[PC7] Concordant (x1) Classes Group


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC7] Concordant (x1) Classes Group


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC7] Concordant (x1) Classes Group


Admiral (SFB)

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

[PC7] Concordant (x1) Classes Group


Angel5

Level KXP Pri:Healing
123 456 789
1 7 (owe) 1-- --- ---
2 10.5 2-- --- ---
3 14 21- --- ---
4 21 22- --- ---
5 35 221 --- ---
6 63 222 --- ---
7 119 322 1-- ---
8 231 332 2-- ---
9 343 333 21- ---
10 567 333 32- ---
11 791 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+7  4  4  4  4  4  4  4  4
+8  5  5  5  5  5  5  5  5
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  6  6  6  6  6  6  6  6
+12  7  7  7  7  7  7  7  7
+13  7  7  7  7  7  7  7  7
+14  8  8  8  8  8  8  8  8
+15  8  8  8  8  8  8  8  8
+16  9  9  9  9  9  9  9  9
+17  9  9  9  9  9  9  9  9
+18 10 10 10 10 10 10 10 10
+19 10 10 10 10 10 10 10 10
Requisites: Str 12, Int 12, Con 6, Wis 14, Chr 19
Alignment: LG
HD/level: & +++d7
Weapon Prof.: 7+/3
To Hit Table: Mon +1 level
Save Table: Mon +3 levels
Reference: DM
Groups: Monster, Concordant (x1)
 
Can cast Priest Healing spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand

[PC7] Concordant (x1) Classes Group


Antemortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Mirror Mortal0}
Groups: Custom, Concordant (x1), Mirror
 
Antemortal0 class gets 9th level spells (nothing lower level).
Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC7] Concordant (x1) Classes Group


Antemortal0 Spells

Level # Spell Name Spell Description
9 1 Acidic Bite/Sting Once per round can bite or sting for acid damage (CL*20 acid dmg)
9 2 Acrobat Abilities Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
9 3 Call Strange 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
9 4 Conceal Location You can't be targetted
9 5 Create Psionic Items 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
9 6 Create Variant One Class Adjective (it's free, but the max XP divisor increase = CL/10)
9 7 Degeneration A group degenerates CL hp per segment
9 8 Destroy Undead Turn Undead (turn/destroy only) at LVL=CL+2
9 9 Eel Breath Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
9 10 Eel Form 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
9 11 Extra Attacks +1 number of attacks with each weapon
9 12 Grant Effect Points Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
9 13 Growl Mouth's P: All targets in a group lose half current hp (no save)
9 14 Improve Ability Score +CL*2 to one stat
9 15 Increase Group Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
9 16 Increased Movement +CL" Move Rate; +2V actions
9 17 Innate Resistance 35+3*CL% IR
9 18 Lab 1M, CL/d: Legend Lore
9 19 Lightning Spit Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
9 20 Luch Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
9 21 Manifestation Short The death of target person will not cause his next clone to stand up
9 22 Mortal Vulnerability 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
9 23 Necromantic Suite 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
9 24 Nonweapon Mastery +LVL*2 Nonweapon proficiencies
9 25 Psionic Resistance 40+4*CL% PR
9 26 Reduce 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
9 27 Relic Creation 10F, 1/reset: Create a random x2 item of XP value LVL*500
9 28 Saves +LVL*3 Saves
9 29 Second Life 1D: Resurrect self back in town (1 turn delay)
9 30 Shape Reality, Alt. Loop 25F, 1/reset: Loop Travel (shift LF by 1)
9 31 Shape Reality, Cr. Building 20F, 1/reset: Create a building (CL*10000 cubic ft.)
9 32 Shape Reality, Cr. Pocket 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
9 33 Shape Reality, Mv. Building 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
9 34 Shape Reality, Mv. Door 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
9 35 Shift Powers 1M, CL/d: Plane Shift (CL/3 planes, round up)
9 36 Slap 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
9 37 Swipe Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
9 38 To Hit +LVL*2 To Hit
9 39 Transmute 1M: Polymorph Any Object
9 40 Weapon Counted Count as an additional +CL-1 weapon to hit others
9 41 Wizard Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 42 Zero Spell Duration 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)

