 Trap the Soul Trap the Soul (no save) BoVD-80
8 1 Summon Demon Lord Summons a DL IX Demon Lord (low level Duke) RADemons-40
8 2 Summon Diabolical Wyrm Summons a DL IX Demonic Dragon RADemons-40
8 3 Utterdark Capital D Darkness (even to Cosmic Awareness, True Sight) BoVD3-81
9 1 Eternity of Torture Target is helpless, all ability scores except Con drop to 0 (Fort save) BoVD3-81
9 2 Mindrape Capital E Extract, Forget (no save) BoVD3-83
Duke 1 (11) 1 Eternal Night x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport. RADemons-41
Duke 1 (11) 2 Genocide Kills all of a race on a single plane (can reduce area) RADemons-41
Duke 1 (11) 3 Lesser Apocalypse Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save) RADemons-42

[PC12] Planar Group Classes


Charonodaemon5

Level KXP Wiz:Enc/Cha
123 456 789
1 6.6 (owe) 1-- --- ---
2 9.9 2-- --- ---
3 13.2 21- --- ---
4 19.8 22- --- ---
5 33 221 --- ---
6 59.4 222 --- ---
7 112.2 322 1-- ---
8 217.8 332 2-- ---
9 323.4 333 21- ---
10 429 333 32- ---
11 633.6 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
Requisites: Str 7, Dex 5, Con 12, Int 19, Wis 19
Alignment: NE
HD/level: & ++d12
Weapon Prof.: 6+/2
To Hit Table: Mon +2 levels
Save Table: Mon +2 levels
Reference: DM
Groups: Monster, Concordant (x1), Planar
 
Can cast Wizard Enchantment/Charm spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
Levels Pick Description
Level 1-3: A Half of your weapon dmg is vile dmg (perm hp)
B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F Troll-like regen LVL hp/s
G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 1bM: "Phased out" this r, pass through obj, no affecting real things
L 1M: Plane Shift or Plane Shift Other (Spell save)
M 1M: Summon Evil Outer Planar DL=LVL/2
N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC12] Planar Group Classes


Cosmos Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 4 210 --- --
3 8 321 --- --
4 15 422 --- --
5 25 432 0-- --
6 40 432 1-- --
7 70 443 1-- --
8 120 443 20- --
9 180 543 21- --
10 250 543 320 --
11 400 553 321 0-
12 600 554 432 1-
13 1500 655 543 2-
14 2300 666 654 3-
15 3100 666 666 4-
16 3900 666 666 5-
17 4700 666 666 6-
18 5500 666 666 60
19 6300 666 666 61
20 7100 666 666 62
21 7900 666 666 63
22 8700 666 666 64
23 9500 666 666 65
24 10300 766 666 65
25 11100 776 666 65
26 11900 777 666 65
27 12700 777 766 65
28 13500 777 776 65
29 14300 777 777 65
30 15100 777 777 75
31 15900 777 777 76
32 16700 777 777 77
33 17500 887 777 77
34 18300 888 877 77
35 19100 888 888 77
36 19900 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Int 14, Wis 12, Chr 14
Alignment: any
HD/level: +d9
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets an ability score of your choice as bonus to spell progression.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Can specialize in weapons using the "Non-War" line.
+(LVL+2)/3 slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
Astral-A. +1M Action.
Astral-B. Barbarian Int bonus instead of Exceptional.
Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
Astral-G. ½V: Controlled Blink.
Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
Sun-A. Immune to Blindness
Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
Sun-E. Immune to Gravity (but not TK / falling damage)
Sun-F. Immune to Light (and all variants)
Sun-G. Immune to Plasma and Natural Plasma.
Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
Sun-I. Immune to Prismatic effects.
Sun-J. Immune to Sun sphere spells.
Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
Sun-L. Immune to Vacuum. Need not breathe.
Traveller-A. Can get and can use 2Z actions per half segment.
Traveller-B. Can use 2V actions per segment.
Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Traveller-D. Immune to Wall, Sphere, and Forcefield effects
Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
Traveller-J. Immune to Traveller sphere spells.
Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
Traveller-L. Immune to Vacuum. Need not breathe.
Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
War-A. +1P Action.
War-B. Barbarian Str bonus instead of Exceptional.
War-C. All weapons are considered 1 size smaller for what you can wield.
War-D. Immune to attacks from siege machines.
War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
War-I. Your henchmen attack as if one DL better than they are.
War-J. Your henchmen defend as if one DL better than they are.
War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC12] Planar Group Classes


