[PC22] Archetype Classes Group


Carasting

Level KXP DragonMage,Pri
123 456 789 AB
TH
1 0 0-- --- -- +5
2 5 1-- --- -- +6
3 10 20- --- -- +7
4 15 21- --- -- +8
5 25 320 --- -- +9
6 45 321 --- -- +10
7 85 432 0-- -- +11
8 165 432 1-- -- +12
9 325 543 20- -- +13
10 575 543 21- -- +14
11 825 654 320 -- +15
12 1075 654 321 -- +16
13 1325 765 432 0- +17
14 1575 765 432 1- +18
15 1825 776 543 2- +19
16 2075 776 543 20 +20
17 2325 776 543 21 +21
18 2575 777 654 32 +22
19 2825 777 654 32 +23
20 3075 777 765 43 +24
21 3325 777 776 54 +25
22 3575 777 777 65 +26
23 3825 777 777 76 +27
24 4075 777 777 77 +28
25 4325 777 777 77 +29
26 4575 888 877 77 +30
27 4825 888 888 87 +31
28 5075 888 888 88 +32
29 5325 988 888 88 +33
30 5575 998 888 88 +34
31 5825 999 888 88 +35
32 6075 999 988 88 +36
33 6325 999 998 88 +37
34 6575 999 999 88 +38
35 6825 999 999 98 +39
36 7075 999 999 991 +40
37 14150 999 999 992 +41
38 21225 999 999 993 +42
39 28300 999 999 994 +43
45 70750 A99 999 999 +49
54 134425 AAA AAA AAA 1 +58
63 198100 AAA AAA AAA A +67
72 261775 BBB BBB BBA A1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +4 +4 -6 -6 +5 +0 +0 ÷1
 
Requisites: Str 17, Dex 16, Con 12, Int 14, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Rogue, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Considered a "Wyvern" race.
Gets Int bonus to spell progression. Can cast Wizard or Priest spells. Specialized in Dragon school (no opposite).
Exc Str, Exc Dex, and Exc Con bonus.
Gets 100 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
Level 9: 1 attack that hits: Really Put Out of Misery
 
Lvl Carasting Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC22] Archetype Classes Group


Carasting (Dragon Mage Spells)

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC22] Archetype Classes Group


Changecat

Level KXP Psi(any)
mMG SUV W
TH
1 0 3-- - +5
2 2.2 5-- - +6
3 4.4 7-- - +7
4 8.8 91- - +8
5 16.5 A1- - +9
6 30 B2- - +10
7 55 C2- - +11
8 100 D3- - +12
9 200 E31 - +13
10 400 F41 - +14
11 600 G41 - +15
12 800 H52 - +16
13 1000 I52 - +17
14 1400 J62 - +18
15 1800 K63 - +19
16 2200 L73 1 +20
17 2600 M73 1 +21
18 3000 N84 1 +22
19 3400 O84 1 +23
20 3800 P94 2 +24
21 4200 Q95 2 +25
22 4600 RA5 2 +26
23 5000 SA5 2 +27
24 5400 TB6 3 +28
25 5800 UB6 3 +29
26 6200 VC6 3 +30
27 6600 WC7 3 +31
28 7000 XD7 4 +32
29 7400 YD7 4 +33
30 7800 ZE8 4 +34
31 8200 ZE8 4 +35
32 8600 ZF8 5 +36
33 9000 ZF9 5 +37
34 9400 ZG9 5 +38
35 9800 ZG9 5 +39
36 10200 ZHA 61 +40
37 20400 ZHA 62 +41
38 30600 ZHA 63 +42
39 40800 ZHA 64 +43
45 102000 ZHA A9 +49
54 193800 ZHD CC1 +58
63 285600 ZHD CCA +67
72 377400 ZHE EED 1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +2 +0 +3 +4 +1 +2 +4 +0 +0 ÷1
 
Requisites: Int 13, Wis 16, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/5
To Hit Table: Mon+4
Save Table: 4xMon
Reference: DM
Groups: Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Cat" race.
PSPs = (Int+Wis+Chr)*Level.
Level N (every level): Gain access to a frequency from -N to N+10 (e.g. at level 1 you can pick from -1 to 11). You automatically get +1 Research Point to research the frequency in question.
Level N (every level): Get an attack or defense mode in any of your chosen frequencies. Note you are considered non-psionic to a frequency unless you have access to it. You may save these picks until you choose a frequency that uses them.
Level 1: Always land on feet. Immune to falling damage.
Level 1: Immune Poison; Resist Cold/Charm/Darkness/Light
Level 1: Detect Invis/Hidden; Farsight; Infravision
Level 1: Base claw attacks are LVLd2.
Level 1 ¶: 1F: Shapechange self into a cat or feline with DL=(LVL+2)/3 or less.
Level 1: 0, 1/d: Reroll a die roll you just made
Level 1: Psionic items cost only ½M to use
Level 5: Night Vision; Superior Hearing; Detect Noise 100%
Level 9: 8/lifetime, even when dead: Resurrect Self
Level 9: +1QV (Quick Movement) action
Level 9: 1/r: May convert 1M -> 2M only for psionics
Level 9: 1/reset: Add LVL charges to any charged item
Level 18: Resist Nether
Level 18: +1QP (Quick Physical) action
Level 18: 1/d: Replace an item's CL with your CL
Level 18: Your Int items may lend their E action to you (as 1QS)
Level 18: Ignore resistances due to dual-nature

[PC22] Archetype Classes Group


Death Grant

Level KXP Priest/Psi60
123 456 789 ABC
TH
1 0 1-g --- --- +1
2 2.875 11- f-- --- +2
3 5.75 21- e-- --- +3
4 11.5 211 -e- --- +4
5 23 321 -d- --- +5
6 46 321 1-d --- +6
7 92 432 1-c --- +7
8 184 432 11- c-- +8
9 368 543 21- b-- +9
10 736 543 211 a-- +10
11 1104 654 321 0-- +11
12 1472 654 321 1-- +12
13 1840 654 322 1-- +13
14 2208 654 322 2-- +14
15 2576 654 332 2c- +15
16 2944 654 333 2b- +16
17 3312 654 333 3a- +17
18 3680 654 433 30- +18
19 4048 654 433 31- +19
20 4416 654 443 31- +20
21 4784 654 444 31c +21
22 5152 654 444 32b +22
23 5520 654 444 42a +23
24 5888 655 444 420 +24
25 6256 655 544 421 +25
26 6624 655 554 421 +26
27 6992 655 555 421 +27
28 7360 655 555 431 +28
29 7728 655 555 532 +29
30 8096 665 555 532 +30
31 8464 666 555 532 +31
32 8832 666 655 532 +32
33 9200 666 665 532 +33
34 9568 666 666 532 +34
35 9936 666 666 542 +35
36 10304 666 666 642 1 +36
37 20608 666 666 642 2 +37
38 30912 666 666 643 2 +38
39 41216 666 666 643 3 +39
45 103040 666 666 665 5 +45
54 195776 777 777 666 61 +54
63 288512 777 777 777 76 +63
72 381248 888 888 877 771 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+LVL +LVL +LVL +LVL +LVL +LVL +LVL +0 +0 +0 ÷1
 
Requisites: Wis 20, Chr 14,
  Race Slots 1, Class Slots 2
Alignment: LE, NE, NG, or CN
HD/level: 2d1 {Wis}  (see note)
Weapon Prof.: 3+level/3
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered a "Vampire" race.
Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Wis bonus.
May specialize in weapons using the "Non-Warrior" line. Can purchase Musketeer/Cannoneer items at ÷LVL cost.
Grand in Priest Necromancy and Healing spells.
Knows Proto-Lich spells as if they were a normal Priest sphere.
May use Psi60 powers as if they were spells with the following SL's: 1=Minor, 3=Major, 5=Grand, 7=Super, 9=Ultra.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC22] Archetype Classes Group


Death Grant (Musketeer/Cannoneer 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
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC22] Archetype Classes Group


Death Grant (Proto-Lich Spells)

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)

[PC22] Archetype Classes Group


Basic Psi60 Information

P60Ps = Str + Int + Wis - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 

Psi60 Minor Powers

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +LVL move rate, +LVL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +LVL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*LVL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (LVL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

[PC22] Archetype Classes Group


Psi60 Major Powers

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +LVL move rate, +LVL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 LVL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

Psi60 Grand Powers

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
Deathly Glow Health Cml Phys S2 6 LVL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, LVL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

[PC22] Archetype Classes Group


Psi60 Super Powers

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -LVL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -LVL Cml to target
Decrease Luck Health Luck Phys D3 12 -LVL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +LVL Cml to target
Increase Luck Health Luck Phys D3 12 +LVL Luck to target
Increase HNCL Health HNCL Phys D5 20 +LVL HNCL and +LVL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)

Psi60 Ultra Powers

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC22] Archetype Classes Group


Falco

Level KXP Wiz/Pri/Psi7
123 456 789 AB
TH
1 0 1-- --- -- +1
2 3.3 2-- --- -- +2
3 6.6 30- --- -- +3
4 13.2 41- --- -- +4
5 26.4 420 --- -- +5
6 52.8 430 --- -- +6
7 105.6 440 --- -- +7
8 211.2 541 0-- -- +8
9 422.4 542 0-- -- +9
10 750 543 0-- -- +10
11 1100 544 0-- -- +11
12 1450 554 10- -- +12
13 1800 554 20- -- +13
14 2150 554 30- -- +14
15 2500 554 40- -- +15
16 2850 655 410 -- +16
17 3200 655 420 -- +17
18 3550 655 430 -- +18
19 3900 655 440 -- +19
20 4250 665 541 0- +20
21 4600 665 542 0- +21
22 4950 665 543 0- +22
23 5300 665 544 0- +23
24 5650 666 554 10 +24
25 6000 666 554 20 +25
26 6350 666 554 30 +26
27 6700 666 554 40 +27
28 7050 666 655 41 +28
29 7400 666 655 42 +29
30 7750 666 655 43 +30
31 8100 666 655 44 +31
32 8450 666 655 54 +32
33 8800 666 655 55 +33
34 9150 666 666 55 +34
35 9500 666 666 65 +35
36 9850 666 666 661 +36
37 19700 666 666 662 +37
38 29550 666 666 663 +38
39 39400 666 666 664 +39
45 98500 777 766 666 +45
54 187150 888 777 777 1 +54
63 275800 888 777 777 7 +63
72 364450 999 988 888 81 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +3 +4 -1 -1 -2 -3 +8 +20 +5 ÷1
 
Requisites: Str 13, Dex 9, Con 13,
  Race Slots 1, Class Slots 2
Alignment: any (usually E)
HD/level: & d10
Weapon Prof.: & 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+5
Fort: level+5
Reflex: level+5
Will: level+5
   
Considered a "Vampire" race.
Can cast Wizard or Priest spells. Gets your choice of Int or Wis bonus to spell progression. Gets access to 1 school or sphere per level.
Can also use Psi7 powers from progression, Minor: SL=1; Major: SL=3; Grand: SL=5; Super: SL=7.
Has none of the vulnerabilities of Vampires (You cannot be turned, can operate normally in daylight, etc.)
Level 1: +2 or better weapon needed to hit you.
Level 1: Troll-like regeneration 3 hp/s.
Level 1: Immune Sleep, Charm, Hold, Poison, Paralysis. Resist Cold and Electricity.
Level 1 ¶: All of your weapons are Vorpal (Natural 18+: Sever head of target).
Level 1 ¶: All of your attacks Energy Drain 2 levels per attack.
Level 1 ¶: Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r).
Level 2: 1M, Gaze: Charm Person (Will save)
Level 3: 1V: Shapechange into a Bat, healing yourself 10-40% of damage taken.
Level 4: 1F: Summon 10d10 DL I Rats, 10d10 DL I Bats, or 3d6 DL II Wolves.
Level 5: 1M: Gaseous Form
Each level, get one "5th edition" pick from the choices below.
 

[PC22] Archetype Classes Group


Falco (5th ed. picks)

Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC22] Archetype Classes Group


Halo

Level KXP Warrior/Rogue
123 456 789 A
TH
1 0 1-- --- - +1
2 2.25 2-- --- - +3
3 4.5 21- --- - +5
4 9 32- --- - +7
5 18 421 --- - +9
6 37.5 431 --- - +11
7 75 432 --- - +13
8 150 432 1-- - +15
9 300 533 2-- - +17
10 450 543 21- - +19
11 637.5 543 32- - +21
12 862.5 554 321 - +23
13 1125 554 322 - +25
14 1500 554 322 1 +27
15 1875 554 422 2 +29
16 2250 555 432 2 +31
17 2625 555 532 2 +33
18 3000 555 533 2 +35
19 3375 555 543 2 +37
20 3750 555 543 3 +39
21 4125 555 554 3 +41
22 4500 555 555 4 +43
23 4875 555 555 5 +45
24 5250 666 655 5 +47
25 5625 666 666 6 +49
26 6000 777 766 6 +51
27 6375 777 777 7 +53
28 6750 888 877 7 +55
29 7125 888 888 8 +57
30 7500 999 988 8 +59
31 7875 999 999 9 +61
32 8250 AAA A99 9 +63
33 8625 AAA AAA A +65
34 9000 BBB BAA A +67
35 9375 BBB BBB B +69
36 9750 CCC CCC C1 +71
37 19500 CCC CCC C2 +73
38 29250 CCC CCC C3 +75
39 39000 CCC CCC C4 +77
45 97500 CCC CCC CA +89
54 185250 DDD DDD CC1 +107
63 273000 DDD DDD CCA +125
72 360750 EEE DDD DDD 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +0 +4 -4 -3 -2 +3 +6 +3 ÷1
 
Requisites: Str 16, Dex 14, Int 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*3/2+4
RSW: level*3/2+3
PP: level*3/2+5
BW: level*3/2+1
Spell: level*3/2+2
Fort: level*3/2-1
Reflex: level*3/2+1
Will: level*3/2-1
   
Counts as an "Evil Outer" race.
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Can cast Warrior or Rogue spells.
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Weapon specializes using the "Barbarian" line.
Gets 70 Rogue points per level.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +1Z actions per segment. Can use +1Z action per segment.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
For Rogue abilities, see next page.

