[PC18] Futureshifted Group Classes


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC18] Futureshifted Group Classes


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC18] Futureshifted Group Classes


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.
 
Concordant Spells from CSL 1 to 7 are provided in the [PC7] section.

[PC18] Futureshifted Group Classes


Fighter30

Level KXP Psi9
mMG S
1 0 1-- -
2 7 2-- -
3 28 3-- -
4 70 4-- -
5 140 5-- -
6 245 6-- -
7 392 7-- -
8 588 8-- -
9 840 9-- -
10 1155 A-- -
11 1540 B-- -
12 2002 B1- -
13 2548 B2- -
14 3185 B3- -
15 3920 B4- -
16 4760 B5- -
17 5712 B6- -
18 6783 B7- -
19 7980 B8- -
20 9310 B9- -
21 10780 BA- -
22 12397 BB- -
23 14168 BB1 -
24 16100 BB2 -
25 18200 BB3 -
26 20475 BB4 -
27 22932 BB5 -
28 25578 BB6 -
29 28420 BB7 -
30 31465 BB8 -
31 34720 BB9 -
32 38192 BBA -
33 41888 BBB -
34 45815 BBB 1
35 49980 BBB 2
36 54390 BBB 3
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 20, Dex 10, Con 10
Alignment: any
HD/level: d30
Weapon Prof.: 4+level*2
To Hit Table: War(d30)
Save Table: War(d30)
Reference: wizards
Groups: Warrior, Futureshifted
 
Has Psi9 powers.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.

[PC18] Futureshifted Group Classes


Magic-User30

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 6 310 bc- --- --
3 24 421 ab- --- --
4 60 532 0ac --- --
5 120 643 10b --- --
6 210 754 21a c-- --
7 336 865 320 b-- --
8 504 976 430 ac- --
9 720 A87 541 0b- --
10 990 A98 652 1a- --
11 1320 AA9 763 20c --
12 1716 AAA 874 30b --
13 2184 AAA 985 40a --
14 2730 AAA A96 510 --
15 3360 AAA AA7 621 c-
16 4080 AAA AA8 732 b-
17 4880 AAA AA9 843 a-
18 5680 AAA AAA 954 0-
19 6480 AAA AAA A65 0-
20 7280 AAA AAA A76 1-
21 8080 AAA AAA A87 1-
22 8880 AAA AAA A98 2-
23 9680 AAA AAA AA9 2-
24 10480 AAA AAA AAA 3c
25 11280 BBB BBB BBB 3b
26 12080 BBB BBB BBB 4a
27 12880 CCC CCC CCC 40
28 13680 CCC CCC CCC 50
29 14480 DDD DDD DDD 50
30 15280 DDD DDD DDD 51
31 16080 DDD DDD DDD 61
32 16880 EEE EEE EEE 61
33 17680 EEE EEE EEE 71
34 18480 FFF FFF FFF 71
35 19280 FFF FFF FFF 81
36 20080 FFF FFF FFF 82
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 10, Int 20, Wis 10
Alignment: any
HD/level: d30/4
Weapon Prof.: 0+level*2
To Hit Table: Wiz(d30)
Save Table: Wiz(d30)
Reference: (wizards)
Groups: Wizard, Futureshifted
 
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
Rolls 1d30-10 for proficiency checks.
Level N (every level): +1 school of specialization (no opposite)

[PC18] Futureshifted Group Classes


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[PC18] Futureshifted Group Classes


Rejuvenator

Level KXP Rejuv  Unb Aft
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 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC18] Futureshifted Group Classes


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to 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 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 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.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 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).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC18] Futureshifted Group Classes


Thief30

Level KXP
Spells
1 0 (none)
2 4 (none)
3 16 (none)
4 40 (none)
5 80 (none)
6 140 (none)
7 224 (none)
8 336 (none)
9 480 (none)
10 660 (none)
11 880 (none)
12 1144 (none)
13 1456 (none)
14 1820 (none)
15 2240 (none)
16 2720 (none)
17 3264 (none)
18 3876 (none)
19 4560 (none)
20 5320 (none)
21 6160 (none)
22 7084 (none)
23 8096 (none)
24 9200 (none)
25 10400 (none)
26 11700 (none)
27 13104 (none)
28 14616 (none)
29 16240 (none)
30 17980 (none)
31 19840 (none)
32 21824 (none)
33 23936 (none)
34 26180 (none)
35 28560 (none)
36 31080 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 10, Dex 20, Int 10
Alignment: any
HD/level: d30/3
Weapon Prof.: 2+level*2
To Hit Table: Rog(d30)
Save Table: Rog(d30)
Reference: wizards
Groups: Rogue, Futureshifted
 
Has all rogue abilities on all charts. Gets 90 Rogue points per level.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 1: 1V: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 1V if you want)
Level 1: +LVL QZ actions /r; Can convert 2 QZ -> 1 OppQZ
Level 9: 0: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 0 actions if you want)

[PC18] Futureshifted Group Classes


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Unfinisher3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Unfinisher3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Unfinisher3 class beyond level 1, all you have to meet is the Int 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC18] Futureshifted Group Classes


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC18] Futureshifted Group Classes


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]