[PC16] Technology Group Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 1½xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC16] Technology Group Classes


Arcane5

Level KXP Rog/Tech/Psi8
123 456 789
1 0 ½½- --- ---
2 2.25 1½½ --- ---
3 4.5 11½ --- ---
4 9 21½ --- ---
5 18 21½ ½-- ---
6 36 211 ½-- ---
7 72 211 ½½- ---
8 144 221 ½½- ---
9 288 221 1½½ ---
10 450 222 1½½ ---
11 675 222 11½ ---
12 900 222 11½ ½--
13 1125 222 111 ½--
14 1350 322 211 ½--
15 1575 322 211 1--
16 1800 332 221 1½-
17 2025 332 221 11-
18 2250 332 221 11½
19 2475 333 222 111
20 2700 433 322 211
21 2925 443 332 221
22 3150 444 333 222
23 3375 544 433 322
24 3600 554 443 332
25 3825 555 444 333
26 4050 655 544 433
27 4275 665 554 443
28 4500 666 555 444
29 4725 766 655 544
30 4950 776 665 554
31 5175 777 666 555
32 5400 877 766 655
33 5625 887 776 665
34 5850 888 777 666
35 6075 988 877 766
36 6300 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 11 11  7 11  5
+9 13 12 13 11 12  7 11  6
+11 14 13 14 12 13  8 12  6
+11 14 13 14 13 13  9 13  7
+12 14 14 14 13 14  9 14  7
+13 15 14 15 14 14 10 14  8
+13 15 15 15 15 14 11 15  8
Requisites: Dex 13, Int 9, Chr 13
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: 1½xCTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue, Technology
 
Gets Exceptional Dex and Chr.
Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
Can specialize in weapons using "Non-War" line.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 7: May use Psi8 majors as if they were 5th level spells.
Level 16: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.
Each level, get one "5th edition" pick from the choices below.
This class does not get Rogue points unless Rogue abilities are taken off this chart.
 
Levels Pick Description
Level 1-3: A +(LVL+1)/2 Chr; Sustain Chr
B Detect/Identify Technology; Can operate Spelljamming Helms
C Detect Lie or Undetectable Lie (1 at a time, cont.)
D Sell items for 64+LVL% of value instead of 50%
E Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 4: Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
Level 5-7: F Can "Frugal" potions (+50% to number of uses)
G 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
H nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
I Nonmagical items (all types) are one-third cost for you
J Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 8: Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
Level 9-12: K Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
L Ignore MR with your Rogue spells
M Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
N 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
O Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 13: Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
Level 14-18: P 1bM, 1/r: Counterspell
Q 1bM, 1/r: Fork
R Immune to LVL elements/eelements (doesn't "spread")
S Get +1 IM (Instantaneous Mental) action per turn.
T Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 18: Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
Level 20-26: U 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
V 400F, 1/d: Create a magic item of <= LVL*400 XP value
W 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
X Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Y Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand

[PC16] Technology Group Classes


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+1  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC16] Technology Group Classes


Big Bug

Level KXP Bug
123 456 789 ABC
1 0 --1 --1 --- ---
2 8000 --2 --1 --- ---
3 16000 --3 --2 --- ---
4 24000 --4 --2 --- ---
5 32000 --5 --3 --- ---
6 40000 --6 --3 --- ---
7 48000 --7 --4 --- ---
8 56000 --7 --4 --- ---
9 64000 --7 --5 --- ---
10 72000 --7 --5 --- ---
11 80000 --7 --6 --- ---
12 88000 --7 --6 --- ---
13 96000 --7 --7 --- ---
14 104000 --7 --7 --- ---
15 112000 --8 --8 --- ---
16 120000 --8 --8 --- ---
17 128000 --9 --9 --- ---
18 136000 --9 --9 --1 ---
19 144000 --A --A --1 ---
20 152000 --A --A --2 ---
21 160000 --B --B --2 ---
22 168000 --B --B --3 ---
23 176000 --C --C --3 ---
24 184000 --C --C --4 ---
25 192000 --D --D --4 ---
26 200000 --D --D --5 ---
27 208000 --D --D --5 --1
28 216000 --D --D --6 --1
29 224000 --D --D --6 --2
30 232000 --D --D --7 --2
31 240000 --D --D --7 --3
32 248000 --D --D --8 --3
33 256000 --D --D --8 --4
34 264000 --D --D --9 --4
35 272000 --D --D --9 --5
36 280000 --D --D --A --5
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: HNCL 36, Str 36, Dex 18, Con 27
Alignment: any
HD/level: &++d20
Weapon Prof.: level
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Concordant (x2), Technology
 
[X] Section stats
ihp +0
iTH +15
P Save +3
M Save -1
War +2
Rog +0
PPsi +2
Wiz -2
Pri -2
MPsi -1
   
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
Big Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 30*level%.
Bugs get 3rd level, 6th level, 9th, and 12th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
BL = Bug Level (your true level in Bug)
BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
Gets 2X actions per round.