[PC7] Concordant (x1) Classes Group


Aspirant

Level KXP Wizard
123 456 789 AB
1 75 2- --- --- --
2 550 31 --- --- --
3 1025 421 --- --- --
4 1500 532 -- --- --
5 1975 643 1- --- --
6 2450 754 21- --- --
7 2925 865 32 --- --
8 3400 976 43 --- --
9 3875 A87 541 -- --
10 4350 A98 652 1-- --
11 4825 AA9 763 2- --
12 5300 AAA 874 3- --
13 5775 AAA 985 4- --
14 6250 AAA A96 51 --
15 6725 AAA AA7 621 --
16 7200 AAA AA8 732 --
17 7675 AAA AA9 843 --
18 8150 AAA AAA 954 -
19 8625 AAA AAA A65 -
20 9100 AAA AAA A76 1-
21 9575 AAA AAA A87 1-
22 10050 AAA AAA A98 2-
23 10525 AAA AAA AA9 2-
24 11000 AAA AAA AAA 3-
25 11475 BBB BBB BBB 3-
26 11950 BBB BBB BBB 4-
27 12425 CCC CCC CCC 4
28 12900 CCC CCC CCC 5
29 13375 DDD DDD DDD 5
30 13850 DDD DDD DDD 51
31 14325 DDD DDD DDD 61
32 14800 EEE EEE EEE 61
33 15275 EEE EEE EEE 71
34 15750 FFF FFF FFF 71
35 16225 FFF FFF FFF 81
36 16700 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
Mon  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
Requisites: Int 20, Wis 12, Chr 8
Alignment: any E
HD/level: +&d6
Weapon Prof.: 0+level/2
To Hit Table: xMon
Save Table: Mon
Reference: DM
Groups: Wizard, Concordant (x1)
 
This gets the abilities (and spell progression) of Death Master1 and ArchMage.
In addition, each level Aspirant gains 1 spell level for Lich spells. This spell level may be spent immediately (for a 1st level Lich spell) or saved for a larger spell. The Aspirant's Lich "progression" must be decreasing, so the soonest the Aspirant could gain a 6th level Lich spell would be level 21 (progression = 111111).
DM Note: Note that Aspirant is cheaper than ArchMage at high levels.
Level 1: Each level, pick one spell. That spell requires only of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
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. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: Have their own language called "The Language of Death".
Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: 5% per level resistance to Charm spells.
Level 2: +2 XP for putting a body to rest.
Level 3: +3 XP for a properly embalmed body.
Level 4: 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.
Level 4: Speak with Undead at will.
Level 7: Speak with Dead 1/d.
Level 9: Immune to Paralysis, Hold, and any undead touch effect.
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 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only the number of Mental actions to cast.
Level 11: Immune to all Energy/Stat drains.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, 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 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC7] Concordant (x1) Classes Group


Atheist(-7)

Level KXP Priest       X(-7)
123 456 78  mMG S
1 7 --- a-- --  1-- -
2 17 --0 0a- --  1-- -
3 27 -a1 00- --  1-- -
4 40 -01 10- --  2-- -
5 61 a01 10a --  2-- -
6 97 011 110 --  21- -
7 159 111 111 --  31- -
8 276 111 111 a-  31- -
9 513 111 111 0-  31- -
10 970 111 111 1-  42- -
11 1427 222 211 1-  42- -
12 1884 222 222 1-  42- -
13 2341 222 222 2-  521 -
14 2798 333 322 2-  531 -
15 3255 333 333 2-  531 -
16 3712 333 333 3-  631 -
17 4169 444 433 3-  631 -
18 4626 444 444 3-  642 -
19 5083 444 444 4-  742 -
20 5540 555 544 4-  742 -
21 5997 555 555 4-  742 -
22 6454 555 555 5-  852 -
23 6911 666 655 5-  853 -
24 7368 666 666 5-  853 1
25 7825 666 666 6-  953 1
26 8282 777 766 6-  963 1
27 8739 777 777 6-  963 1
28 9196 777 777 7-  A64 1
29 9653 777 777 70  A64 1
30 10110 777 777 71  A74 2
31 10567 777 777 72  B74 2
32 11024 777 777 73  B74 2
33 11481 777 777 74  B75 2
34 11938 777 777 75  C85 2
35 12395 777 777 76  C85 2
36 12852 777 777 77  C85 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  5  5  2  2  5
+5 11  7  9  6  6  2  2  6
+6 12  8  9  6  7  3  3  7
+7 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12 10 11  6  6 11
+13 16 12 13 11 12  7  6 12
+14 16 13 14 12 12  8  7 13
+15 16 14 14 13 13  9  8 14
+17 16 14 15 14 14 10  8 15
+18 17 15 16 14 14 10  9 16
+19 17 15 16 15 15 11 10 17
+21 17 16 16 15 16 12 10 18
+22 17 16 16 16 16 13 11 19
+23 17 16 16 16 16 14 12 20
Requisites: Con 19, Wis 26
Alignment: non-S
HD/level: 0d0+13
Weapon Prof.: -1+level*2
To Hit Table: 2xPri
Save Table: 2xPri
Reference: DM
Groups: Priest, Concordant (x1)
 