[PC22] Archetype Classes Group


Halo Rogue Abilities

Lvl Halo Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC22] Archetype Classes Group


Hiyah

Level KXP Psi81
mMG SUV W
TH
1 0 1-- -- +2
2 3 2-- -- +4
3 6 3-- -- +6
4 12 31- -- +8
5 24 32- -- +10
6 48 33- -- +12
7 96 43- -- +14
8 192 44- -- +16
9 375 441 -- +18
10 750 442 -- +20
11 1125 443 -- +22
12 1500 444 -- +24
13 1875 544 -- +26
14 2250 554 -- +28
15 2625 555 -- +30
16 3000 655 -- +32
17 3375 665 -- +34
18 3750 665 1- +36
19 4125 665 2- +38
20 4500 665 3- +40
21 4875 665 4- +42
22 5250 665 5- +44
23 5625 666 5- +46
24 6000 666 6- +48
25 6375 766 6- +50
26 6750 776 6- +52
27 7125 776 61 +54
28 7500 776 62 +56
29 7875 776 63 +58
30 8250 776 64 +60
31 8625 776 65 +62
32 9000 776 66 +64
33 9375 777 66 +66
34 9750 777 76 +68
35 10125 777 77 +70
36 10500 877 771 +72
37 21000 877 772 +74
38 31500 877 773 +76
39 42000 877 774 +78
45 105000 888 877 +90
54 199500 A99 999 +108
63 294000 BBB BAA +126
72 388500 CCC CCC 1 +144
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+8 +0 +9 +8 -6 -6 -6 +10 +24 +7 ÷1
 
Requisites: Str 16, Con 18, Int 16,
  Race Slots 1, Class Slots 2
Alignment: LS
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: 2xMon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level-1
Will: level+0
   
Considered a "Klickla" race. Klicklas are ball-shaped creatures with one mouth, similar to a beholder with no eyestalks. They have spikes all over their body. They can assume an Astral-like form.
Has no limbs, but can use LVL of it's spikes when physically attacking. Each spike is a natural attack that does 1d10 base dmg. Weapon specialization may be used for half-plusses, but gives no extra attacks.
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = (higher of Int*2 or Con*1)*LVL
Exceptional Str and Con.
Level 1 ¶: May use Astral Perception and Astral Projection. While projected, enemies need a +LVL+1 weapon to hit you. You can use a Psi1 Psionic Blast while projected.
Level 9 ¶: 1F, 1/h: "Microwave" someone. They make an RSW save (or use TechR), and if failed, they are Capital E Extracted, and have all of their memories erased. Their alignment become LS, and they must reallocate half of their XP to Hiyah, Paladin, Slut, Holy Order of Stars Stupid1, or any other class with a "S" alignment requirement.

[PC22] Archetype Classes Group


Psi81 Minor Powers

# Power PSPs Notes
1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
3 Aid 2/r Target gets +CL to one stat for 1 turn, or to his CL on next effect
4 Armor 0 -CL dmg distributed among /energy or /physical attacks
5 Change Environment 2/t Create light, change temperature, create magnetic field, nothing too powerful
6 Characteristics 0 +CL distributed among your stats
7 Clinging 0 Climb Walls (with the pipes) 60+LVL*20%
8 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
9 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
10 Darkness 1/t Makes room dark to one sense (x1 Special)
11 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
12 Discriminatory Sense -2 to max Identify something by a sense (e.g. smell)
13 Dispel 2 2 Dispel a SL 0-2 effect
14 Drain 2 Target loses -CL to a stat
15 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
16 Enhanced Perception -2 to max "Eagle Eye" / "Distance" version of a sense
17 Entangle 2 Entangle
18 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
19 Flash 2 Blind a sense (Spell save)
20 Flash Defense -2 to max Resist getting your senses blinded
21 Flight 2/t Fly at CL*3"
22 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
23 Gliding 0 Fly at CL"
24 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
25 Hand-to-Hand Attack 2/attack +CL dmg per punch/claw
26 High Range Radio Hearing -2 to max High Range Radio Hearing
27 Images 2/r Phantasmal Force
28 Infrared Vision -2 to max Infravision
29 Instant Change 2 Alter Appearance
30 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
31 Lack of Weakness 0 Resist people looking at you to find your weaknesses
32 Life Support, Breathing 0 Can breathe in unusual environments (e.g. water)
33 Life Support, Food 0 Need not eat, excrete, sleep
34 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
35 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
36 Mental Awareness -2 to max Sensitivity to Psychic Impressions
37 Microscopic Vision -2 to max Microscopic Vision
38 Mind Link 0 Psi81 Psionic Link
39 Mind Scan 2/s Scan mind for information (Will save)
40 Missile Deflection 2/r Deflect 1 missile per P attack
41 Radio Listen and Transmit -2 to max Radio Listen and Transmit
42 Regeneration 0 Regenerate CL hp/s
43 Running 0 +CL*3" movement rate
44 Shrinking 2 2/r -1 size; +CL*2 AC
45 Skill 0 +CL slots in a Nonweapon proficiency
46 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
47 Superleap 2 Jump CL*6"
48 Swimming 0 Swimming CL*3"

[PC22] Archetype Classes Group


Psi81 Major Powers

# Power PSPs Notes
1 Active Sonar -5 to max Active Sonar
2 Clairsentience 4/r Pick a "Clair" type (voy, aud, nas, tact, taste)
3 Damage Reduction, Energy, 50% 0 Take x0.5 damage from energy
4 Damage Reduction, Physical, 50% 0 Take x0.5 damage from physical attacks
5 Density Increase 5 2/r x32 mass; +5 Str; -5/attack (physical or energy)
6 Dispel 5 5 Dispel a SL 0-5 effect
7 Ego Attack 5 CLd10 mental dmg (one target, no save)
8 END Reserve 0 +5*LVL max PSPs
9 Energy Blast II 2 [Pick an element] CLd10 dmg of that element (one group, no save)
10 Force Wall 5/r Solid Wall of Force
11 Growth 5 5/r +2 size; +4 Str; +4*CL max hp
12 Invisibility 2/r Improved Invisibility
13 Life Support, Immune Aging 0 Immune Aging
14 Life Support, Immune Disease 0 Immune Disease
15 Life Support, Need Not Breather 0 Need not breathe
16 Life Support, Resist Radiation 0 Resist Radiation
17 Mental Illusions 5/r Mirage Arcana
18 Missile Reflection 5/r Reflect 1 missile per P attack
19 N-Ray Vision -5 to max N-Ray Vision (pick an element it's blocked by)
20 Power Defense -5 to max Resist stat damage, Incantatrix effects, Polymorph effects
21 Radar Sense -5 to max Radar Sense
22 Shape Shift 5 Polymorph Self
23 Shrinking 5 5/r -2 size; +CL*4 AC
24 Spatial Awareness -5 to max Can sense surroundings without senses
25 Summon 5 Summon a DL V Outer planar creature
26 Telekinesis 5 TK CL*20' (assuming a Size M creature)
27 Telepathy 5/r Telepathy
28 Teleportation 5 Teleport
29 Transfer 5 You get -CL to a stat, target gets +CL (lasts 1 turn)
30 Tunneling 5 Passwall

[PC22] Archetype Classes Group


Psi81 Grand Powers

# Power PSPs Notes
1 Damage Reduction, Energy, 75% 0 Take x0.25 damage from energy
2 Damage Reduction, Physical, 75% 0 Take x0.25 damage from physical attacks
3 Density Increase 8 2/r x256 mass; +8 Str; -8/attack (physical or energy)
4 Desolidification 8/r You pass through objects as if they weren't there
5 Dispel 8 8 Dispel a SL 0-8 effect
6 Energy Blast III 2 [Pick an element] CLd20 dmg of that element (one group, no save)
7 Extra-Dimensional Movement 8 Plane Shift or Teleport Without Error
8 Faster-than-Light (FTL) Travel 0 Move at Warp CL
9 Growth 8 8/r +3 size; +6 Str; +6*CL max hp
10 Killing Attack, Hand-to-Hand 8/attack +CL*2 dmg and +CL Con dmg with unarmed attack
11 Mental Defense -8 to max Resist mental attacks
12 Mind Control 8 Control M actions (Will save)
13 Multiform 8 Shapechange Self
14 Shrinking 8 8/r -3 size; +CL*6 AC
15 Suppress 8/s Target cannot use a particular power (no save)

Psi81 Super Powers

# Power PSPs Notes
1 Damage Reduction, Energy, 90% 0 Take x0.1 damage from energy
2 Damage Reduction, Physical, 90% 0 Take x0.1 damage from physical attacks
3 Dispel 11 11 Dispel a SL 0-11 effect
4 Duplication 8/r There are two of you
5 Energy Blast IV 2 [Pick an element] CLd30 dmg of that element (one group, no save)
6 Growth 11 11/r +4 size; +8 Str; +8*CL max hp
7 Magic Defense -11 to max Resist magic
8 Shrinking 11 11/r -4 size; +CL*8 AC
9 Transform 11 Shapechange Other

[PC22] Archetype Classes Group


Laitos

Level KXP Priest/Psi-6G
123 456 7
TH
1 0 0-- --- - +1
2 3.5 1-- --- - +3
3 7 2a- --- - +5
4 14 30- --- - +7
5 28 41b --- - +9
6 42 52a --- - +11
7 70 630 c-- - +13
8 112 741 b-- - +15
9 182 852 a-- - +17
10 294 963 0-- - +19
11 476 974 1-- - +21
12 770 985 2d- - +23
13 1246 996 3c- - +25
14 1900 997 4b- - +27
15 2600 998 5a- - +29
16 3300 999 60- - +31
17 4000 999 71e - +33
18 4700 999 81d - +35
19 5400 999 92c - +37
20 6100 999 92b - +39
21 6800 999 93a - +41
22 7500 999 930 f +43
23 8200 999 941 e +45
24 8900 999 941 d +47
25 9600 999 952 c +49
26 10300 999 952 b +51
27 11000 999 963 a +53
28 11700 999 963 0 +55
29 12400 999 974 1 +57
30 13100 A99 974 1 +59
31 13800 AA9 985 1 +61
32 14500 AAA 985 2 +63
33 15200 AAA A96 2 +65
34 15900 AAA AA6 2 +67
35 16600 BBB AA7 3 +69
36 17300 BBB BB7 31 +71
37 34600 BBB BB7 32 +73
38 51900 BBB BB7 33 +75
39 69200 BBB BB7 43 +77
45 173000 BBB BB7 76 +89
54 328700 BBB BBA 991 +107
63 484400 BBB BBA A99 +125
72 640100 CCB BBB BBB 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +0 +0 -3 +5 +8 +1 +0 +0 +0 ÷1
 
Requisites: Str 15, Wis 16, Chr 26, Cml 12,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Considered a "Human" race.
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Priest spells as if they were Warrior spells.
Can cast Psi(-6)G powers as if they were Warrior spells, using the same SL's. You get to spend 7*LVL PSPs on the power when you use it, if it has a variable cost.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Turn Undead as a Priest of same level.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 1: 1M: Sense Danger.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Regenerate LVL hp/s.
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class) of DL=LVL/3. Alternatively you can have 1 Mount of DL=(LVL-2)/2.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +(LVL-3)/3 QP actions.
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9 ¶: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC22] Archetype Classes Group


Laitos (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC22] Archetype Classes Group


Laitos (Henchmen Adjectives)

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC22] Archetype Classes Group


Laitos (New Henchmen)

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit (new to this list) 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Leech

Level KXP Priest
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.5 20- --- --- +1
3 5 21- --- --- +1
4 7.5 320 --- --- +2
5 12.5 421 --- --- +3
6 25 422 0-- --- +3
7 50 432 1-- --- +4
8 100 433 20- --- +5
9 200 433 210 --- +5
10 400 443 221 --- +6
11 650 444 321 0-- +7
12 900 444 421 10- +7
13 1150 555 432 111 +8
14 1400 555 442 111 +9
15 1650 555 552 111 +9
16 1900 555 553 211 +10
17 2150 555 554 321 +11
18 2400 555 554 321 +11
19 2650 555 554 322 +12
20 2900 555 554 333 +13
21 3150 555 554 444 +13
22 3400 555 555 555 +14
23 3650 666 666 666 +15
24 3900 776 666 666 +15
25 4150 777 766 666 +16
26 4400 777 776 666 +17
27 4650 777 777 666 +17
28 4900 777 777 776 +18
29 5150 777 777 777 +19
30 5400 887 777 777 +19
31 5650 888 777 777 +20
32 5900 888 877 777 +21
33 6150 888 887 777 +21
34 6400 888 888 777 +22
35 6650 888 888 877 +23
36 6900 888 888 887 1 +23
37 13800 888 888 887 2 +24
38 20700 888 888 887 3 +25
39 27600 888 888 887 4 +25
45 69000 988 888 888 8 +29
54 131100 999 999 999 81 +35
63 193200 A99 999 999 98 +41
72 255300 AAA AAA AA9 991 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +3 +5 +4 -6 -8 +0 +0 +0 ÷1
 
Requisites: Str 13, Dex 13, Con 11, Int 15, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: & +d9
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Evil Outer" and a "Blood Wave" race.
Gets 50 Rogue points per level.
Knows the Eel sphere. Knows the Virus school as a sphere, and can cast those spells as if they were Priest spells.
This class uses "Defiler" type magic, and drains the MF with time.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 5: Detect Leeches and Eels 40' cont.
Level 6: Periodic Table elements are considered Quasi for you.
Level 9: 1M: Identify Magical Pool.
Level 9: Mental link with your Leeches and Eels.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
 
For Rogue abilities, see next page.

[PC22] Archetype Classes Group


Eels/Viruses

Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects
 
Virus Sphere:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment

[PC22] Archetype Classes Group


Leech Rogue Abilities

Lvl Leech Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Sell items for 64+LVL% of value instead of 50%
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Can "Frugal" potions (+50% to number of uses)
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Slimy: You and the space you're standing at can't be targetted.
6 Locate Object in City || Country MM
7 Immune to terrain, hostile environments {Outlaw}
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
9 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
9 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
13 +LVL Luck; Luckstone effect {Gambler}
13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
14 Get +1 IM (Instantaneous Mental) action per turn.
14 Immune to LVL elements/eelements (doesn't "spread")
20 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC22] Archetype Classes Group


Lex Luthor

Level KXP Hen/GR Villain
123 45 [1]
TH
1 0 1-- -- [-] +1
2 3.3 2-- -- [-] +2
3 6.6 21- -- [-] +3
4 13.2 31- -- [-] +4
5 26.4 32- -- [-] +5
6 52.8 321 -- [-] +6
7 106 322 -- [-] +7
8 212 332 -- [-] +8
9 424 332 1- [-] +9
10 660 432 1- [-] +10
11 990 532 2- [-] +11
12 1320 542 21 [-] +12
13 1650 543 21 [-] +13
14 1980 543 22 [-] +14
15 2310 543 32 [-] +15
16 2640 543 33 [-] +16
17 2970 544 33 [-] +17
18 3300 544 43 [-] +18
19 3630 544 44 [-] +19
20 3960 554 44 [-] +20
21 4290 555 44 [-] +21
22 4620 555 54 [-] +22
23 4950 555 55 [-] +23
24 5280 655 55 [-] +24
25 5610 665 55 [-] +25
26 5940 666 55 [1] +26
27 6270 666 65 [1] +27
28 6600 666 66 [1] +28
29 6930 766 66 [2] +29
30 7260 776 66 [2] +30
31 7590 777 66 [3] +31
32 7920 777 76 [3] +32
33 8250 777 77 [4] +33
34 8580 877 77 [4] +34
35 8910 887 77 [5] +35
36 9240 888 77 [51] +36
37 18480 888 77 [52] +37
38 27720 888 77 [53] +38
39 36960 888 77 [54] +39
45 92400 888 87 [77] +45
54 175560 999 99 [881] +54
63 258720 999 99 [998] +63
72 341880 AAA AA [AA9 1] +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -1 +3 +8 +0 +3 +0 +0 +0 +0 ÷1
 