[PC16] Technology Group Classes


Brass Gnat

Level KXP BrassGnat  [Bug]
123 456 789 [3]
1 0 --2 --- --- [-]
2 6 --3 --- --- [-]
3 12 --4 --- --- [-]
4 24 --5 --- --- [-]
5 48 --6 --- --- [-]
6 96 --7 --- --- [-]
7 192 --8 --- --- [-]
8 384 --9 --1 --- [-]
9 768 --A --2 --- [-]
10 1200 --B --3 --- [-]
11 1800 --C --4 --- [-]
12 2400 --D --5 --- [-]
13 3000 --E --6 --- [-]
14 3600 --F --7 --- [-]
15 4200 --G --8 --- [-]
16 4800 --H --8 --1 [-]
17 5400 --I --9 --2 [-]
18 6000 --J --9 --3 [-]
19 6600 --K --A --4 [-]
20 7200 --L --A --4 [-]
21 7800 --M --B --4 [-]
22 8400 --N --B --5 [-]
23 9000 --O --C --5 [-]
24 9600 --P --C --5 [-]
25 10200 --Q --D --6 [-]
26 10800 --R --D --6 [-]
27 11400 --S --E --6 [1]
28 12000 --T --E --7 [1]
29 12600 --U --F --7 [2]
30 13200 --V --F --7 [2]
31 13800 --W --G --8 [3]
32 14400 --X --G --8 [3]
33 15000 --Y --H --8 [4]
34 15600 --Z --H --9 [4]
35 16200 --[ --I --9 [5]
36 16800 --\ --I --9 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 17, Dex 17, Con 6
Alignment: any
HD/level: & d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Bug}
Groups: Monster, Concordant (x1), Technology
 
In my universe, Brass Gnats are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
 
Gets Brass Gnat spells, see Brass Gnat spell table (next page). Gets Bug spells starting at level 27, see [PC7].
Brass Gnats get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Brass Gnat spells be of the proper SL when other classes use a "Wish" type effect to emulate a Brass Gnat spell.).
Brass Gnat spells are resisted using TechR (Technological resistance).
 
Some effects refer to "T" actions. These are "Technological actions". If you somehow have an "E" action, you can convert an E action to a T action.
 
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)

[PC16] Technology Group Classes


Brass Gnat Spells

Level # Spell
3 1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
3 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
3 3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
3 4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
3 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
3 6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
3 7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
3 8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
3 9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
3 10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
3 11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
3 12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
3 13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
3 14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
3 15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
6 1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
6 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
6 3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
6 4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
6 5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
6 6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
6 7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
6 8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
6 9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
6 10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
9 1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
9 2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
9 3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
9 4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
9 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
9 6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
9 7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Bug 3 (13) 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 (13) 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Bug 3 (13) 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Bug 3 (13) 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Bug 3 (13) 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Bug 3 (13) 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Bug 3 (13) 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Bug 3 (13) 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Bug 3 (13) 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 (13) 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 (13) 11 1M, can borrow from future: Counter a Concordant or XR-based effect
Bug 3 (13) 12 The "Lady's Smile" effect doesn't work for anyone within sight
Bug 3 (13) 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Bug 3 (13) 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Bug 3 (13) 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are

[PC16] Technology Group Classes


Bug

Level KXP Bug
123 456 789
1 0 --1 --- ---
2 6000 --2 --- ---
3 12000 --3 --- ---
4 18000 --4 --- ---
5 24000 --5 --- ---
6 30000 --6 --- ---
7 36000 --7 --- ---
8 42000 --7 --1 ---
9 48000 --7 --2 ---
10 54000 --7 --3 ---
11 60000 --7 --4 ---
12 66000 --7 --5 ---
13 72000 --7 --6 ---
14 78000 --7 --7 ---
15 84000 --8 --7 ---
16 90000 --8 --8 ---
17 96000 --9 --8 ---
18 102000 --9 --9 ---
19 108000 --A --9 ---
20 114000 --A --A ---
21 120000 --B --A ---
22 126000 --B --B ---
23 132000 --C --B ---
24 138000 --C --C ---
25 144000 --D --C ---
26 150000 --D --D ---
27 156000 --D --D --1
28 162000 --D --D --2
29 168000 --D --D --3
30 174000 --D --D --4
31 180000 --D --D --5
32 186000 --D --D --6
33 192000 --D --D --7
34 198000 --D --D --8
35 204000 --D --D --9
36 210000 --D --D --A
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: HNCL 27, Str 18, Dex 18, Con 9
Alignment: any
HD/level: &+d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x2), Technology
 