Cannot have a specialty priest choice in any classes.
Gets Con bonus to spells.
The [X(-7)] progression is not automatically provided. Each power you choose costs you one "pick" below (minor=a-l, major=m-v, grand=w-aa, super=bb-ii). The [X(-7)] progression cannot have any kind of bonus (stat or magic item).
 
Levels Pick Description
Level 1-5: a 1M (can borrow): Counter a Divine Intervention
b Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
c 1M: Turn off all specialty priest abilities on target for 1 turn
d LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
e You defend as a x2 being (this effect cannot be dispelled/twisted)
f 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
g The "Lady's Smile" ability does not function within sight
h Opposing actions cannot be used within sight. (Drop this only at reset)
i 0, LVL/d: Anti-Concordant Shell (0th-1st)
j Specials of x2 or greater have their effect's multiplier dropped to x1
k iXR CL*10% (iXR is irreducible Spirit Resistance)
l 0, LVL/d: Halve hp on a creature with at least 1000 hp
Level 6-10: m Undead divide their HD by your LVL when calculating what they turn as
n 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
o 1M (can borrow): Counter an Avoid Fate
p +1 QOpp0 only for Atheist powers
q You defend as a x5 being (this effect cannot be dispelled/twisted)
r 0, 2*LVL/d: Dispel a Concordant effect
s Artifacts divide their ego by their multiplier when picked up by you
t 0, LVL/d: Target creature is not Time/Reality Stable
u 0, LVL/d: Anti-Concordant Shell (0th-3rd)
v 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
Level 11-15: w Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
x You defend as a x8 being (this effect cannot be dispelled/twisted)
y 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
z 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
aa 0, LVL/d: Anti-Concordant Shell (0th-5th)
Level 16-20: bb 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
cc Immune to Forbiddance Zones, Alignment Change, Opposition
dd Abilities as per Anti-Druid of half level
ee Ignore non-racial immunity to fear, suggestion, possession, charm
ff L segments of talking: Hijack the level L follower of someone else, he becomes your follower
gg 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
hh You defend as a x11 being (this effect cannot be dispelled/twisted)
ii 0, LVL/d: Anti-Concordant Shell (0th-7th)

[PC7] Concordant (x1) Classes Group


Wild Talents: Psi(-7) PSPs = (Lowest stat) + (HNCL)/2 + (LNCL = Lowest Non-Concordant Level)
Take your LNCL, and read on the Atheist(-7) progression for number of X-7 powers.
 
This frequency has no minors or majors.
1 Psi(-7) PSP = 20 Psi1 PSPs.
This frequency is resisted using aXR or aGR.

[PC7] Concordant (x1) Classes Group


X-7 Grand Powers

# Name Cost Power
1 Defender 2 2/d You defend as a x2 being (this effect cannot be dispelled/twisted)
2 Ignore Immunity 2 Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
3 Lady's Frown 2/d The "Lady's Smile" ability does not function within sight
4 Lockdown Opp 2/d Opposing actions cannot be used within sight. (Drop this only at reset)
5 Shell 1 1/t Anti-Concordant Shell (0th-1st)
6 Special Prot. 2/d Specials of x2 or greater have their effect's multiplier dropped to x1
7 Spirit Resistance 1/t iXR CL*10%
8 XCell Adjust. 1 1 Halve hp on a creature with at least 1000 hp