Requisites: Con 10, Int 24, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: 4d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: 4xMon
Reference: DM {Reduced Villain}
Groups: Wizard, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Human" race.
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.
Can manipulate an object with TechF equal to your level or less.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC22] Archetype Classes Group


Lex Luthor (Henchman / Giant Robot Spells)

Level # Spell
1 1 +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 2 +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
1 3 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 4 1bF: Counter a counterspell effect.
1 5 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 6 1M: Monster Summoning (CL+1)/2
1 7 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 8 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 MPIRR 5*LVL%
1 11 Resist Action/Memory/Ability Stealing
1 12 Resist all Elements
1 13 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 14 You adjust all BlahR by -5*level%
1 15 You can have two summons (same group).
1 16 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 17 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 18 You ignore one level of Resist Hold/Stun/Para. on other people
2 1 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
2 2 +1 minor in a psionic progression you have.
2 3 +1 minor in a psionic progression you have.
2 4 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 5 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 6 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 7 1M, 1/r: Causeall one target.
2 8 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 9 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 10 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 11 1V: Twist (Remove an effect on a person)
2 12 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 13 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 14 ER 5*LVL%
2 15 May wear two suits of armor, your AT sources fully stack
2 16 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 17 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 18 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 1 +LVL C Actions
3 2 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 3 0, 1/t: Reroll a die roll
3 4 1F, 1/d: Multiply an effect you do by x1+LVL/10.
3 5 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 6 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 7 1M, 1/d: Set (reverse Reset) one target.
3 8 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 9 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 1M: Fascinate a group (Will save)
3 12 1M: Hypnotize a group (Will save)
3 13 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 14 Resist all Eelements and Unusual Materials
3 15 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 16 You can have three summons (same group).
3 17 You get +1 segment per round (starting at segment 11).
3 18 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 1 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 2 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 3 -1 actions of all types to everyone in the room (x1 Special)
4 4 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 5 1F, 1/d: +1 to your multiplier for 1 round
4 6 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 7 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
4 8 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 9 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 10 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 11 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 12 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 13 Pick a psionic power you have. It costs ½M to use.
4 14 Pick a spell you have. It costs ½M to use.
4 15 Pick an innate ability you have. It costs ½M to use.
4 16 You can convert 1M -> 1QM only for psionic powers.
4 17 You can't be targetted until your summons are destroyed.
4 18 Your summons can't be targetted.
5 1 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 2 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 1F: Charm or Dominate target x0 or x1 creature (save)
5 5 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 6 1M: All x1 and lower effects on one target are dispelled.
5 7 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 1V, LVL/d: You ignore one level of Resist to something
5 10 AllR 5*LVL%
5 11 Lockdown X actions continuous in your group
5 12 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 13 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 14 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 15 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 16 You have and may use 2Z actions per half-segment.
5 17 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
5 18 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
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

[PC22] Archetype Classes Group


Mordenkainen1

Level KXP Wizard
123 456 789 AB
TH
1 0 2*- --- --- -- +0
2 5 31* --- --- -- +0
3 10 421 --- --- -- +1
4 20 532 ½-- --- -- +1
5 40 643 1½- --- -- +2
6 80 754 21- --- -- +2
7 120 865 32½ --- -- +3
8 180 976 43½ --- -- +3
9 270 A87 541 ½-- -- +4
10 500 A98 652 1-- -- +4
11 750 AA9 763 2½- -- +5
12 1500 AAA 874 3½- -- +5
13 2250 AAA 985 4½- -- +6
14 3000 AAA A96 51½ -- +6
15 3750 AAA AA7 621 -- +7
16 4500 AAA AA8 732 -- +7
17 5250 AAA AA9 843 -- +8
18 6000 AAA AAA 954 ½- +8
19 6750 AAA AAA A65 ½- +9
20 7500 AAA AAA A76 1- +9
21 8250 AAA AAA A87 1- +10
22 9000 AAA AAA A98 2- +10
23 9750 AAA AAA AA9 2- +11
24 10500 AAA AAA AAA 3- +11
25 11250 BBB BBB BBB 3- +12
26 12000 BBB BBB BBB 4- +12
27 12750 CCC CCC CCC 4½ +13
28 13500 CCC CCC CCC 5½ +13
29 14250 DDD DDD DDD 5½ +14
30 15000 DDD DDD DDD 51 +14
31 15750 DDD DDD DDD 61 +15
32 16500 EEE EEE EEE 61 +15
33 17250 EEE EEE EEE 71 +16
34 18000 FFF FFF FFF 71 +16
35 18750 FFF FFF FFF 81 +17
36 19500 FFF FFF FFF 821 +17
37 20250 FFF FFF FFF 822 +18
38 21000 FFF FFF FFF 832 +18
39 21750 FFF FFF FFF 833 +19
45 26250 FFF FFF FFF 866 +22
54 33000 FFF FFF FFF A99 1 +26
63 39750 FFF FFF FFF AA9 9 +31
72 46500 FFF FFF FFF CCB B1 +35
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-2 +1 +2 +10 +2 +5 +2 +0 +0 +0 ÷1
 
Requisites: Dex 12, Con 14, Int 25,
  Race Slots 1, Class Slots 3
Alignment: L any [or] any G
HD/level: d2
Weapon Prof.: 3+level/8
Reference: DM
Groups: Wizard, Concordant (x1), Archetype
Complexity: CF=3
 
Saving Throws:
PPD: level*2+2 Fort: level*2+3
RSW: level*2+10 Reflex: level*2+3
PP: level*2+6 Will: level*2+3
BW: level*2+0
Spell: level*2+15
 
CF=3 or less: The *'s on the spell progression are - (dash).
CF=4 or more: The *'s on the spell progression are ½ (half).
 
Barbarian Int bonus.
Gets 2*(Int Score) bonus to spell progression (double your Int score, then look on the table).
Gets Normal Int bonus to CL, with a maximum bonus of +LVL.
Specialized in LVL Schools with no opposite.
Gets +1 familiar per level (including level 1).
Gets +1 research point per level (including level 1). Can research spells from the Arcane Wizard class at 1 spell per research point.
Level N (Each level): Pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level N (Each level): Pick one spell. That spell requires only ½ the number of M actions to cast.
Level 1: Free material componenting. Can double material component if 1V is spent.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: No ill effects for casting a spell above normal casting ability due to being too low level.
Level 3: All of your spells that offer a saving throw now require 2 saving throws.
Level 7: All of your spells that offer a saving throw now require 3 saving throws.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 3*LVL (for this rule only).
Level 9: Each level starting at 9th, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 12: All of your spells that offer a saving throw now require 4 saving throws.
Level 18: Each level starting at 18th, pick one spell. That spell can be cast as a 0 action.
Level 18: All of your spells that offer a saving throw now require 5 saving throws.
Level 25: All of your spells that offer a saving throw now require 6 saving throws. They also require 2 MSaves instead of 1 if using the [X] section rules.
Level 27: For spells with multiple saves, for each save that is missed, the target gets another instance of that effect on himself.
Level 33: All of your spells that offer a saving throw now require 7 saving throws. They also require 3 MSaves instead of 1 if using the [X] section rules.

[PC22] Archetype Classes Group


Nikki

Level KXP Priest
123 456 789 ABC D
TH
1 0 1-- --- --- - +0
2 1.1 20- --- --- - +1
3 2.2 21- --- --- - +1
4 4.4 320 --- --- - +2
5 8.8 321 --- --- - +3
6 17.6 432 0-- --- - +3
7 35.2 432 1-- --- - +4
8 70.4 543 20- --- - +5
9 140.8 543 21- --- - +5
10 250 654 320 --- - +6
11 400 654 321 --- - +7
12 550 765 432 0-- - +7
13 700 765 432 1-- - +8
14 850 776 543 20- - +9
15 1000 776 543 21- - +9
16 1150 777 654 320 - +10
17 1300 777 654 321 - +11
18 1450 777 765 432 - +11
19 4150 777 776 543 - +12
20 4350 777 777 654 - +13
21 4700 777 777 765 - +13
22 5050 777 777 776 - +14
23 5400 777 777 777 - +15
24 5750 888 877 777 - +15
25 6100 888 888 877 - +16
26 6450 888 888 888 - +17
27 6800 888 888 888 b +17
28 7150 888 888 888 0 +18
29 7500 888 888 888 1 +19
30 7850 888 888 888 2 +19
31 8200 888 888 888 3 +20
32 8550 888 888 888 4 +21
33 8900 888 888 888 5 +21
34 9250 888 888 888 6 +22
35 9600 888 888 888 7 +23
36 9950 888 888 888 81 +23
37 19900 888 888 888 82 +24
38 29850 888 888 888 83 +25
39 39800 888 888 888 84 +25
45 99500 998 888 888 88 +29
54 189050 999 999 999 981 +35
63 278600 999 999 999 999 +41
72 368150 AAA AAA AA9 999 1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +3 +3 -4 +5 +5 +10 +0 +0 +0 ÷1
 
Requisites: Dex 12, Con 12, Wis 18, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any (or) any S
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Grand in Love sphere.
Gets 30 Rogue points per level.
Level 1 ¶: Your spells are resisted using CR instead of MR.
Level 1 ¶: Regenerate Heal per segment: Each segment, you get a Heal spell cast on you.
Level 1: You cast Enchantment, Charm, and Love spells at +1 caster level.
Level 2: Hold Chr.
Level 3: +LVL on TH, dmg and AC provided you have made love within the past day.
Level 4: Your summon gain your Chr bonus to LVL/HD. (Divide this by 4 to get adjustment to DL)
Level 5: Your Enchantment, Charm, and Love based abilities and spells can work upon those typically immune to such effects, at half effect.
 
Love Spells:
Charm Animal (SL=1): Makes one animal your friend (Will save).
Eagle's Splendor (SL=2): Subject gains +4 to Charisma for 1 min./level.
Blindness/Deafness (SL=3): Makes subject blinded or deafened (RSW save)
Charm Monster (SL=4): Makes monster believe it is your ally. (Will save)
Symbol of Sleep (SL=5): Triggered rune puts nearby creatures into catatonic slumber. (no save)
Symbol of Persuasion (SL=6): Triggered rune charms nearby creatures. (no save)
Power Word Blind (SL=7): Blinds and Stuns creature with 200 hp or less. (no save)
Sympathy (SL=8): Object or location attracts certain creatures.
Dominate Monster (SL=9): Charm Monster (no save).
 
Lvl Nikki Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
1 any Acrobat1 ability - - - -

[PC22] Archetype Classes Group


ORLY Owl

Level KXP Priest/HighFreq
123 456 789 ABC DEF GHI
TH
1 0 -1- --- --- --- --- +0
2 3.25 -2- --- --- --- --- +1
3 6.5 -2- 0-- --- --- --- +1
4 13 -3- 1-- --- --- --- +2
5 26 -3- 2-- --- --- --- +3
6 52 -3- 2-0 --- --- --- +3
7 104 -4- 2-1 --- --- --- +4
8 208 -4- 3-1 --- --- --- +5
9 416 -4- 3-2 --- --- --- +5
10 741 -4- 3-2 -0- --- --- +6
11 950 -5- 3-2 -1- --- --- +7
12 1300 -5- 4-2 -1- --- --- +7
13 1650 -5- 4-3 -1- --- --- +8
14 2000 -5- 4-3 -2- --- --- +9
15 2350 -5- 4-3 -2- 0-- --- +9
16 2700 -6- 4-3 -2- 1-- --- +10
17 3050 -6- 5-3 -2- 1-- --- +11
18 3400 -6- 5-4 -2- 1-- --- +11
19 3750 -6- 5-4 -3- 1-- --- +12
20 4100 -6- 5-4 -3- 2-- --- +13
21 4450 -6- 5-4 -3- 2-0 --- +13
22 4800 -7- 5-4 -3- 2-1 --- +14
23 5150 -7- 6-4 -3- 2-1 --- +15
24 5500 -7- 6-5 -3- 2-1 --- +15
25 5850 -7- 6-5 -4- 2-1 --- +16
26 6200 -7- 6-5 -4- 3-1 --- +17
27 6550 -7- 6-5 -4- 3-2 --- +17
28 6900 -7- 6-5 -4- 3-2 -0- +18
29 7250 -8- 6-5 -4- 3-2 -1- +19
30 7600 -8- 7-5 -4- 3-2 -1- +19
31 7950 -8- 7-6 -4- 3-2 -1- +20
32 8300 -8- 7-6 -5- 3-2 -1- +21
33 8650 -8- 7-6 -5- 4-2 -1- +21
34 9000 -8- 7-6 -5- 4-3 -1- +22
35 9350 -8- 7-6 -5- 4-3 -2- +23
36 9700 -8- 7-6 -5- 4-3 -2- 1 +23
37 19400 -8- 7-6 -5- 4-3 -2- 2 +24
38 29100 -8- 7-6 -5- 4-3 -3- 2 +25
39 38800 -8- 7-6 -5- 4-3 -3- 3 +25
45 97000 -8- 7-6 -5- 5-5 -5- 4 +29
54 184300 -8- 7-7 -7- 7-6 -6- 6 +35
63 271600 -8- 8-8 -8- 8-8 -7- 7-1 +41
72 358900 -8- 8-8 -8- 8-8 -8- 8-8 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -2 +3 +6 +8 +3 +3 +2 +6 +3 ÷1
 
Requisites: Con 9, Int 18, Wis 25, Chr 9, Cml 9,
  Race Slots 1, Class Slots 2
Alignment: L any
HD/level: & d10
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Owl" race.
Gets Wis bonus to progression.
Can cast Priest spells (SL's are given on table, A=10, C=12, E=14, G=16, I=18), or High Frequency Sample (2=Minor, 4=Major, 6=Grand, 8=Super, A=Ultra, C=Ultra+1(V), E=Ultra+2(W), G=Ultra+3(X), H=Ultra+4(Y)).
PSPs = (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.
Level 1: Base bite attack is 1d20 and is sharpness.
Level 1: Free (0 action) material componenting with Priest spells.
Level N (every level): +1 Wis.