[X] Section stats
ihp -1
iTH +10
P Save +2
M Save -1
War +1
Rog +1
PPsi +1
Wiz -1
Pri -1
MPsi +0
   
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 20*level%.
Bugs get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
BL = Bug Level (your true level in Bug)
BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
Gets 1X action per round.

[PC16] Technology Group Classes


Bug Spells

Level # Spell
3 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
3 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
3 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
3 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
3 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
3 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
3 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
3 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
3 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
3 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
3 11 1M, can borrow from future: Counter a Concordant or XR-based effect
3 12 The "Lady's Smile" effect doesn't work for anyone within sight
3 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
3 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
3 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
6 1 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
6 2 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
6 3 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
6 4 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
6 5 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
6 6 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
6 7 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
6 8 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
6 9 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
9 1 1M: Pixelate 30' radius (no resistance); from 30' to 60' are removed from multiverse (not quite as bad as pixelated!)
9 2 Get a random TechF=BL*2 item off the Capital S Shelf (treat as a x[1d8+2] Artifact)
9 3 Immune Pixelation, Inverse Pixelation; Completely undetectable to Originators & PreAscended Ones (unless attack)
9 4 1Z, eat a Barney'd god within sight: Get a true (natural) Reset
9 5 1M: Capital R Really Object to an Insisted effect (an Insisted effect is countered, there is no further response to this)
9 6 Action Fury: 1/d: All your action types are fully Quick and Opposing (infinite number of "Q" and "Opp" modifiers) for 1r
12 1 (73-BL) X actions: Banhammer or Un-Banhammer an effect in the area
12 2 Erase yourself from the chalkboard, pixelate your PC/NPC/MPC cod piece, remove your character slot from the campaign: Really Capital I Insist a non-Concordant effect of SL 0-2 (no School/Sphere Robe effects)
12 3 1X: Ultrablack Gate

[PC16] Technology Group Classes


Captain (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 5 2-- -- [-]
3 10 3-- -- [-]
4 20 31- -- [-]
5 40 32- -- [-]
6 80 42- -- [-]
7 160 421 -- [-]
8 320 431 -- [-]
9 640 432 -- [-]
10 1280 432 1- [-]
11 2500 542 1- [-]
12 2800 543 2- [-]
13 3100 543 21 [-]
14 3400 543 22 [-]
15 3700 543 32 [-]
16 4000 543 33 [-]
17 4300 544 33 [-]
18 4600 544 43 [-]
19 4900 544 44 [-]
20 5200 554 44 [-]
21 5500 555 44 [-]
22 5800 555 54 [-]
23 6100 555 55 [-]
24 6400 655 55 [-]
25 6700 665 55 [-]
26 7000 666 55 [-]
27 7300 666 65 [1]
28 7600 666 66 [1]
29 7900 766 66 [2]
30 8200 776 66 [2]
31 8500 777 66 [3]
32 8800 777 76 [3]
33 9100 777 77 [4]
34 9400 877 77 [4]
35 9700 887 77 [5]
36 10000 888 77 [5]
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 9, Dex 9, Con 13, Int 16,
Wis 13, Chr 16
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: SFB {Reduced Legendary Officer}
Groups: Warrior, Concordant (x1), Technology
 
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC16] Technology Group Classes


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ¼V: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC16] Technology Group Classes


Chemist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
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: Int 14, Wis 13
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Technology
 