X-7 Super Powers

# Name Cost Power
1 Action Accel. 4/t +1 OppM only for Psi(-7)
2 Defender 5 5/d You defend as a x5 being (this effect cannot be dispelled/twisted)
3 Dispel Conc. 3 Dispel a Concordant effect
4 Ego Prot. 3/d Artifacts divide their ego by their multiplier when picked up by you
5 Instability 3 Target creature is not Time/Reality Stable
6 Shell 3 1/t Anti-Concordant Shell (0th-3rd)
7 XCell Adjust. 2 3 Deal 1 idmg to a creature with at least 1 ihp

X-7 Ultra Powers

# Name Cost Power
1 Defender 8 8/d You defend as a x8 being (this effect cannot be dispelled/twisted)
2 Go Away 8 Target defeated creature is put in the hole, no escape for M years (M=Mult)
3 Lockdown All 8/r Both you and a target get no actions; if you go below 0 hp this effect ends
4 Shell 5 1/t Anti-Concordant Shell (0th-5th)

X-7 Ultra+1 (V) Powers

# Name Cost Power
1 Defender 11 11/d You defend as a x11 being (this effect cannot be dispelled/twisted)
2 Shell 7 1/t Anti-Concordant Shell (0th-7th)

[PC7] Concordant (x1) Classes Group


Baron

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

[PC7] Concordant (x1) Classes Group


Baron Spells

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

[PC7] Concordant (x1) Classes Group


Baron Spells (cont.)

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

[PC7] Concordant (x1) Classes Group


Battlelord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Barbarian Str, Dex, or Con.
Battlelords get 4th level and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC7] Concordant (x1) Classes Group


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC7] Concordant (x1) Classes Group


Brain in a Jar / Living Brain


Level

KXP
Psi
mMG SU

TH
1 0.3 6-- -- --1
2 14.1 7-- -- --1
3 59.2 83- -- --1
4 65.3 94- -- --1
5 589.7 A5- -- --1
6 932.4 B62 -- --1
7 1275.1 C73 -- --1
8 1617.8 D84 -- --1
9 1960.5 E95 -- --1
10 2303.2 FA6 1- --1
11 2645.9 GB7 2- --1
12 2988.6 HC8 3- --1
13 3331.3 ID9 4- --1
14 3674 JEA 5- --1
15 4016.7 KFB 61 --1
16 4359.4 LGC 72 --1
17 4702.1 MHD 83 --1
18 5044.8 NIE 94 --1
19 5387.5 OJF A5 --1
20 5730.2 PKG B6 --1
21 6072.9 QLH C7 --1
22 6415.6 RMI D8 --1
23 6758.3 SNJ E9 --1
24 7101 TOK FA --1
25 7443.7 UPL GB --1
26 7786.4 VQM HC --1
27 8129.1 WRN ID --1
28 8471.8 XSO JE --1
29 8814.5 YTP KF --1
30 9157.2 ZUQ LG --1
31 9499.9 [VR MH --1
32 9842.6 \WS NI --1
33 10185.3 ]XT OJ --1
34 10528 ^YU PK --1
35 10870.7 _ZV QL --1
36 11213.4 `[W RM1 --1
37 22426.8 `[W RM2 --1
38 33640.2 `[W RM3 --1
39 44853.6 `[W RM4 --1
45 112134 `[W RMA --1
54 213054.6 `[W RMJ 1 --1
63 313975.2 `[W RMJ A --1
72 414895.8 `[W RMJ J1 --1
Requisites: Con 19, Int 22, Wis 25, Chr 19
Alignment: L any
HD/level: d1
Weapon Prof.: 0
To Hit Table: --1
Reference: DM {Reduced Brain ina a Box}
Groups: Psionicist, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: level-2
RSW: level+6
PP: level-2
BW: level-2
Spell: level+6
Fort: level+7
Reflex: level-2
Will: level+9
   
Gets +1M action. You cannot use P actions at all. You have no limbs. You Fly at LVL*3" (D).
Gets Exc Con, Barb Int, Barb Wis, Barb Chr.
Brain a Jar PSPs = LVL*100
Enemies require a +LVL*2 or better weapon to hit you.
You may "material component" psionic powers, by spending 1V action.
Level N (every level): +1 psionic frequency this class can pick from. You do not need to spend research points to learn a frequency.
Level 1 ¶: Can use High Frequency Sampling, treat this as one category higher (if you use a minor, you get a major ability.)
Level 1 ¶: Can use High SL Sampling, treat this as one category higher (if you use a minor, you get a major ability.)