[PC22] Archetype Classes Group


Ozla

Level KXP Wizard/Psi19
123 456 789 ABC
TH
1 0 0-- --- --- +1
2 2.5 1-- --- --- +3
3 5 2a- --- --- +5
4 10 21- --- --- +7
5 20 22b --- --- +9
6 40 221 --- --- +11
7 80 322 c-- --- +13
8 160 322 1-- --- +15
9 320 332 2d- --- +17
10 500 332 21- --- +19
11 875 433 22e --- +21
12 1250 433 221 --- +23
13 1625 443 322 f-- +25
14 2000 443 322 1-- +27
15 2375 544 332 2g- +29
16 2750 544 332 21- +31
17 3125 554 433 22h +33
18 3500 554 433 221 +35
19 3875 655 443 322 +37
20 4250 655 443 322 +39
21 4625 665 544 332 +41
22 5000 665 544 332 +43
23 5375 766 554 433 +45
24 5750 766 554 433 +47
25 6125 776 655 443 +49
26 6500 776 655 443 +51
27 6875 877 665 544 +53
28 7250 877 665 544 +55
29 7625 887 766 554 +57
30 8000 887 766 554 +59
31 8375 988 776 655 +61
32 8750 988 776 655 +63
33 9125 998 877 665 +65
34 9500 998 877 665 +67
35 9875 999 887 766 +69
36 10250 999 887 766 1 +71
37 2041 999 887 766 2 +73
38 2408 999 887 766 3 +75
39 2775 999 887 766 4 +77
45 4977 999 888 777 7 +89
54 8280 999 999 988 81 +107
63 11583 999 999 999 88 +125
72 14886 AAA AAA 999 991 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +3 +4 +5 +6 +7 +4 +0 +0 +0 ÷1
 
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
  Race Slots 1, Class Slots 2
Alignment: any G (or) any E
HD/level: d20
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: DM
Groups: Warrior, Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Chronomancy (no opposite).
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 11: +LVL-10 segments per round.
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC22] Archetype Classes Group


Ozla (Chronomancy Spells)

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC22] Archetype Classes Group


Plator

Level KXP MTG Wiz/Pri
123 456 789
TH
1 0 1-- --- --- +0
2 5 20- --- --- +1
3 10 21- --- --- +1
4 20 320 --- --- +2
5 40 421 --- --- +3
6 80 422 0-- --- +3
7 160 432 1-- --- +4
8 250 433 20- --- +5
9 500 433 21- --- +5
10 700 443 22- --- +6
11 900 444 330 --- +7
12 1100 444 441 --- +7
13 1300 555 442 0-- +8
14 1500 555 442 1-- +9
15 1700 555 552 10- +9
16 1900 555 553 21- +10
17 2100 555 553 320 +11
18 2300 555 553 321 +11
19 2500 555 553 331 +12
20 2700 555 554 332 +13
21 2900 555 554 442 +13
22 3100 555 555 443 +14
23 3300 555 555 553 +15
24 3500 555 555 554 +15
25 3700 555 555 555 +16
26 3900 666 655 555 +17
27 4100 666 666 655 +17
28 4300 666 666 666 +18
29 4500 777 766 666 +19
30 4700 777 777 766 +19
31 4900 777 777 777 +20
32 5100 888 877 777 +21
33 5300 888 888 877 +21
34 5500 888 888 888 +22
35 5700 999 988 888 +23
36 5900 999 999 999 1 +23
37 11800 999 999 999 2 +24
38 17700 999 999 999 3 +25
39 23600 999 999 999 4 +25
45 59000 A99 999 999 9 +29
54 112100 AAA AAA AAA 91 +35
63 165200 AAA AAA AAA A9 +41
72 218300 BBB BBB BAA AA1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-5 +0 +0 +7 +3 +0 +0 +0 +0 +0 ÷1
 
Requisites: Int 25, Wis 9,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Artifact (Wizard School and Concordant School)
Black (Wizard School and Priest Sphere)
Blue (Wizard School and Psionic Discipline)
Gold (Wizard School, Priest Sphere, and Psionic Discipline)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Spells are on the following pages. Can cast normal Wizard or Priest spells; they cost 2 spells each.
Artifact spells are generally cast once, then the effect lasts for the day.

[PC22] Archetype Classes Group


Plator (MTG Spells)

School/Sphere SL # Spell Effect
Artifact 1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
Artifact 1 2 Ivory Tower Regenerate 3 hp/s.
Artifact 1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
Artifact 1 4 Sol Ring +2 SL in progression.
Artifact 1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
Artifact 1 6 Summon Myr 1 Summon a DL=1 Myr
Artifact 1 7 Voltaic Key 1V: An item gets 1E action this segment.
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Black 1 2 Paralyze Target is paralyzed (PP save)
Black 1 3 Unholy Strength Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Blue 1 1 Ancestral Recall This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Blue 1 2 Flight Target flies at 12" (C).
Blue 1 3 Mind Games Target loses his next action (Spell save)
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Red 1 1 Earthbind Target loses flying and takes double normal falling damage (no save).
Red 1 2 False Orders (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Red 1 3 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
White 1 2 Death Ward 1bM, cannot act next segment: Avoid a slay effect on someone.
White 1 3 Healing Salve One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Artifact 2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
Artifact 2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
Artifact 2 3 Illusionary Mask Your summons are Dust of Disappearanced
Artifact 2 4 Lightning Greaves Your summons are not summoning sick
Artifact 2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
Artifact 2 6 Summon Myr 2 Summon a DL=2 Myr
Artifact 2 7 Sun Droplet Regenerate 10 hp/s.
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Black 2 2 Simulacrum 1bM: Redirect any amount of damage from you to one of your subordinates.
Black 2 3 Terror Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Blue 2 2 Force Spike 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Blue 2 3 Invisibility Improved Invisibility.
Blue 2 4 Time Walk This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Gold 2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
Gold 2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
Gold 2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
Gold 2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
Gold 2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
Gold 2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
Gold 2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
Gold 2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
Gold 2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
Gold 2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
Gold 2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
Gold 2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
Gold 2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
Red 2 2 Raging River Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Red 2 3 Shatter Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
White 2 2 Circle of Protection When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
White 2 3 Disenchant Dispel an effect.
Artifact 3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
Artifact 3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
Artifact 3 3 Brass Gnat 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.
Artifact 3 4 Brass Gnat 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).
Artifact 3 5 Brass Gnat 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.
Artifact 3 6 Brass Gnat 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.
Artifact 3 7 Brass Gnat 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.
Artifact 3 8 Brass Gnat 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.
Artifact 3 9 Brass Gnat 3-7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
Artifact 3 10 Brass Gnat 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.
Artifact 3 11 Brass Gnat 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.
Artifact 3 12 Brass Gnat 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).
Artifact 3 13 Brass Gnat 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.
Artifact 3 14 Brass Gnat 3-12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
Artifact 3 15 Brass Gnat 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.
Artifact 3 16 Brass Gnat 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.
Artifact 3 17 Brass Gnat 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.
Artifact 3 18 Caltrops 10 damage damaging shield (no save, TechR to resist)
Artifact 3 19 Fireshrieker One of your summons deals double damage
Artifact 3 20 Forcefield Damage Threshold 10 from physical attacks
Artifact 3 21 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
Artifact 3 22 Summon Myr 3 Summon a DL=3 Myr
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Black 3 2 Gloom [x1 Special] Priest spells cost triple spell slots to cast.
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Blue 3 2 Mana Leak 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Blue 3 3 Psionic Blast Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Gold 3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
Gold 3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
Gold 3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
Gold 3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
Gold 3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
Gold 3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
Gold 3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
Gold 3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
Gold 3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
Gold 3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
Gold 3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
Gold 3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
Gold 3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
Gold 3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
Gold 3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
Gold 3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
Gold 3 17 Sky Spirit Summon a DL III Spirit, it flies.
Gold 3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
Gold 3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Red 3 1 Fervor You and your summons are not summoning sick.
Red 3 2 Stone Rain Deal CL Hull dmg to one inanimate object (no save)
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
White 3 2 Reverse Damage 1bM: One effect that's damaging you heals you for that amount instead.
Artifact 4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
Artifact 4 2 Icy Manipulator 1S: Target loses his next action.
Artifact 4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
Artifact 4 4 Summon Myr 4 Summon a DL=4 Myr
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Black 4 2 Lich Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Blue 4 2 Control Magic Charm Monster (Will save)
Blue 4 3 Counterspell 1bM or 1 OppM: Counter target magical/psionic effect.
Gold 4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
Gold 4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
Gold 4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
Gold 4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
Gold 4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
Gold 4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
Gold 4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
Gold 4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
Gold 4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
Gold 4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
Gold 4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
Gold 4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
Gold 4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
Gold 4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
Gold 4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Red 4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
Red 4 3 Orcish Oriflamme All your subordinates get +1 offensive DL.
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
White 4 2 Resurrection Resurrect someone who's been killed within the past CL s.
Artifact 5 1 Al-Abara's Carpet Immune to attackers unless they are flying
Artifact 5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
Artifact 5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
Artifact 5 4 Summon Myr 5 Summon a DL=5 Myr
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
Blue 5 2 Evacuation A group of summons is unsummoned
Gold 5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
Gold 5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
Gold 5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
Gold 5 4 Ordered Migration Summon CL/6 DL I Birds
Gold 5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
Gold 5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
Gold 5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
Gold 5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
Gold 5 9 Tobias Andrion Summon a DL V Human, he beats things.
Gold 5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Artifact 6 1 Brass Gnat 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.
Artifact 6 2 Brass Gnat 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).
Artifact 6 3 Brass Gnat 6-3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
Artifact 6 4 Brass Gnat 6-4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
Artifact 6 5 Brass Gnat 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.)
Artifact 6 6 Brass Gnat 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.
Artifact 6 7 Brass Gnat 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.
Artifact 6 8 Brass Gnat 6-8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
Artifact 6 9 Brass Gnat 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.
Artifact 6 10 Brass Gnat 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.
Artifact 6 11 Joven's Tools 1M: Target creature ignores all defenses with one attack
Artifact 6 12 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
Artifact 6 13 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Blue 6 2 Quash 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Gold 6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
Gold 6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
Gold 6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Red 6 2 Gravity Sphere No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Artifact 7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
Artifact 7 2 Summon Myr 7 Summon a DL=7 Myr
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Gold 7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
Gold 7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
Gold 7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
Gold 7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Artifact 8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
Artifact 9 1 Brass Gnat 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).
Artifact 9 2 Brass Gnat 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).
Artifact 9 3 Brass Gnat 9-3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
Artifact 9 4 Brass Gnat 9-4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
Artifact 9 5 Brass Gnat 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.
Artifact 9 6 Brass Gnat 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.).
Artifact 9 7 Brass Gnat 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.
Artifact 9 8 Darksteel Forge Your items are indestructible.
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC22] Archetype Classes Group


Ponnet

Level KXP Wizard/Psi30
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.25 2½- --- --- +0
3 4.5 21- --- --- +0
4 9 32½ --- --- +1
5 18 421 --- --- +1
6 36 422 ½-- --- +1
7 54 432 1-- --- +2
8 81 433 2½- --- +2
9 121.5 433 21- --- +2
10 225 443 22- --- +3
11 337.5 444 33½ --- +3
12 675 444 441 --- +3
13 1000 555 442 ½-- +4
14 1325 555 442 1-- +4
15 1650 555 552 1½- +4
16 1975 555 553 21- +5
17 2300 555 553 32½ +5
18 2625 555 553 321 +5
19 2950 555 553 331 +6
20 3275 555 554 332 +6
21 3600 555 554 442 +6
22 3925 555 555 443 +7
23 4250 555 555 553 +7
24 4575 555 555 554 +7
25 4900 555 555 555 +8
26 5225 666 655 555 +8
27 5550 666 666 655 +8
28 5875 666 666 666 +9
29 6200 777 766 666 +9
30 6525 777 777 766 +9
31 6850 777 777 777 +10
32 7175 888 877 777 +10
33 7500 888 888 877 +10
34 7825 888 888 888 +11
35 8150 999 988 888 +11
36 8475 999 999 999 1 +11
37 16950 999 999 999 2 +12
38 25425 999 999 999 3 +12
39 33900 999 999 999 4 +12
45 84750 A99 999 999 9 +14
54 161025 AAA AAA AAA 91 +17
63 237300 AAA AAA AAA A9 +20
72 313575 BBB BBB BAA AA1 +23
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+2 +1 +2 +4 -1 -1 -2 +0 +0 +0 ÷1
 
Requisites: Str 7, Dex 5, Con 6, Int 12,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, PC Designed, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Counts as a "Human" race.
Specialized in Alteration and Myrmecology.
May use Psi30 powers as if they were spells with the following SL's: 2=Minor, 4=Major, 6=Grand, 8=Super, 10=Ultra. Your "successes" are equal to your CL.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: "Polymorph Other" is a 1st level spell for you. You may choose the general summon type (1-40) of what the target will turn into.
Level 1 ¶: May use Astral Perception and Astral Projection.
Level 9 ¶: 1F, 1/d: Target x0 being becomes a x1 being permanently.
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC22] Archetype Classes Group


Putz

Level KXP Putz [Pawn/Spawn]
234 567 [01]
TH
1 0 1-- --- [--] & +1
2 6 2-- --- [--] & +2
3 12 3-- --- [--] & +3
4 25 31- --- [--] & +4
5 50 32- --- [--] & +5
6 150 33- --- [--] & +6
7 250 331 --- [--] & +7
8 350 332 --- [--] & +8
9 450 333 --- [--] & +9
10 650 333 1-- [--] & +10
11 850 333 2-- [--] & +11
12 1050 333 3-- [--] & +12
13 1250 333 31- [--] & +13
14 1450 333 32- [--] & +14
15 1650 333 33- [--] & +15
16 1850 333 331 [--] & +16
17 2050 333 332 [--] & +17
18 2250 333 333 [--] & +18
19 2550 333 333 [1-] & +19
20 2850 433 333 [1-] & +20
21 3150 443 333 [1-] & +21
22 3450 444 333 [1-] & +22
23 3750 444 433 [1-] & +23
24 4050 444 443 [1-] & +24
25 4350 444 444 [1-] & +25
26 4650 444 444 [2-] & +26
27 4950 554 444 [2-] & +27
28 5350 555 544 [2-] & +28
29 5750 555 555 [2-] & +29
30 6150 555 555 [3-] & +30
31 6550 666 555 [3-] & +31
32 6950 666 666 [3-] & +32
33 7350 666 666 [31] & +33
34 7750 666 666 [32] & +34
35 8150 666 666 [33] & +35
36 8550 777 766 [33] & +36
37 17100 777 766 [43] & +37
38 25650 777 766 [44] & +38
39 34200 777 766 [54] & +39
45 85500 887 777 [77] & +45
54 162450 998 888 [881] & +54
63 239400 999 988 [888] & +63
72 316350 AAA 999 [999 1] & +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +4 +4 -4 -4 +0 +0 +0 +0 ÷1
 
Requisites: Str 16, Dex 14, Con 16, Int 13,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & 2d1
Weapon Prof.: & level*2
To Hit Table: & Mon
Save Table: 4xMon
Reference: DM {Reduced Pawn/Spawn}
Groups: Custom, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Gets Exceptional Str, Dex, Con, and Int.
Can weapon specialize using the Non-Warrior line.
Level N (every level): +1 proficiency of any type.
Level 1 ¶: Rotating Truename.
Level 1 ¶: Gets +1F action per round.
Level 1 ¶: Gets F=LVL rating in Custom2 picks. The entire Custom2 chart is given further down, but negative F cost things cannot be picked. ArchCustom2 things can be picked if you research them.