Cthulhu Investigator5

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 4.5 31½ --- --- --
3 14 421 --- --- --
4 33 532 ½-- --- --
5 70 643 1½- --- --
6 145 754 21- --- --
7 294 865 32½ --- --
8 593 976 43½ --- --
9 1001 A87 541 ½-- --
10 1410 A98 652 1-- --
11 1819 AA9 763 2½- --
12 2228 AAA 874 3½- --
13 2637 AAA 985 4½- --
14 3046 AAA A96 51½ --
15 3455 AAA AA7 621 --
16 3864 AAA AA8 732 --
17 4273 AAA AA9 843 --
18 4682 AAA AAA 954 ½-
19 5091 AAA AAA A65 ½-
20 5500 AAA AAA A76 1-
21 5909 AAA AAA A87 1-
22 6318 AAA AAA A98 2-
23 6727 AAA AAA AA9 2-
24 7136 AAA AAA AAA 3-
25 7545 BBB BBB BBB 3-
26 7954 BBB BBB BBB 4-
27 8363 CCC CCC CCC 4½
28 8772 CCC CCC CCC 5½
29 9181 DDD DDD DDD 5½
30 9590 DDD DDD DDD 51
31 9999 DDD DDD DDD 61
32 10408 EEE EEE EEE 61
33 10817 EEE EEE EEE 71
34 11226 FFF FFF FFF 71
35 11635 FFF FFF FFF 81
36 12044 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+1  5  9  6  4  8  1  2  3
+2  5 10  7  5  9  2  3  4
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  8 13 10  8 12  5  6  8
+5  8 14 11  9 13  6  7  9
+6  9 15 12 10 14  7  8 10
+7 10 15 13 11 15  8  9 11
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
+9 13 16 15 14 16 11 12 15
+10 14 16 15 15 16 12 13 16
+11 15 17 16 16 16 13 14 18
+11 16 17 16 16 17 15 15 18
+12 16 17 16 16 17 17 16 18
+13 17 17 17 17 17 17 16 18
+14 18 18 17 17 17 17 17 18
Requisites: Dex 12+level, Int 4+2*level
Alignment: L any (or) W any
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 2½xWiz
Save Table: 2½xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC12] Planar Group Classes


Cthulhu Investigator5 Abilities

The stat requirements for this class is Dex 12+LVL and Int 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Dex or Int until you fill the requirements). You cannot add this class unless you have Dex 13 and Int 6 (what you need to be level 1).
Specialized in Cthulhu school, pick an opposite. Other Wizards cannot access Cthulhu school at all unless they "know" your class; even then, they need to spend 2 slots each for them. DM Note: These spells are listed in the [PC2] section.
May weapon specialize using the "Spec Non-War" column for number of attacks.
 
Levels 1-3: Pick one of these per level:
   A. 1M: Dismiss a Ooze or Demon 10*LVL%
   B. 1M: LVL instances of Resist Insanity
   C. Immune Goo and Gray Goo
   D. 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
   E. Immune to tentacle damage.
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Levels 5-7: Pick one of these per level:
   F. 1P, 1/r: +1QM next segment.
   G. Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
   I. 1M+1P: Contact Higher Plane
   J. 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Levels 9-11: Pick one of these per level:
   K. Capital S Slay is treated as (lower-case) slay for you
   L. Immune Clone Insanity, Mirror of Opposition
   M. 2F, 1/t: Cure Capital C Crapped on someone.
   N. 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
   O. 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11

[PC12] Planar Group Classes


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"

[PC12] Planar Group Classes


Doomguard3

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)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
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
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
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Group Classes


Doomshaman3

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)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: 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.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
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"

[PC12] Planar Group Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC12] Planar Group Classes


Pioneer (Outland Pioneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
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 Dungeoneer}
Groups: Rogue, Alternate, Planar
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
For Rogue Chart, see next page.

[PC12] Planar Group Classes


Pioneer (Outland Pioneer) Rogue chart

Lvl Pioneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Any Rogue 5 ability - - - -
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 Any Rogue 7 ability - - - -
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC12] Planar Group Classes


Sightseer

Level KXP Divination
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
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, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Planar
 
Gets 60 Rogue points per level
Can cast Wizard Divination or Priest Divination spells.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
 
For Rogue Chart, see next page.

[PC12] Planar Group Classes


Sightseer Rogue chart

Lvl Sightseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Any Rogue 1 ability - - - -
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Any Rogue 2 ability - - - -
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Any Rogue 4 ability (or) 2 any Rogue 1 abilities - - - -
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability (or) 2 any Rogue 2 abilities - - - -
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Any Rogue 7 ability (or) 2 any Rogue 4 abilities - - - -
8 Immune to detection / divination effects - - - -
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
21 Be a x2 being on offense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC12] Planar Group Classes


Traveller Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21