[PC7] Concordant (x1) Classes Group


Brass Gnat

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

[PC7] Concordant (x1) Classes Group


Brass Gnat Spells

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

[PC7] Concordant (x1) Classes Group


Captain (SFB)

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

[PC7] Concordant (x1) Classes Group


Captain (SFB) Spells

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

[PC7] Concordant (x1) Classes Group


Charonodaemon5

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

[PC7] Concordant (x1) Classes Group


Combatlord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 -1- --- -- [--]
2 1.5 --- 1-- -- [--]
3 4.5 --- 2-- -- [--]
4 13.5 --- 3-- -- [--]
5 40.5 --- 3-- - [--]
6 121.5 --- 3-- -1 [--]
7 364.5 --- 4-- -1 [--]
8 750 --- 4-- -2 [--]
9 1350 --- 5-- -2 [--]
10 1950 --- 5-- -3 [--]
11 2550 --- 6-- -3 [--]
12 3150 --- 6-- -4 [--]
13 3750 --- 7-- -4 [--]
14 4350 --- 7-- -5 [--]
15 4950 --- 8-- -5 [--]
16 5550 --- 8-- -6 [--]
17 6150 --- 9-- -6 [--]
18 6750 --- 9-- -6 [-]
19 7350 --- 9-- -6 [1-]
20 7950 --- A-- -6 [1-]
21 8550 --- A-- -7 [1-]
22 9150 --- A-- -7 [1]
23 9750 --- A-- -7 [11]
24 10350 --- A-- -8 [11]
25 10950 --- A-- -8 [12]
26 11550 --- A-- -9 [12]
27 12150 --- A-- -9 [13]
28 12750 --- A-- -A [13]
29 13350 --- A-- -A [14]
30 13950 --- A-- -A [-2]
31 14550 --- A-- -A [-2]
32 15150 --- A-- -A [-3]
33 15750 --- A-- -A [-3]
34 16350 --- A-- -A [-4]
35 16950 --- A-- -A [-4]
36 17550 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19,
Class slots 3
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Extra-Barbarian Str, Dex, or Con. [ bonus = (Stat-16)*5/2 ]
Combatlords get 2nd, 4th, and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 18.
There are three places where the spell progression is listed as "". This is not half a spell, this is a spell at 1/2 your CL or LVL for effectiveness (round down).
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 2: Get another Extra-Barbarian Stat.
Level 7: Get another Extra-Barbarian Stat.

[PC7] Concordant (x1) Classes Group


Concordant Dabbler

Level KXP Conc
1
1 0 2
2 3 4
3 9 6
4 21 8
5 45 10
6 93 12
7 141 14
8 189 16
9 285 18
10 400 20
11 700 22
12 1000 24
13 1300 26
14 1600 28
15 1900 30
16 2200 32
17 2500 34
18 2800 36
19 3100 38
20 3400 40
21 3700 42
22 4000 44
23 4300 46
24 4600 48
25 4900 50
26 5200 52
27 5500 54
28 5800 56
29 6100 58
30 6400 60
31 6700 62
32 7000 64
33 7300 66
34 7600 68
35 7900 70
36 8200 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 & +1 (all)
+2 & +2 (all)
+3 & +3 (all)
+4 & +4 (all)
+5 & +5 (all)
+6 & +6 (all)
+7 & +7 (all)
+8 & +8 (all)
+9 & +9 (all)
+10 & +10 (all)
+11 & +11 (all)
+12 & +12 (all)
+13 & +13 (all)
+14 & +14 (all)
+15 & +15 (all)
+16 & +16 (all)
+17 & +17 (all)
+18 & +18 (all)
Requisites: Chr 20
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: & 2xMon
Reference: DM {Reduced Demigod Dabbler}
Groups: Concordant (x1)
 