Level 1: Identify Psionic Items (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Decipher Code (47+level*3)%
Level 2: Identify Object's chemical makeup by sight.
Level 3: Specialization in Alteration gained.
Level 3: Periodic Table elements are considered Semi for you.
Level 4: Create Chemical Mixture of (level) Complexity Level (see next page; also Tinker Gnome).
Level 5: Periodic Table elements are considered Quasi for you.
Level 6: Can write scrolls.
Level 7: Specialization in Conjuration gained.
Level 8: Identify Technological item, function, and (at a -50% penalty) function (level-7)*10%
Level 9: Identify non-unique monsters by sight.
Level 9: Periodic Table elements are considered Para for you.
Level 17: Periodic Table elements are considered normal for you.
Sample Complexity Levels of Chemicals:
Complexity Substance
1 Smoke Bombs, Low Glues (good old Elmer's), Simple Poisons (Class A/B)
2 Stink Bombs, Medium Glues (superglue), Alcohol, Matches
3 Poison Gas Bombs, High Glues, Acetone, Poison Antidote, Food Preservatives
4 Simple Medicinal Products (aspirin), Water Purification Products
5 Slippery Physical Liquids (oil), Simple SubAttribute Boosters, Flash Powder
6 Low Acids, Basic Fire Retardants, Greek Fire
7 Medium Acids, Ultimate Fire Retardants, Smoke Powder
8 Gunpowder, Chemical Welding Agents
9 Bombs (simple explosive), Stone Dissolving Agents
10 Highly Sophisticated Poisons (Class F), Metal Burning Agents
11 Potions, Cold Bombs, High Acids, Viruses of the order of the Common Cold
12 Combination Bombs, Lightning Bombs, Stone Gas Bombs
13 Potions of x2 strength, Liquid Electronics (!)
14 Dynamite, Combination Time Bombs, Viruses of the order of AIDS/Ebola
15 Rocket Propulsion (up to ½ the speed of light)
16 Plastic Explosives, Airborne versions of previous liquids
17 Real-burning Gasoline, Tornadium D-19
18 Nuclear Fission, Metal Dissolving Agents

[PC16] Technology Group Classes


Dejuvenator

Level KXP Dejuv  Bre End
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 11 11 11 11 11 11 11 11
+1 12 12 12 12 12 12 12 12
+2 13 13 13 13 13 13 13 13
+3 14 14 14 14 14 14 14 14
+4 15 15 15 15 15 15 15 15
+5 16 16 16 16 16 16 16 16
+6 17 17 17 17 17 17 17 17
+7 18 18 18 18 18 18 18 18
+8 19 19 19 19 19 19 19 19
+9 20 20 20 20 20 20 20 20
+10 21 21 21 21 21 21 21 21
+11 22 22 22 22 22 22 22 22
+12 23 23 23 23 23 23 23 23
+13 24 24 24 24 24 24 24 24
+14 25 25 25 25 25 25 25 25
+15 26 26 26 26 26 26 26 26
+16 27 27 27 27 27 27 27 27
+17 28 28 28 28 28 28 28 28
Requisites: Chr 28, Str 23, Class Slots 3
Alignment: any
HD/level: d30
Weapon Prof.: 0+level
To Hit Table: War
Save Table: level+10
Reference: DM { Reduced Breaker / Ender }
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.

[PC16] Technology Group Classes


Dejuvenator Spells

Level # Spell
3 1 1V: Harm (1 target, PPD save)
3 2 1V: Charm or Domination (1 target, Will save)
3 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 4 1M: Stop, Slow, or Web (1 target, no save)
3 5 1M: Target's next Clone will not trigger upon his death (no save)
3 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
5 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 2 1M: Harm (1 target, no save)
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 6 1M: Super Slow: Target loses next LVL A Actions (no save)
7 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 2 1F: Turn Undead with CL=LVL*2.
7 3 1P: Causeall (1 target, no save)
7 4 1M: Destruction (1 target, no save)
7 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
9 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 3 1M: True Destruction (1 target, no save)
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
Breaker 1 (11) 1 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
Breaker 1 (11) 2 1V: Target takes (CCL+1)/3 idmg
Breaker 1 (11) 3 1V: Target loses (CCL+1)/3 iAC
Breaker 1 (11) 4 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
Breaker 1 (11) 5 You may destroy Indestructible items as if they weren't Indestructible.
Breaker 1 (11) 6 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
Ender 1 (11) 1 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
Ender 1 (11) 2 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
Ender 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Ender 1 (11) 4 1X: Capital B Break (1 target, XR to resist)
Ender 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Ender 1 (11) 6 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC16] Technology Group Classes


Demolitionist

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 187.5 (none)
9 375 (none)
10 750 (none)
11 1125 (none)
12 1500 (none)
13 1875 (none)
14 2250 (none)
15 2625 (none)
16 3000 (none)
17 3375 (none)
18 3750 (none)
19 4125 (none)
20 4500 (none)
21 4875 (none)
22 5250 (none)
23 5625 (none)
24 6000 (none)
25 6375 (none)
26 6750 (none)
27 7125 (none)
28 7500 (none)
29 7875 (none)
30 8250 (none)
31 8625 (none)
32 9000 (none)
33 9375 (none)
34 9750 (none)
35 10125 (none)
36 10500 (none)
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 10, Dex 12
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior, Technology
 
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.