[PC22] Archetype Classes Group


Putz (Custom2 picks)

Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC22] Archetype Classes Group


Putz Spells

SL # Spell Effect (can pick more than once, each additional is +1 to LVL)
2 1 Ability Score Points +LVL Ability score points and +1 Sustained stat
2 2 BlahR +10*LVL% among any BlahR's; anti-BlahR's cost double; XR and better cannot be picked
2 3 Hit Points x(1+LVL/10) hp
3 1 A Acceleration +LVL A actions, counts as your Haste
3 2 CL +LVL CL
3 3 Miracle Progression For each n from 1 to LVL/2, gain "1F, (LVL/2+1-n)/d: Miracle n" (so at LVL=4 you have 2,1)
3 4 Status Resistance Resist LVL [C] section effects, major ones cost 3 picks each (can use three to become Immune)
4 1 B Acceleration +LVL B actions, counts as your Haste, can be stacked with other Acceleration powers
4 2 Mini Class +1 Mini class slot
4 3 Research Points +1 Research Point per Reset
4 4 Regeneration 4 Troll-like Regen. LVL hp /s; can heal Vile and Permanent hp at x3 cost
4 5 Spawner lending you spells 0, 1/r: +LVL SLs in memorization in spells (cannot be used for Putz progression itself)
5 1 C Acceleration +LVL C actions, counts as your Haste, can be stacked with other Acceleration powers
5 2 Spawner lending you psionics 0, 1/r: +LVL SLs in memorization in psionics
5 3 Saves +LVL to saves
5 4 Subordinates +LVL/4 distributed among defensive DL, offensive DL, or rhp for your subodinates
5 5 To Hit +LVL to TH
6 1 Concordant Mini Classes Get a times 1 mirrored set of base XP for Concordant Mini group classes
6 2 Regeneration 5 Regenerate 1/10 of max hp /s, on segment 10 removes one [C] section effect
6 3 Spawner lending you XP +10% XP
6 4 X Acceleration +1X action, counts as your Haste, can be stacked with other Acceleration powers
7 1 Demigod Mini Classes Get a times 1 mirrored set of base XP for Demigod Mini group classes
7 2 H Acceleration +1H action, counts as your Haste, can be stacked with other Acceleration powers
7 3 Hold Multiplier Hold Multiplier
10 (Spawn 0) 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
10 (Spawn 0) 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
10 (Spawn 0) 3 Hit Points x(CCL+1) hp
11 (Spawn 1) 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
11 (Spawn 1) 2 CCL +LVL CCL
11 (Spawn 1) 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
11 (Spawn 1) 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each

[PC22] Archetype Classes Group


Rixthaxth

Level KXP Wizard/Psi1&2
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 3.5 20- --- --- +2
3 7 21- --- --- +3
4 14 32a --- --- +4
5 28 421 --- --- +5
6 56 422 b-- --- +6
7 112 432 1-- --- +7
8 224 433 2c- --- +8
9 448 433 21- --- +9
10 896 443 22- --- +10
11 1323 444 33d --- +11
12 1548 444 441 --- +12
13 1773 555 442 e-- +13
14 1998 555 442 1-- +14
15 2223 555 552 1f- +15
16 2448 555 553 21- +16
17 2673 555 553 32g +17
18 2898 555 553 321 +18
19 3123 555 553 331 +19
20 3348 555 554 332 +20
21 3573 555 554 442 +21
22 3798 555 555 443 +22
23 4023 555 555 553 +23
24 4248 555 555 554 +24
25 4473 555 555 555 +25
26 4698 666 655 555 +26
27 4923 666 666 655 +27
28 5148 666 666 666 +28
29 5373 777 766 666 +29
30 5598 777 777 766 +30
31 5823 777 777 777 +31
32 6048 888 877 777 +32
33 6273 888 888 877 +33
34 6498 888 888 888 +34
35 6723 999 988 888 +35
36 6948 999 999 999 1 +36
37 13896 999 999 999 2 +37
38 20844 999 999 999 3 +38
39 27792 999 999 999 4 +39
45 69480 A99 999 999 9 +45
54 132012 AAA AAA AAA 91 +54
63 194544 AAA AAA AAA A9 +63
72 257076 BBB BBB BAA AA1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +5 +4 -4 -6 +10 +0 +4 ÷1
 
Requisites: Int 19, Wis 16,
  Race Slots 1, Class Slots 2
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+2
RSW: level+2
PP: level+2
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+2
Will: level+2
   
Considered a "Mind Flayer" and a "Rakshasa" race.
Gets Int bonus to progression. Can cast Wizard spells, Psi1 powers, and/or Psi2 powers. For this class, psionic powers use the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Necromancy (no opposite).
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +1 Int.
Level 1: CF=4: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: CF=5: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 18: CF=6: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC22] Archetype Classes Group


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[PC22] Archetype Classes Group


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[PC22] Archetype Classes Group


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC22] Archetype Classes Group


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC22] Archetype Classes Group


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC22] Archetype Classes Group


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC22] Archetype Classes Group


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[PC22] Archetype Classes Group


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[PC22] Archetype Classes Group


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
There are no prerequisites for any power for both Wild Talents and Psionicists.
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[PC22] Archetype Classes Group


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[PC22] Archetype Classes Group


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[PC22] Archetype Classes Group


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[PC22] Archetype Classes Group


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[PC22] Archetype Classes Group


Shadowcron

Level KXP Rog/Psi7
123 456 78
TH
1 0 ½½- --- -- +1
2 2.25 1½½ --- -- +1
3 4.5 11½ --- -- +2
4 9 21½ --- -- +3
5 18 21½ ½-- -- +3
6 36 211 ½-- -- +5
7 72 211 ½½- -- +5
8 144 221 ½½- -- +6
9 288 221 1½½ -- +7
10 450 222 1½½ -- +7
11 675 222 11½ -- +8
12 900 222 11½ ½- +9
13 1125 222 111 ½- +9
14 1350 322 211 ½- +11
15 1575 322 211 1- +11
16 1800 332 221 1½ +12
17 2025 332 221 11 +13
18 2250 332 222 11 +13
19 2475 333 222 11 +14
20 2700 433 322 21 +15
21 2925 443 332 22 +15
22 3150 444 333 22 +16
23 3375 544 433 32 +17
24 3600 554 443 33 +17
25 3825 555 444 33 +18
26 4050 655 544 43 +19
27 4275 665 554 44 +19
28 4500 666 555 44 +20
29 4725 766 655 54 +21
30 4950 776 665 55 +21
31 5175 777 666 55 +22
32 5400 877 766 65 +23
33 5625 887 776 66 +23
34 5850 888 777 66 +24
35 6075 988 877 76 +25
36 6300 998 887 771 +25
37 12600 998 887 772 +26
38 18900 998 887 773 +27
39 25200 998 887 774 +27
45 63000 998 888 887 +31
54 119700 999 999 999 1 +37
63 176400 A99 999 999 9 +43
72 233100 AAA AAA AAA 91 +49
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +6 +3 +3 +3 +4 -7 +0 +0 +0 ÷1
 
Requisites: Dex 19, Con 9, Int 9, Wis 9, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: LN or LE
HD/level: & +d8
Weapon Prof.: & 3+level/6
To Hit Table: 1½xCTD0
Save Table: 2xMon +1
Reference: DM
Groups: Rogue, Lost, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+1
RSW: level+1
PP: level+1
BW: level+1
Spell: level+1
Fort: level+1
Reflex: level+1
Will: level+1
   
Gets Exceptional Dex and Chr.
Can cast Rogue spells and Psi7 powers, using these SL's: 2=Minor, 4=Major, 6=Grand, 8=Super.
Can specialize in weapons using "Non-War" line.
Gets 50 Rogue points per level.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL-1 (with a minimum of 4), not the usual 4.
Level 1: Base AT is +5+LVL.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
 
For Rogue abilities, see next page.

[PC22] Archetype Classes Group


Shadowcron Rogue Abilities

Lvl Shadowcron Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
1 Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Sell items for 64+LVL% of value instead of 50%
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
5 +LVL*100 item XP in Weapon flags per day
5 Can "Frugal" potions (+50% to number of uses)
5 Nonmagical items (all types) are one-third cost for you
5 Plausible Deniability: You can never be "guilty" of a crime according to the law.
6 Locate Object in City || Country MM
7 Always get special treatment and respect from Local Ruler {Agent of the Crown}
7 Can buy property or businesses at half cost {Businessman}
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
9 Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
20 400F, 1/d: Create a magic item of <= LVL*400 XP value
20 Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)

[PC22] Archetype Classes Group


Shastack

Level KXP Wizard (Ill +2)
123 456 789 A
TH
1 0 1-- --- - +0
2 3 20- --- - +0
3 6 21- --- - +1
4 12 32a --- - +1
5 24 421 --- - +2
6 48 431 f-- - +2
7 90 432 b-- - +3
8 135 432 1-- - +3
9 200 533 2c- - +4
10 300 543 21- - +4
11 500 543 32d - +5
12 800 554 321 - +5
13 1100 554 322 e +6
14 1400 554 322 1 +6
15 1700 554 422 2 +7
16 2000 555 432 2 +7
17 2300 555 532 2 +8
18 2600 555 533 2 +8
19 2900 555 543 2 +9
20 3200 555 543 3 +9
21 3500 555 554 3 +10
22 3800 555 555 4 +10
23 4100 555 555 5 +11
24 4400 666 655 5 +11
25 4700 666 666 6 +12
26 5000 777 766 6 +12
27 5300 777 777 7 +13
28 5600 888 877 7 +13
29 5900 888 888 8 +14
30 6200 999 988 8 +14
31 6500 999 999 9 +15
32 6800 AAA A99 9 +15
33 7100 AAA AAA A +16
34 7400 BBB BAA A +16
35 7700 BBB BBB B +17
36 8000 CCC CCC C1 +17
37 16000 CCC CCC C2 +18
38 24000 CCC CCC C3 +18
39 32000 CCC CCC C4 +19
45 80000 CCC CCC CA +22
54 152000 DDD DDD CC1 +26
63 224000 DDD DDD CCA +31
72 296000 EEE DDD DDD 1 +35
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +7 -2 +6 -3 +5 +4 +4 +0 -1 ÷1
 
Requisites: Dex 25, Int 24, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any
HD/level: 2d2
Weapon Prof.: -1+level*2
To Hit Table: 1½xWiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Specialized in Illusion, no opposite.
Double School Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
Illusion spells cost ½M to cast.
Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ½V action. You may Triple Material Component (x4 effect) for another ½V action.
Gets Dex bonus to spell progression. Gets Int bonus to CL with spells from this class (max limit = +LVL).
This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
Level 1: +LVL to number of maintained effects.
Level 1: You continuously disbelive all Illusions, and automatically power score your check.
Level 1 ¶: +1 "illusionary" summon slot for illusionary monsters only.
Level 9: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
Level 18: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 9 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power.
Level 27: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using X14 or X21. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).

[PC22] Archetype Classes Group


Shastack (Delusionist1 Spells)

SL # Spell Effect
3 1 Chromatic Blast Chromatic Orb for a group, don't need to roll to hit
2 Displacement I Displaced (AC +2, first attack misses)
3 Illusion Summoning III Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
4 Mirror Image III 6 Mirror Images, can't be dispelled/disbelieved
5 Phantom Shield AC +CL*2; saves +CL; MDeflection CL*10%
6 True Darkness Total Darkness, Infravision / See in Darkness / Truesight doesn't work
4 1 Blur Zone Nothing can be targetting in the room (x1 Special)
2 Hold Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
3 Illusion Summoning IV Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 Mirror Image IV 8 Mirror Images, can't be dispelled/disbelieved
5 Rope Trap Target is ejected to Astral and Heavily Stunned (PP save)
6 X-ray Vision X-ray Vision
5 1 False Skin CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
2 Illusion Summoning V Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
3 Mirror Image V 10 Mirror Images, can't be dispelled/disbelieved
4 N-ray Vision N-ray Vision (pick an element it's blocked by)
5 Shadow Magic Wishoid for a SL 0-5 Wizard spell, has only 50% effect
6 Steal Illusion Gain control of an Illusion effect (no save, ER to resist)
6 1 Displacement II Double Displaced (AC +4, first-second attacks miss)
2 Dust of Disappearance Dust of Disappearance (AC +8)
3 Fire Maze Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
4 Illusion Summoning VI Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
5 Rope Special Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 Tempus Vere Fugit Like Tempus Fugit but x10 speed
7 1 Delusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
2 Demi-Shadow Door Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
3 Demi-Shadow Magic Wishoid for a SL 0-7 Wizard spell, has only 50% effect
4 Disjoin Exhaustion Cure all damage taken; Get +1P and +1V action this round
5 Illusion Summoning VII Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
6 Nightmare Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
8 1 Continuous Illusion Next Illusion spell you cast is Continuous
2 First Level Priest Spells 0, 1/r: Cast a 1st level Priest spell
3 Illusion Summoning VIII Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
4 Mass Mirage Arcana As Mirage Arcana but covers CL sq. miles
5 Planar Displacement Planar Displacement
6 Prismatic Beam Like Prismatic Spray but they take all 7 colors
9 1 Change Reality Wishoid for a SL 0-9 Wizard spell, has only 75% effect
2 Disbelieve Reality Can disbelieve something that's real (Incursion - PP save)
3 Displacement III Triple Displaced (AC +6, first-third attacks miss)
4 Effects Bubble Your effects protect each other (and themselves); ER +CL*10%
5 Illusion Summoning IX Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
6 Second Level Priest Spells 0, 1/r: Cast a 2nd level Priest spell

[PC22] Archetype Classes Group


Shastack (Original Illusionist1 Spells)

# 0th Level Spells
1 Colored Lights
2 Dim
3 Haze
4 Mask
5 Mirage
6 Noise
7 Rainbow
8 Two-D'lusion
# 1st Level Spells
1 Audible Glamer
2 Change Self
3 Chromatic Orb
4 Color Spray
5 Dancing Lights
6 Darkness
7 Detect Illusion
8 Detect Invisibility
9 Gaze Reflection
10 Hypnotism
11 Light
12 Nystul's Magic Aura
13 Phantasmal Force
14 Phantom Armor
15 Read Illusionist Magic
16 Spook
17 Ventriloquism
18 Wall of Fog
# 2nd Level Spells
1 Alter Self
2 Blindness
3 Blur
4 Deafness
5 Detect Magic
6 Fascinate
7 Fog Cloud
8 Fool's Gold
9 Hypnotic Patten
10 Improved Phantasmal Force
11 Invisibility
12 Leomund's Trap
13 Magic Mouth
14 Mirror Image
15 Misdirection
16 Ultravision
17 Ventriloquism
18 Whispering Wind
# 3rd Level Spells
1 Continual Darkness
2 Continual Light
3 Delude
4 Dispel Illusion
5 Fear
6 Hallucinatory Terrain
7 Illusionary Script
8 Invisibility 10' Radius
9 Non-Detection
10 Paralysis
11 Phantom Steed
12 Phantom Wind
13 Rope Trick
14 Spectral Force
15 Suggestion
16 Wraithform
 
 
 