Gets two 1st level x1 Concordant spells per level. Knows all x1 Concordant spells.
Spells that refer to a class's name (e.g. "+10% in Henchman class") uses this class's name instead.
Level 9 ¶: +1X action (total +1)
Level 18 ¶: +1X action (total +2)
Level 27 ¶: +1X action (total +3)
Level 36 ¶: +1X action (total +4)

[PC7] Concordant (x1) Classes Group


Concordant Dabbler Spells

Class # Spell
Accomplice 1 10*CL% iaIR
Accomplice 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 3 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 4 1M: Target is paralyzed (PPD save)
Accomplice 5 1M: Steal an action or memory (Will save)
Accomplice 6 +CL/2 QV actions
Accomplice 7 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 8 +2 CL with psionics
Accomplice 9 +1 Str, Dex, Con, Int, Wis, and Chr
Baron 10 Ashes: Half of your weapon dmg is vile dmg (perm hp)
Baron 11 Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Baron 12 Detect Demons: Detect Evil Outer (reverse is Good)
Baron 13 Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
Baron 14 Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Baron 15 Immunity I: Immune to poison, non-silver weapons
Baron 16 Intimidate: Fear a group (Will save)
Baron 17 Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
Baron 18 Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
Baron 19 Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
Baron 20 Protection from Demons: Immune to Evil Outer innates (reverse is Good)
Baron 21 Summon Minion: Summons a DL II Evil Outer
Baron 22 Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
Captain (SFB) 23 Command: Can identify and operate any TechL=LVL or lower technological device.
Captain (SFB) 24 Defense: Can interpose self in front of any and everyone in your group, you take double damage though
Captain (SFB) 25 Engineering: Your items that use charges use only half the number of charges (retain fractions)
Captain (SFB) 26 Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
Captain (SFB) 27 Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
Captain (SFB) 28 Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
Captain (SFB) 29 Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
Captain (SFB) 30 Science: Eidetic Memory, can "download" your thoughts/memories to computers
Captain (SFB) 31 Weapons: No range penalties; Can shoot bows in your group without penalty
Fallen Angel5 32 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Fallen Angel5 33 Disguise Self: Changes your appearance.
Fallen Angel5 34 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Fallen Angel5 35 Obscuring Mist: Fog surrounds you.
Fallen Angel5 36 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Fallen Angel5 37 Shield of Faith: Aura grants +2 or higher deflection bonus.
Giant Robot8 38 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
Giant Robot8 39 MPIRR 5*LVL%
Giant Robot8 40 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Giant Robot8 41 Resist all Elements
Giant Robot8 42 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
Giant Robot8 43 Resist Action/Memory/Ability Stealing
Henchman 44 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 45 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 46 1M: Monster Summoning (CL+1)/2
Henchman 47 You adjust all BlahR by -5*level%
Henchman 48 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 49 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 50 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 51 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 52 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 53 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 54 1bF: Counter a counterspell effect.
Henchman 55 You can have two summons (same group).
Myth 56 All your effects with saves require two saves (pick worst result)
Myth 57 Can use 3V /s instead of standard actions per segment
Myth 58 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Myth 59 Your Personality score = Con+Int+Wis+Chr+Level.
Myth 60 Immune to Coup de grace and Mind Reading / ESP
Myth 61 1P: Lower all x0 and x1 effects on you and 1 target in your group
Myth 62 +1 V action
Myth 63 Immune to Rainbow Silver effect
Myth 64 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
ProtoDracoLich 65 1M, 1/r: Any 0th level Warrior or Monster spell
ProtoDracoLich 66 5*LVL% iWaWR
ProtoDracoLich 67 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
ProtoDracoLich 68 Your claw damage is CLd4
ProtoDracoLich 69 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
ProtoDracoLich 70 Immunity to disease
ProtoDracoLich 71 Fear aura (anyone who enters your group) (Will save)
ProtoDracoLich 72 Natural AT source = +CL*2
ProtoDracoLich 73 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:)
SemiDivine3 74 Combat Defense: -2 TH; +CL AC