[PC16] Technology Group Classes


Demolitionist Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC16] Technology Group Classes


Giant Robot8

Level KXP Psi8   GRobot Vill
mMG SU 123 45 [1]
1 0 1-- -- 1-- -- [-]
2 8 2-- -- 2-- -- [-]
3 16 3-- -- 3-- -- [-]
4 32 41- -- 31- -- [-]
5 64 51- -- 32- -- [-]
6 128 62- -- 42- -- [-]
7 256 72- -- 421 -- [-]
8 512 831 -- 431 -- [-]
9 1024 931 -- 432 -- [-]
10 1536 A41 -- 432 1- [-]
11 2048 B42 -- 542 1- [-]
12 2560 C52 -- 543 2- [-]
13 3072 D52 -- 543 21 [-]
14 3584 E63 -- 543 22 [-]
15 4096 F63 -- 543 32 [-]
16 4608 G73 1- 543 33 [-]
17 5120 H74 1- 544 33 [-]
18 5632 I84 1- 544 43 [-]
19 6144 J84 1- 544 44 [-]
20 6656 K95 2- 554 44 [-]
21 7168 L95 2- 555 44 [-]
22 7680 MA5 2- 555 54 [-]
23 8192 NA6 2- 555 55 [-]
24 8704 OB6 3- 655 55 [-]
25 9216 PB6 3- 665 55 [-]
26 9728 QC7 3- 666 55 [-]
27 10240 RC7 3- 666 65 [1]
28 10752 SD7 4- 666 66 [1]
29 11264 TD8 4- 766 66 [2]
30 11776 UE8 4- 776 66 [2]
31 12288 VE8 4- 777 66 [3]
32 12800 WF9 51 777 76 [3]
33 13312 XF9 51 777 77 [4]
34 13824 YG9 51 877 77 [4]
35 14336 ZGA 51 887 77 [5]
36 14848 [GA 51 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 19, Con 17
Alignment: any
HD/level: 4d8 (no Con bonus)
Weapon Prof.: 8+level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Villain}
Groups: Monster, Concordant (x1), Technology
 
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.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 9: +1 size.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)

[PC16] Technology Group Classes


Giant Robot8 Spells

Level # Spell
1 1 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 2 MPIRR 5*LVL%
1 3 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 4 Resist all Elements
1 5 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 6 Resist Action/Memory/Ability Stealing
2 1 ER 5*LVL%
2 2 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 3 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 4 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 5 +1 minor in a psionic progression you have.
2 6 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
3 1 1M: Hypnotize a group (Will save)
3 2 0, 1/t: Reroll a die roll
3 3 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 4 Resist all Eelements and Unusual Materials
3 5 +LVL C Actions
3 6 You get +1 segment per round (starting at segment 11).
4 1 Your summons can't be targetted.
4 2 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 3 You can convert 1M -> 1QM only for psionic powers.
4 4 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 5 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 6 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
5 1 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 2 You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
5 3 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 4 AllR 5*LVL%
5 5 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 6 You have and may use 2Z actions per half-segment.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC16] Technology Group Classes


Golem16

Level KXP Psi16
mMG S
1 0 1-- -
2 4 2-- -
3 8 3-- -
4 16 4-- -
5 32 5-- -
6 64 6-- -
7 128 7-- -
8 256 8-- -
9 512 81- -
10 900 82- -
11 1300 83- -
12 1700 84- -
13 2100 85- -
14 2500 86- -
15 2900 87- -
16 3300 88- -
17 3700 98- -
18 4100 981 -
19 4500 982 -
20 4900 983 -
21 5300 984 -
22 5700 985 -
23 6100 986 -
24 6500 987 -
25 6900 988 -
26 7300 998 -
27 7700 998 1
28 8100 998 2
29 8500 998 3
30 8900 998 4
31 9300 998 5
32 9700 998 6
33 10100 998 7
34 10500 998 8
35 10900 999 8
36 11300 999 9
TH