 
# 4th Level Spells
1 Confusion
2 Dispel Exhaustion
3 Dispel Magic
4 Emotion
5 Fire Charm
6 Improved Invisibility
7 Massmorph
8 Minor Creation
9 Phantasmal Killer
10 Rainbow Pattern
11 Shadow Monsters
12 Solid Fog
13 Vacancy
# 5th Level Spells
1 Advanced Illusion
2 Chaos
3 Demi-Shadow Monsters
4 Dream
5 Magic Mirror
6 Major Creation
7 Maze
8 Projected Image
9 Shadow Door
10 Shadow Magic
11 Summon Shadow
12 Tempus Fugit
# 6th Level Spells
1 Conjure Animals
2 Death Fog
3 Demi-Shadow Magic
4 Mass Suggestion
5 Mass Invisibility
6 Mirage Arcane
7 Mislead
8 Permanent Illusion
9 Phantasmagoria
10 Project Image
11 Programmed Illusion
12 Shades
13 True Sight
14 Veil
# 7th Level Spells
1 Alter Reality
2 Astral Spell
3 First-Level Magic-User Spells
4 Mind Blank
5 Prismatic Spray
6 Prismatic Wall
7 Shadow Walk
8 Simulacrum
9 Vision
10 Weird

[PC22] Archetype Classes Group


Sporacle of Chaos

Level KXP Psi12C,29
mMG SUV WX
TH
1 0 0-- -- +1
2 2.3 1e- -- +2
3 4.6 10- -- +3
4 9.2 21h -- +4
5 18.4 210 -- +5
6 35 321 l- +6
7 65 432 k- +7
8 130 432 0- +8
9 230 543 1v +9
10 460 654 2u +10
11 690 765 3t +11
12 920 876 4s +12
13 1150 987 5r +13
14 1380 A98 6q +14
15 1610 BA9 7p +15
16 1840 CBA 8o +16
17 2070 DCB 9n +17
18 2300 DCB 90 +18
19 2530 DCB 91 +19
20 2760 DCB 92 +20
21 2990 DCB 93 +21
22 3220 DCB 94 +22
23 3450 DCB 95 +23
24 3680 DCB 96 +24
25 3910 DCB 97 +25
26 4140 DCB 98 +26
27 4370 DCB 99 +27
28 4600 DCB A9 +28
29 4830 DCB AA +29
30 5060 DCB BA +30
31 5290 DCB BB +31
32 5520 DCC BB +32
33 5750 DCC CB +33
34 5980 DCC CC +34
35 6210 DDC CC +35
36 6440 DDD CC1 +36
37 12880 DDD CC2 +37
38 19320 DDD CC3 +38
39 25760 DDD CC4 +39
45 64400 DDD CCA +45
54 122360 EEE EDD +54
63 180320 GFF FFF +63
72 238280 HHH GGG 1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +0 +3 +5 +0 +1 -3 +6 +13 +0 ÷1
 
Requisites: Con 13, Int 17, Chr 6,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: ++d4
Weapon Prof.: 1+level/4
To Hit Table: Mon
Reference: DM
Groups: Psionicist, Overt, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: 0+level
RSW: 8+level
PP: 4+level
BW: 0+level
Spell: 5+level
Fort: 4+level
Reflex: -1+level
Will: -2+level
   
Considered a "Beholder" race.
You have 0 arms and 0 legs. Your bite attack is 1d12 dmg. You fly at (LVL+2)*3" (D).
 
PSPs = (Dex+Int*2+Wis)*LVL
Has access to Psi(-12)C, 12C, 1200C, and 29.
Gets Int bonus to psionic progression.
For Psi29, has LVL*2 Eye Points and LVL+1 Eyes, one of which must be fixed. Psi29 powers do not count against progression, but you must have at least a "1" in a power level to get a Psi29 eye of that type (e.g. you need to have at least 1 Major to get a Major eye).
"Sporacle-ize" is a Psi29 Minor for you.
Psionic effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.
 
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.

[PC22] Archetype Classes Group


Psi(-12)C,12C,1200C Powers

Type # Power PSPs Description
Minor 1 Anti-Technological Armor 12+1/t +5*CL% TechR (or) Resist Technology
Minor 2 Behold the Chaoticness 12 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 3 Chaos Blast 12 Deal CLd4 Chaos dmg to one group (no save)
Minor 4 Chaos Shield 20 Chaos Shield (TM 21)
Minor 5 Chromatic Blast 9 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
Minor 6 Commotion Resistance 4+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
Minor 7 Confusion 10 Confusion (as spell)
Minor 8 Confusion Area 20 Confusion (CL targets or 1 group, Will save)
Minor 9 Confusion Blast 8 One group is confused (Will save)
Minor 10 Contagion/Enervation 13 One target is hit by Contagion & Enervation (PPD for each)
Minor 11 Cthulhoid Aura 5+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
Minor 12 Cthulhoid Horror Swarm I 26 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 13 Cthulhoid Swarm I 6 Summon CL Monsters using ML I "Weird" chart (random)
Minor 14 Cthulhoid Swarm II 12 Summon CL Monsters using ML II "Weird" chart (random)
Minor 15 Detect Chaos & Radiation 4+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action)
Minor 16 Detect Law/Psionics 1/r Detect Law (and) Detect Psionics
Minor 17 Disorder Objects 8 Group of objects become chaotically arranged
Minor 18 Dispel Radiation/Tech 7 Dispels one Radioactive, Wild/Chaos, or Technological effect
Minor 19 Dispel Radiation/Tech Blast 30 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 20 Dissension's Feast 20 Dissension's Feast (TM 57)
Minor 21 Dissension's Feast Area 40 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 22 Enervation Area 54 Enervation (CL targets or 1 group, PPD save)
Minor 23 Entropy 18/t Disorder Objects continuous in 180'r
Minor 24 High-Frequency Sample 7 Generate a High-Frequency Sampler minor effect
Minor 25 Know Next Dice Rolls 10+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
Minor 26 Mistaken Missive 8 Mistaken Missive (TM 53)
Minor 27 Mistaken Missive Area 14 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 28 Protection from Law 8+1/r As Pro.Evil but versus Lawful alignment
Minor 29 Protection from Law 10'r 14+2/r Protection from Law 10'r
Minor 30 Push Wave 12 Throw a group back (10*CL' Falling dmg, no save)
Minor 31 Random Polymorph Self 5 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn
Minor 32 Shifting Appearance 20/t Appearance shifts to a random combination of creatures each round (strange to behold)
Minor 33 Taunt Blast 4 One group will attack you on their next action (no save)
Minor 34 Taunt Blast 18 CL target creatures or 1 group will attack you on their next action (no save)
Minor 35 Trip/Fumble Zone 2/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Minor 36 Wild Invocation I 6 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
Minor 37 Wild Invocation II 11 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
Major 1 Behold the Chaos 12 Identify Chaotic/Wild effect, even one that defies normal ID
Major 2 Chaotic Combat 38 Chaotic Combat (TM 75)
Major 3 Chaotic Combat Zone 76 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 4 Chaotic Commands 48 Chaotic Commands (TM 89)
Major 5 Chaotic Sleep 38 Chaotic Sleep (TM 76)
Major 6 Charm Chaotic Creature 30 Charm (no save) only vs. Chaotic creatures
Major 7 Contact Other Plane 9 Contact Other/Higher Plane
Major 8 Contact Other/Higher Plane 34 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 9 Cthulhoid Horror Swarm II 94 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 10 Cthulhoid Swarm III 18 Summon CL Monsters using ML III "Weird" chart (random)
Major 11 Cthulhoid Swarm IV 24 Summon CL Monsters using ML IV "Weird" chart (random)
Major 12 Dancing Chaos 20+2/r Every segment, a random SL=1d10 effect hits a random target
Major 13 Destroy Clone 48 Kills a Clone, Simulacrum, or Shapechanger
Major 14 Duplicate Radio. Item 20 Duplicate a x0 or x1 Radioactive Item
Major 15 Effect Amplification 12+2/t Pick any spell/power. You have double effect with that power.
Major 16 Globe of High Resistance 12+2/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
Major 17 Inverted Ethics 40 Inverted Ethics (TM 80)
Major 18 Mirror Mislead 15+2/r Does a Mislead spell, a Mirror Image, and a Displacement
Major 19 Mirror Mislead 58+4/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 20 Miscast Magic 33 Miscast Magic (TM 69), also works on psionics
Major 21 Physical Freedom 48 Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
Major 22 Random Causality 28 Random Causality (TM 69)
Major 23 Random Push Zone 56+2/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 24 Random Telekinetics 28+2/r All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
Major 25 Randomness 23/t All your non-permanent die rolls of NdS instead are rolled as Nd(S+2)-N
Major 26 Redirect Question Mark 16 Force a "question mark" to go opposite direction
Major 27 Reverse Causality 56 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 28 Shift Towards Chaos 40 Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
Major 29 Sporacle 64 Sporacle (random [C] section effect) a group.
Major 30 Strip Down (Nude Bomb) 10+1/s Choose 1 target; he removes/drops 1 item /s (no save)
Major 31 Strip Down (Nude Bomb) 38+2/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 32 Unlimited Wish Mutation 20/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r
Major 33 Unlimited Wish Volley 26 50%: You get an Unlimited Wish; 50%: Closest enemy gets it
Major 34 Weird Chaos 12 Two groups: One gets hit by Weird, the other Chaos (as spells)
Major 35 Wild Invocation III 17 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
Major 36 Wild Invocation IV 22 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
Major 37 Wishoid Mutation Zone 76/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 46 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 340 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Cthulhoid Swarm V 30 Summon CL*2 Monsters using ML V "Weird" chart (random)
Grand 4 Enhance Radiation 108 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 5 Hornung's Area Dispatcher 216 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 6 Mental Freedom 63 Ejection (and) Restore Memories/Clarity of Mind (and) Remove Possession; This effect costs no actions to use
Grand 7 Random Dispatcher 80 Hornung's Random Dispatcher (TM 44), no save
Grand 8 Random Gravity 70 Gravity in 1 mile radius becomes random (1d6-3 times normal gravity each round)
Grand 9 Summon Chaotic Creature 60 Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
Grand 10 Uncontrolled Weather 70 Weather Patterns in area become random/extreme
Grand 11 Uncontrolled Weather Zone 20/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 12 Wandering Monster Modification 22/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Grand 13 Wild Invocation V 28 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
Grand 14 Wild Magic Surge 78 Generate (level) Wild Surges within 60' each round for 1h
Grand 15 Wildstrike 60 Wildstrike (TM 39)
Super 1 Chaos Storm 180+8/r All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
Super 2 Cthulhoid Horror Swarm IV 1228 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 3 Cthulhoid Swarm VI 36 Summon CL*4 Monsters using ML VI "Weird" chart (random)
Super 4 Cthulhoid Swarm VII 42 Summon CL*6 Monsters using ML VII "Weird" chart (random)
Super 5 Grand Chaos 200/r All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
Super 6 Invoke Devastation 96/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 7 Raw Logrus 640 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)
Ultra 1 Anti-Commotion Resist. 40+5/t +CL*5% aaAllR (Anti-Anti R vs. everything)
Ultra 2 Cthulhoid Swarm VIII 48 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
Ultra 3 Get it on! 150 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).
Ultra 4 Wild Invocation VI 33 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell

[PC22] Archetype Classes Group


T-Bear

Level KXP Psi16
mMG S {items / CC}
TH
1 0 1-- - {1 / 1} +1
2 3.5 2-- - {1 / 1} +2
3 7 3-- - {2 / 1} +3
4 14 4-- - {2 / 1} +4
5 28 5-- - {3 / 2} +5
6 56 6-- - {3 / 2} +6
7 112 7-- - {4 / 2} +7
8 224 8-- - {4 / 2} +8
9 448 81- - {5 / 3} +9
10 787.5 82- - {5 / 3} +10
11 1137.5 83- - {6 / 3} +11
12 1487.5 84- - {6 / 3} +12
13 1837.5 85- - {7 / 4} +13
14 2187.5 86- - {7 / 4} +14
15 2537.5 87- - {8 / 4} +15
16 2887.5 88- - {8 / 4} +16
17 3237.5 98- - {9 / 5} +17
18 3587.5 981 - {9 / 5} +18
19 3937.5 982 - {10 / 5} +19
20 4287.5 983 - {10 / 5} +20
21 4637.5 984 - {11 / 6} +21
22 4987.5 985 - {11 / 6} +22
23 5337.5 986 - {12 / 6} +23
24 5687.5 987 - {12 / 6} +24
25 6037.5 988 - {13 / 7} +25
26 6387.5 998 - {13 / 7} +26
27 6737.5 998 1 {14 / 7} +27
28 7087.5 998 2 {14 / 7} +28
29 7437.5 998 3 {15 / 8} +29
30 7787.5 998 4 {15 / 8} +30
31 8137.5 998 5 {16 / 8} +31
32 8487.5 998 6 {16 / 8} +32
33 8837.5 998 7 {17 / 9} +33
34 9187.5 998 8 {17 / 9} +34
35 9537.5 999 8 {18 / 9} +35
36 9887.5 999 91 {18 / 9} +36
37 19775 999 92 {19 / 10} +37
38 29662.5 999 93 {19 / 10} +38
39 39550 999 94 {20 / 10} +39
45 98875 A99 99 {22 / 11} +45
54 187862.5 BBB BB {27 / 14} +54
63 276850 DDD DC {32 / 16} +63
72 365837.5 FFE EE1 {36 / 18} +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +0 +9 -3 -5 +0 +1 +0 +1 ihp +0 ÷1
 
Requisites: Str 16, Con 36,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: 4xMon
Reference: DM
Groups: Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Plator class for list of MTG artifacts). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1: Immune Poison
Level 1: Immune Hold, Charm, Fear
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
Level 1 ¶: +1 max ihp (this is the +1 ihp you see from race).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1 ¶: 1V, N charges: Pull an item out of a bag which reaches into 20th century Earth. Table follows of some sample items. You roll N times on the chart, and take the desired result. You get S+3 charges per day, where S is the session #.

[PC22] Archetype Classes Group


T-Bear's Bag

 
d? Roll Item Notes
1 14 Mile Walkie-Talkies A pair of 2-way radios that have settings up to 14 miles. Also picks up weather repots and Amber Alerts.
2 3.5 inch M20 bazooka 3.5 inch M20 bazooka
3 35 mm Camera The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.
4 5-color Camo Paint Kit A compact that has tan, olive, brown, white and black oil facial paints and non-break mirror.
5 9mm Magazine Pouch Belt pouch holds 3 9mm magazines.
6 AA-10 air-to-air missile AA-10 air-to-air missile
7 Ab machine Ab machine
8 Acura 3.2 TL The 3.2 TL is a four-door luxury sedan. It is two squares wide and four squares long.
9 AKM/AK-47 This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections-on all sides of such conflicts. The AKM is a slightly more modern version of the AK-47, but functions essentially the same.
10 All-weather Pen A black ink pen that can write in all situations- even upside down!
11 AM General Hummer The four-door Hummer is a civilian version of the military's all-terrain "humvee" utility vehicle. It comes equipped with a powerful 6.5-liter, 195-horsepower V8 turbo diesel engine. The hummer is decked out like a luxury vehicle inside, but this vehicle is every bit as rugged as the military version.
12 Ambulance Ambulance
13 Amish clothing Amish clothing
14 Ammonium nitrate and fuel oil bomb Ammonium nitrate and fuel oil bomb
15 Anthrax spore-based weapon Anthrax spore-based weapon
16 Anti tank rocket Anti tank rocket
17 Anti-aircraft gun Anti-aircraft gun
18 Anti-fog Gel Coat goggles and glasses to prevent fogging for 4-5 days. 80 applications per bottle.
19 Anti-personnel mine Anti-personnel mine
20 Armor Fresh Non-perfume spray eliminates foul odors from gear. May provide Hide bonus from scent using creatures.
21 Armored Truck Used to transport money between businesses and financial institutions, armored trucks are designed to deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.
22 Army Duct Tape 60 yd roll of 2 inch matte olive tape that can stick to damn near anything.
23 Assault Backpack Large backpack with built-in 2 qt canteen and drink hose. Has outside pockets and straps for sleeping bag.
24 Assault Gloves Gloves with guards and plates on the knuckles and fingers. Gives +2 damage in unarmed combat.
25 Aston-Martin Vanquish The Vanquish is a two-door luxury sports car powered by a 5.9-liter, 460-horsepower V12 engine. A six-speed manual transmission with overdrive is standard. The Vanquish is two squares wide and four squares long.
26 Athletic supporter Athletic supporter
27 B-2 stealth bomber B-2 stealth bomber
28 Bacteria-based biological weapon Bacteria-based biological weapon
29 Ballistic Helmet Uses nylon and kevlar to keep the head protected. +6 EB to head only.
30 Ballistic Vest Provides more protection than the light vest, but still maintains easy movement. +4 EB, -1 DEX
31 Barn Barn
32 Baseball Baseball
33 Basketball Basketball
34 Bayliner 1802 Capri This is a large runabout-a powerboat with an outboard engine and an open cockpit with a tiny cabin (about the size of the interior of an economy car) forward. It comes with a trailer; loading or unloading it requires a paved boat ramp and 10 minutes of work. The Capri provides one-half cover to occupants in the cockpit or stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. The Capri is two squares wide and four squares long.
35 BBQ food BBQ food
36 bed pan a stainless steel bed pan.
37 Beer can Beer can
38 Bell Jet Ranger This is perhaps the most common civilian helicopter worldwide; it has also been adopted by many military forces as a light utility helicopter. The Jet Ranger is two squares wide and seven squares long. It provides three-quarters cover for crew and passengers.
39 Bell Model 212 This is the twin-engine, civilian version of the ubiquitous Huey helicopter. As a civilian aircraft, it is a sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are still in use in many countries. The Bell 212 is three squares wide and seven squares long. It provides three-quarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open).
40 Bible A Bible, New and Old Testaments.
41 Binoculars Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
42 Biochemical warhead Biochemical warhead
43 Biological bomb Biological bomb
44 BMP-2 A Soviet-era armored personnel carrier, the BMP is used by the Russian army and more than twenty ex-Soviet states or clients. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The BMP-2 is three squares wide and four squares long. It provides full cover to its occupants.
45 BMW M3 The M3 is a two-door luxury sports car equipped with a standard 3.2-liter, 333-horsepower engine. The M3 is two squares wide and three squares long.
46 Body armor Body armor
47 Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
48 Bottle of Olive Oil Bottle of Olive Oil
49 Bowling ball Bowling ball
50 Box of Cereal Box of Cereal
51 Box of circuit board / electrical parts Box of circuit board / electrical parts
52 Box of matches Box of matches
53 Box of Tall Kitchen Trash Bags Box of Tall Kitchen Trash Bags
54 Bridge Bridge
55 Budget Motel An entire budget motel. It's big.
56 C4/Semtex So-called "plastic" explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.
57 Caffeine Gum Each piece contains 100ml of caffeine. Each pack has 5 pieces; case of 24 packs.
58 Camo Backpack Cover Slip over your largest pack to provide instant camoflage and some water protection.
59 Can of Spam A can of spam.
60 Canned Heat and Stove Small aluminum single-can stove and 2 cans of canned heat.
61 Canned Heat Pack 12 can pack of canned heat; an odorless and smokeless gel that when ignited burns up to 10 hours.
62 Car Battery A car battery.
63 Carpet A big, expensive carpet.
64 Cell Phone A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.
65 Cessna 172 Skyhawk This common single-engine propeller plane is relatively inexpensive. A Cessna 172 is seven squares wide (including wings; fuselage is one square wide) and six squares long. It provides three-quarters cover for crew and passengers.
66 Chain Saw Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.
67 Chair a plastic wicker chair
68 Chemical weapon Chemical weapon
69 Chevrolet Cavalier A two-door family coupe, the Cavalier is two squares wide and four squares long.
70 Chevrolet Corvette The Corvette is a two-door sports car equipped with a 5.7-liter, 350-horsepower V8 engine. The Corvette is two squares wide and three squares long.
71 Chevrolet Suburban One of the largest sport utility vans on the market, the Suburban is a four-door truck equipped with a standard 6.0-liter, 320-horsepower V8 engine. It is two squares wide and four squares long.
72 Chocolates a heart-shaped box of chocolates
73 Christmas Tree A Christmas tree, fully decorated.
74 Cigarette lighter Cigarette lighter
75 Cigarettes a packet of Winston cigarettes
76 Circus Peanuts A bag of circus peanuts candy.
77 Civilian Motorcycles Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.
78 Cluster bomb Cluster bomb
79 Compressed gas tank Compressed gas tank
80 Computer Protector Case Holds laptop, phone, pens and notebook. Crushproof, watertight and dustproof!
81 Condoms a pack of condoms
82 Congratulations flower arrangement Congratulations flower arrangement
83 Container of Pesticide Container of Pesticide
84 Cowboy hat Cowboy hat
85 CS tear gas CS tear gas
86 Dental drill Dental drill
87 Depth charge Depth charge
88 Det Cord Det cord is an explosive in a ropelike form. Technically, det cord doesn't explode-but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
89 Diaper Diaper
90 Dirty bomb Dirty bomb
91 Dodge Caravan The Caravan is a minivan with two conventional doors up front, sliding doors on the side, and a rear hatch-style door. It is two squares wide and four squares long.
92 Dodge Neon The Neon is an inexpensive four-door family sedan. It is two squares wide and three squares long.
93 Dog Tags Stainless steel I.D. tags, military style.
94 Donut A yummy Donut with gooey chocolate icing and coconut sprinkles.
95 Drug Cabinet a large stainless steel cabinet with glass front doors hold an assortment of medications.
96 Dry Shampoo Cap A disposable cap that when rubbed on head refreshes and cleans short hair.
97 Ducati 998R This is a top-of-the-line street bike with a strong heritage of winning races. The 998R is one square wide and two squares long.
98 Duct Tape The usefulness of duct tape is limited only by a character's imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.
99 Electric Shaver an electric shaver
100 Emergency Rations Pack of 9 bars of emergency food loaded with vitamins and calories. Fits guidelines for all religious diets.
101 Expandable Baton Pouch Pouch provides easy access to collapsible baton.
102 F-16A fighter jet F-16A fighter jet
103 Face mask for hockey Face mask for hockey
104 Fairline Targa 30 This cabin cruiser is a motor yacht with two internal diesel engines. It comes equipped with four berths and a fully equipped galley. It provides one-half cover to occupants in the cockpit or stern, full cover to occupants below deck, and no cover to those forward of the cockpit. The Targa is three squares wide and six squares long.
105 Family Restaurant An entire family restaurant. It's big.
106 Feta cheese Feta cheese
107 Field Deodorant All natural scentless deodorant works fantastically to keep you dry.
108 Field Spade Collapsible shovel has a small band saw concealed in a screw-top handle.
109 Field Towels Moist hand towels that are stronger and more durable than regular wipes. Pack of 20 towels.
110 File cabinet File cabinet
111 Fire Extinguisher This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.
112 Fire fighter's coat Fire fighter's coat
113 Fireworks Fireworks
114 Flamethrower A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.
115 Flechettes projectile shell Flechettes projectile shell
116 Folding Basin A waterproof nylon fabric basin contains up to 2 gallons of water to wash up or water animals with.
117 Ford Crown Victoria The Crown Victoria is a large four-door family sedan equipped with a 4.6-liter, 220-horsepower V8 engine. Large and durable, it is a favorite of police forces (police cruisers are commonly Crown Victorias). The Crown Victoria is two squares wide and four squares long.
118 Ford Escape XLT The Escape is a four-door SUV with a 3.0-liter, 201-horsepower V6 engine. It is two squares wide and three squares long.
119 Ford F-150 XL This two-door pickup truck has a 4.2-liter, 202-horsepower V6 engine. The F-150 is two squares wide and four squares long.
120 Forklift Forklift
121 Formula 1 race car Formula 1 race car
122 Fragmentation Grenade The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
123 Freon canister Freon canister
124 Fruit basket Fruit basket
125 Full-gas mask Covers whole head and offers protection from many airborn agents.
126 Furniture A piece of furniture.
127 Fuzzy Bunny Slippers Cute little fuzzy pink slippers with a bunny head and big floppy ears.
128 Garbage container Garbage container
129 Gas Mask This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
130 Gas Tank A 3000 gallon tank filled with gasoline.
131 Gear Straps A set of 16 various straps and stretch bands that can secure any number of things.
132 Genetically engineered biological weapon Genetically engineered biological weapon
133 Genetically engineered virus-based weapon Genetically engineered virus-based weapon
134 Giant Spool of Wire A large (5' across) spool of wire.
135 Glock 17 The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.
136 Golf bag Golf bag
137 Handcuffs Handcuffs are restraints designed to lock two limbs-normally the wrists-of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
138 Harley-Davidson FLSTF Fat Boy This huge motorcycle sports a 1,450cc engine. It's designed to look cool and compete for space on the roads with automobiles. It is one square wide and two squares long.
139 Hay Bailer machine Hay Bailer machine
140 Heavy Duty Belt Nylon belt used in military and law enforcement. Useful for nearly all pouches and holsters.
141 Helmet Cover Cover your new helmet in camo prints, also has strapping for additional concealment items.
142 Herr's Potato Chips A bag of Herr's potato chips.
143 High-heeled shoe High-heeled shoe
144 Honda TRX400FW This all-terrain vehicle is something like a four-wheeled motorcycle. It is one square wide and two squares long. It provides no cover for its riders.
145 Hotpants a pair of black leather hotpants
146 HQ-61A surface-to-air missile HQ-61A surface-to-air missile
147 hypodermic needle a small glass syringe with a clear liquid inside it
148 I.D. Neck Pouch Small clear pouch and cord that hangs around the neck. Can hold any number of flat items.
149 Incendiary bomb Incendiary bomb
150 Insect Repellant Spray bottle repels a host of bothersome insects. No scent.
151 Instrument, Keyboard A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
152 Jaguar XJ Sedan The XJ is a four-door luxury sedan. It is two squares wide and four squares long.
153 Jewelry box Jewelry box
154 Key Lime Pie a Key Lime Pie
155 Lamborghini Diablo The Diablo is a top-of-the-line exotic sports car-a two-door coupe equipped with a standard 6.0-liter, 550-horsepower V12 engine. The Diablo is two squares wide and three squares long.
156 Large House A large house.
157 Large Protector Case Same as previous case; but can hold 1 large item, 2 medium, 4 small, 8 tiny sized items- and so on.
158 Laser Sight This small laser mounts on a firearm, and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
159 Laundry basket Laundry basket
160 Learjet Model 45 This is a sleek business jet introduced in the late 90s. Two turbofans, set on the fuselage above and behind the wings, provide the power. The interior includes luxury accommodations and a lavatory. A Learjet is ten squares wide (including wings; fuselage is two squares wide) and twelve squares long. It provides three-quarters cover for crew and nine-tenths cover for passengers.
161 Light Armored Vest Protects the chest and back from knives and needles. Limited ballistic protection. +3 EB, -1 DEX
162 Limousine A limousine is a big, comfortable car. The statistics given are for a moderate-sized vehicle, rather than a stretch limo or a conventional car with a professional driver. Limousines feature virtually every available luxury feature, often including televisions and small refrigerators. A partition divides the front seat from the rest of the vehicle. A limousine is two squares wide and five squares long. It provides three-quarters cover for its occupants.
163 Lingerie Lingerie
164 Los Angeles class Submarine A Los Angeles class Submarine.
165 Lottery Tickets Lottery Tickets
166 M113A1 Gavin Introduced in 1960s and for many years a mainstay of the U.S. Army, this tracked armored personnel carrier is now in use by more than fifty countries. It is crewed by a driver and a commander, and features a top hatch above each position as well as a rear door. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The Gavin is three squares wide and four squares long. It provides full cover to its occupants.
167 M-16 Magazine Pouch Pouch holds 6 M-16 magazine clips.
168 M1A2 Abrams This is the U.S. Army's main battle tank, probably the most advanced and powerful tank in the world. It is crewed by a driver, a gunner, a gun loader, and a commander. It has three top hatches, one for the driver and two on the turret. (The driver's position cannot be reached from the other positions, which are all in the turret.) It takes a full-round action to enter a tank and another full-round action to start it moving. The Abrams is three squares wide and six squares long. It provides full cover to its occupants.
169 M2A2 Bradley This is the U.S. Army's principal armored personnel carrier. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. In addition to its own armament, the Bradley's passenger compartment has ports that allow passengers to fire their personal weapons from within the vehicle. The Bradley is three squares wide and four squares long. It provides full cover to its occupants.
170 M-4 Magazine Pouch Pouch holds 2 M-4 magazines.
171 M-60 Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.
172 M72A3 LAW The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
173 Mailbox Mailbox
174 Measuring cup Measuring cup
175 Medium House A medium house.
176 Medium Protector Case Same as small case; but can hold 1 medium, 2 small, 4 tiny, 8 diminuative or 16 fine sized items.
177 Mercedes E55 AMG The E-Class is a four-door luxury sedan equipped with a powerful 5.5-liter, 349-horsepower V8 engine. It is two squares wide and four squares long.
178 Metal Detector This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.
179 Micro Protector Case Keeps a cell phone and a GPS unit from crushing and water damage. No foam padding.
180 Military Fuel Can High impact container that can hold up to 20L of fuel.
181 Military Protector Case X-Large case with a pull handle and wheels for easy transport. Holds twice as much as large case.
182 Military Vehicles Several military vehicles are covered here. In addition, a number of the civilian vehicles covered above, such as the AM General Hummer and the Bell Model 212 helicopter, are commonly seen in military service.
183 Military Water Can High impact container that holds up to 20L of water.
184 Milk A gallon bottle of milk.
185 Molotov cocktail Molotov cocktail
186 Motorboat Motorboat
187 Motorcycle helmet Motorcycle helmet
188 Moving Truck This is a large cargo truck used to move furniture or deliver freight. Trucks of this sort are often available as rentals. A moving truck is two squares wide and five squares long. It provides three-quarters cover for occupants in the cab and full cover for any in the back.
189 MRE Ration Heater 12 flameless chemical heaters that warms your food in minutes.
190 MREs 12 pack case of ready-to-eat meals; containing various entrees with packets of salt, pepper, sugar & coffee.
191 Multi-tool Pouch Pouch holds one pair of a variety of commonly found multi-tools.
192 NABI Model 40LFW This is a typical city bus. It has a door at the front and a second door about halfway down the right-hand side. This vehicle is two squares wide and eight squares long. It provides three-quarters cover for crew and passengers.
193 Nail bomb Nail bomb
194 Nail clipper Nail clipper
195 Napalm Napalm
196 newspaper paper hat A silly hat made out of newspaper.
197 Notebook Computer Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
198 Nuclear Missile A nuclear missile.
199 Office Desk An office desk.
200 Outdoor swimming pool Outdoor swimming pool
201 Overhead projector Overhead projector
202 Oxygen mask Oxygen mask
203 Pac-Man Arcade Game Pac-Man Arcade Game
204 Pantyhose Pantyhose
205 Parachute Parachute
206 PDA Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can't be used for Computer Use or Research checks.
207 peanut butter M&Ms a packet of peanut butter M&Ms
208 Penis Pump A penis pump.
209 Pepper Spray A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is limited to 5 range increments.
210 Pepto Bismol A bottle of Pepto Bismol.
211 Photocopier A photocopier.
212 Pistol Laser Sight Attaches to Barettas, Glocks and more! Pinpoint sight up to 75' in low light, 350 yd in total darkness.
213 Pistol Tactical Light Attaches a flashlight (treat as standard flashlight) to weapon. Runs for 1 hour on 2 AAA batteries.
214 plate of filet mignon a plate of filet mignon with mange tou
215 Player's Handbook A D&D Player's Handbook of edition # = 1d5-1
216 Pocket Chainsaw This linked chain can fell a 3 inch branch in 10 seconds. Folds up into a tiny pocket.
217 Poly Knife A polycarbonate knife that contains no metal. Restricted in some areas, cannot be thrown.
218 Pommel horse Pommel horse
219 Portable Radio A portable radio.
220 Portable Shower 4-ply plastic bag holds 4 gal of water that heats up to over 100 degrees on a warm summer day in 3 hours!
221 Postcard A postcard, showing a picture of the Florida Keys.
222 Power line tower Power line tower
223 Prom dress Prom dress
224 Radioactive Waste It says "Nuclear Waste Facility" on it.
225 Railroad switch Railroad switch
226 Red wine Red wine
227 Refrigerator A refrigerator full of food.
228 Rope Clamps Set of 4 nylon quick-clamps useful for tying loads and setting up tents.
229 Rotary Holster Handgun holster swivels 360 degrees so you can wear it anywhere; even mount it discreetly in a car!
230 Rotary Mag Holster Magazine holster that holds many semi-automatic handgun magazines.
231 Rotary Shoulder Holster Shoulder holster only for rotary gear. Holds one mag or gun holster under each arm (purchased separately)
232 Salt Lick A salt lick.
233 Salt shaker Salt shaker
234 Sawed-Off Shotgun This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.
235 Scuba gear Scuba gear
236 Sea-Doo XP This is a two-seat jet ski that propels itself with a powerful jet of water. The Sea-Doo XP is one square wide and two squares long, and provides no cover for its riders.
237 Septic tank Septic tank
238 Shampoo a bottle of shampoo
239 Shoes elegant Gucci shoes
240 shopping basket a shopping basket
241 Shot put Shot put
242 Shotgun Ammo Pouch Belt pouch holds 12 shells.
243 Shotgun Shell Bandoleer Nylon and elastic bandoleer holds 56 shotgun shells across the chest and back.
244 Signal Mirror A 3"x5" unbreakable mirror in a pouch.
245 Silo Silo
246 Single Handcuff Pouch Pouch holds one pair of standard handcuffs.
247 Sink a sink
248 Slot Machine Slot Machine
249 Small House A small house.
250 Small Protector Case Small fiberglass case that opens to an eggshell foam interior. Keeps equipment safe from virtually anything.
251 Smoke Hood Plastic disposable hood and filter protects against carbon monoxide.
252 Sofa an old beaten-up sofa
253 Spindle of blank DVDs Spindle of blank DVDs
254 Spray Pouch Pouch holds one standard bottle of pepper spray.
255 stethascope A silver stethascope
256 stir fried chow mein stir fried chow mein
257 STOP sign STOP sign
258 Storage Bags 4 Heavy duty storage bags of assorted sizes. Sizes of bags are tiny, small, medium and large.
259 Stroller A baby stroller. There isn't a baby inside.
260 Stuffed Moosehead Stuffed Moosehead
261 Stuffed Teddy Bear Stuffed Teddy Bear
262 Switchblade Switchblade
263 Tactical Goggles Protects eyes from sun (UV filter), wind, gasses and dust. Wrap around design keeps 'tunnel vision' at bay.
264 Tactical Vest The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
265 Taser A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.
266 Taxi Taxi
267 Telescope Telescope
268 Television Television
269 Temporary military bridge Temporary military bridge
270 Tennis Racket a tennis racket
271 Thong underwear Thong underwear
272 Tickle Me Elmo Doll Tickle Me Elmo Doll
273 Toilet brush Toilet brush
274 Tool Roll Urethane coated roll that holds up to 11 small tools including screwdrivers, wrenches, pliars and more.
275 Toolbox of tools Toolbox of tools
276 Toyota Tacoma Xtracab The Tacoma is a two-door pickup with a back seat in its extended cab. It is two squares wide and four squares long.
277 Tractor A farming tractor.
278 Trading Card A Magic the Gathering card: "Hurloon Minotaur", Revised edition.
279 Traffic light Traffic light
280 TV Dinner A TV dinner, uncooked.
281 Twinkies A box of twinkies.
282 UH-60 Black Hawk Introduced in the 1980s to replace the aging UH-1, the Black Hawk is the U.S. Army's primary utility helicopter. The UH-60 is three squares wide and twelve squares long. It provides three-quarters cover to crew and passengers (one-quarter cover to passengers if the cargo doors are open).
283 Uzi Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.
284 Vehicle barrier Vehicle barrier
285 Viagra A bottle of Viagra.
286 Volkswagen Jetta The Jetta is a four-door station wagon. It is two squares wide and three squares long.
287 Walther PPK The PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military, and government agencies.
288 Watch a digital watch
289 Water Purification Tablets Iodine based tablets that kill microorganisms in water. 2 tablets purify 1 quart of water. 50 tablet jar.
290 Water tower Water tower
291 Waterproof Memo 60 sheets of waterproof paper in a spiral bound memo style pad.
292 Waterproof Notebook 78 sheets of lined waterproof paper in a composition style book. Use all-weather pen or regular pencil.
293 Waxed paper Waxed paper
294 White Phosphorus Grenade White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
295 Wind Goggles Protects eyes from wind and dust. Vents on the sides allow for some air flow.
296 Wire fence Wire fence
297 Woodchipper machine Woodchipper machine
298 Wrist GPS Small unit attaches to wrist with Velcro. Provides location and a 10,000 track point capability.
299 Wristwatch with Compass A military style activewear watch with compass.
300 Yamaha YZ250F A classic dirt bike, this is very similar to the motorcycle used by United States Army cavalry scouts. The YZ250F is one square wide and two squares long.

[PC22] Archetype Classes Group


Thanatos

Level KXP Priest/Psi8
123 456 78
TH
1 0 20- --- -- +0
2 2 210 --- -- +1
3 4 321 --- -- +1
4 7.5 422 --- -- +2
5 12.5 432 0-- -- +3
6 20 432 1-- -- +3
7 35 443 1-- -- +4
8 60 443 20- -- +5
9 90 543 21- -- +5
10 125 543 320 -- +6
11 200 553 321 0- +7
12 300 554 432 1- +7
13 750 655 543 2- +8
14 1150 666 654 3- +9
15 1550 666 666 4- +9
16 1950 666 666 5- +10
17 2350 666 666 6- +11
18 2750 666 666 60 +11
19 3150 666 666 61 +12
20 3550 666 666 62 +13
21 3950 666 666 63 +13
22 4350 666 666 64 +14
23 4750 666 666 65 +15
24 5150 766 666 65 +15
25 5550 776 666 65 +16
26 5950 777 666 65 +17
27 6350 777 766 65 +17
28 6750 777 776 65 +18
29 7150 777 777 65 +19
30 7550 777 777 75 +19
31 7950 777 777 76 +20
32 8350 777 777 77 +21
33 8750 887 777 77 +21
34 9150 888 877 77 +22
35 9550 888 888 77 +23
36 9950 888 888 881 +23
37 19900 888 888 882 +24
38 29850 888 888 883 +25
39 39800 888 888 884 +25
45 99500 998 888 888 +29
54 189050 A99 999 999 1 +35
63 278600 AA9 999 999 9 +41
72 368150 AAA AAA AAA A1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +4 +3 +0 +0 +4 +10 +0 ÷1
 
Requisites: Int 15, Wis 12,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Technology sphere.
Can use Psi8 powers from progression. For this class, psionic powers use the following SL's: Minor=1; Major=3; Grand=6; Super=8.
Can have up to LVL Psi8 items.
+1 summon slot for Technological monsters.
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. CF=4: Barbarian Int bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to Wall, Sphere, and Forcefield effects
E. Immune to Gravity (but not TK / falling damage)
F. Immune to Light (and all variants)
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. Immune to Positive Energy (includes Unlive positive energy levels).
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
M. Your area affects always only hit those you want them to.
N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
Q. Immune to Vacuum. Need not breathe.
R. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis

[PC22] Archetype Classes Group


Theradin

Level KXP Druid       Wiz
123 456     123 456 789
TH
1 0 0-- ---     --- --- --- +5
2 3.3 1-- ---     1-- --- --- +6
3 6.6 2-- ---     1-- --- --- +7
4 13.2 30- ---     2-- --- --- +8
5 26.4 41- ---     2-- --- --- +9
6 52.8 51- ---     21- --- --- +10
7 105.6 620 ---     31- --- --- +11
8 211.2 730 ---     32- --- --- +12
9 422.4 831 ---     42- --- --- +13
10 700 941 0--     421 --- --- +14
11 1030 A52 0--     421 --- --- +15
12 1360 B52 1--     422 --- --- +16
13 1690 C63 10-     432 --- --- +17
14 2020 D73 10-     432 1-- --- +18
15 2350 E74 20-     433 1-- --- +19
16 2680 F84 210     433 2-- --- +20
17 3010 G95 310     433 2-- --- +21
18 3340 H95 310     433 21- --- +22
19 3670 IA6 321     443 21- --- +23
20 3996 JB6 421     443 22- --- +24
21 4221 KB7 421     444 22- --- +25
22 4446 LC7 531     444 33- --- +26
23 4671 MD8 532     444 43- --- +27
24 4896 ND8 532     444 441 --- +28
25 5121 OE9 642     544 441 --- +29
26 5346 PF9 643     555 442 --- +30
27 5571 QFA 743     555 442 --- +31
28 5796 RGA 753     555 442 1-- +32
29 6021 SHB 753     555 542 1-- +33
30 6246 THB 854     555 552 1-- +34
31 6471 UIC 864     555 553 1-- +35
32 6696 VJC 964     555 553 21- +36
33 6921 WJD 965     555 553 31- +37
34 7146 XKD 975     555 553 32- +38
35 7371 YLE A75     555 553 32- +39
36 7596 ZLE A75 1   555 553 321 +40
37 15192 ZLE A75 2   555 553 321 +41
38 22788 ZLE A75 2   555 553 322 +42
39 30384 ZLE A75 3   555 553 322 +43
45 75960 ZLE A75 41  555 554 433 +49
54 144324 ZLE A75 54  555 555 444 1 +58
63 212688 ZLE A75 551 555 555 555 5 +67
72 281052 ZLE A75 555 666 655 555 51 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +5 +4 +3 -3 +4 +16 +0 ÷1
 
Requisites: Str 19, Dex 13, Con 9, Int 17, Wis 13, Chr 9,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & ++‡‡d10
Weapon Prof.: & 5+level/2
To Hit Table: War +5 levels
Save Table: War +5 levels
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+5
PP: level+6
BW: level+5
Spell: level+4
Fort: level+3
Reflex: level+3
Will: level+2
   
Considered a "Minotaur" race.
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 3 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Gets x2 CL with Illusion spells.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Str bonus. CF=4: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Dart" line (assuming specialization).
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level N (each level): +1 Str.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 9: CF=5: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Small Shuriken number of attacks.
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.
Level 15 ¶: +3 HNCL
Level 18: CF=6: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Needle number of attacks.

[PC22] Archetype Classes Group


Theradin (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC22] Archetype Classes Group


Zantriss

Level KXP Wizard
123 456 789 ABC DE
TH
1 0 2½- --- --- -- +1
2 4 31½ --- --- -- +2
3 8 421 --- --- -- +3
4 16 532 ½-- --- -- +4
5 32 643 1½- --- -- +5
6 64 754 21- --- -- +6
7 96 865 32½ --- -- +7
8 144 976 43½ --- -- +8
9 216 A87 541 ½-- -- +9
10 400 A98 652 1-- -- +10
11 600 AA9 763 2½- -- +11
12 1000 AAA 874 3½- -- +12
13 1400 AAA 985 4½- -- +13
14 1800 AAA A96 51½ -- +14
15 2200 AAA AA7 621 -- +15
16 2600 AAA AA8 732 -- +16
17 3000 AAA AA9 843 -- +17
18 3400 AAA AAA 954 ½- +18
19 3800 AAA AAA A65 ½- +19
20 4200 AAA AAA A76 1- +20
21 4600 AAA AAA A87 1- +21
22 5000 AAA AAA A98 2- +22
23 5400 AAA AAA AA9 2- +23
24 5800 AAA AAA AAA 3- +24
25 6200 BBB BBB BBB 3- +25
26 6600 BBB BBB BBB 4- +26
27 7000 CCC CCC CCC 4½ +27
28 7400 CCC CCC CCC 5½ +28
29 7800 DDD DDD DDD 5½ +29
30 8200 DDD DDD DDD 51 +30
31 8600 DDD DDD DDD 61 +31
32 9000 EEE EEE EEE 61 +32
33 9400 EEE EEE EEE 71 +33
34 9800 FFF FFF FFF 71 +34
35 10200 FFF FFF FFF 81 +35
36 10600 FFF FFF FFF 821 +36
37 21200 FFF FFF FFF 822 +37
38 31800 FFF FFF FFF 832 +38
39 42400 FFF FFF FFF 833 +39
45 106000 FFF FFF FFF 866 +45
54 201400 FFF FFF FFF A99 1 +54
63 296800 FFF FFF FFF AA9 9 +63
72 392200 FFF FFF FFF CCB B1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+3 +3 +4 +6 -4 +3 +2 +4 +10 +2 ÷1
 
Requisites: Str 10, Dex 10, Con 12, Int 18, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: & d5
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Considered a "Pocket Dragon" race.
Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite.
Level 3: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.