SemiDivine3 75 Finesse: Use your dexterity bonus for damage instead of strength
SemiDivine3 76 Improve Crit Multiplier: +2 critical multiplier
SemiDivine3 77 Improve Crit Range: +2 critical threat range
SemiDivine3 78 Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
SemiDivine3 79 Resist Fall: Resist falling and TK damage
SemiDivine3 80 Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
SemiDivine3 81 Toughness: +CL max hp
SemiDivine3 82 Weapon Resistance: You resist the first successful blow dealt from a weapon
Sidekick 83 10*CL% IR (Innate resistance)
Sidekick 84 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Sidekick 85 Resist all Elements
Sidekick 86 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Sidekick 87 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Sidekick 88 +CL V actions
Sidekick 89 +1 CL in one class
Sidekick 90 x1.5 max PSPs in one psionic frequency
Sidekick 91 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
Sidekick 92 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Sidekick 93 Can combine Martial Arts & Specialization
Sidekick 94 +LVL to one ability score
Sidekick 95 xLVL Personality score (for Ego checks)
Sidekick 96 Duplicate a "Level 1:" ability of a Warrior class
Sidekick 97 Free wild talent in Psi72
Warden 98 Chaos SL=1: You cast chaos spells at +1 caster level.
Warden 99 Charity SL=1: You cast magical boons upon others at +2 caster level.
Warden 100 Community SL=1: Use calm emotions as a spell-like ability 1/day.
Warden 101 Darkness SL=1: You gain blind-fight as a bonus feat.
Warden 102 Death SL=1: You cast necromancy spells at +1 caster level.
Warden 103 Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Warden 104 Disease SL=1: You cast necromancy spells at +1 caster level.
Warden 105 Elf SL=1: You gain point blank shot as a bonus feat.
Warden 106 Entropy SL=1: You cast necromancy spells at +1 caster level.
Warden 107 Evil SL=1: You cast evil spells at +1 caster level.
Warden 108 Fear SL=1: You cast necromancy spells at +1 caster level.
Warden 109 Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Warden 110 Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Warden 111 Good SL=1: You cast good spells at +1 caster level.
Warden 112 Healing SL=1: You cast healing spells at +1 caster level.
Warden 113 Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Warden 114 Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Warden 115 Law SL=1: You cast law spells at +1 caster level.
Warden 116 Love SL=1: You cast enchantment spells at +1 caster level.
Warden 117 Luck SL=1: You gain a +1 luck bonus on all saving throws.
Warden 118 Madness SL=1: You cast enchantment spells at +1 caster level.
Warden 119 Magic SL=1: Use scrolls as a wizard at one half your cleric level.
Warden 120 Metalworking SL=1: Divide the cost of unusual materials by CL.
Warden 121 Moon SL=1: You can turn or destroy lycanthropes.
Warden 122 Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Warden 123 Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Warden 124 Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
Warden 125 Peace SL=1: You gain a +2 Charisma bonus.
Warden 126 Revenge SL=1: 1D: Cast a priest spell against an enemy.
Warden 127 Science SL=1: You gain a +2 bonus to Intelligence.
Warden 128 Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Warden 129 Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 130 Skill SL=1: You gain a +2 bonus to Dexterity.
Warden 131 Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 132 Stoicism SL=1: You gain a +2 bonus to Constitution.
Warden 133 Strength SL=1: You gain a +2 bonus to Strength.
Warden 134 Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Warden 135 Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Warden 136 Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 137 Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 138 Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
Warden 139 Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
Warden 140 War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
Warden 141 Wealth SL=1: You cast conjuration spells at +1 caster level.
Warden 142 Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Warden 143 Wisdom SL=1: You gain a +2 Wisdom bonus.

[PC7] Concordant (x1) Classes Group


Concordant Opposer / Outlander / Rilmani

Level KXP ConcOpp
246 8AC
1 4 (owe) 2-- ---
2 8 4-- ---
3 12 6-- ---
4 20 8-- ---
5 36 81- ---
6 68 83- ---
7 132 85- ---
8 260 87- ---
9 388 871 ---
10 644 872 ---
11 900 873 ---
12 1184 874 ---
13 1468 874 1--
14 1752 874 2--
15 2036 874 3--
16 2320 874 4--
17 2604 874 41-
18 2888 874 42-
19 3172 874 43-
20 3456 874 44-
21 3740 874 441
22 4024 874 442
23 4308 874 443
24 4592 874 444
25 4876 974 444
26 5160 984 444
27 5444 985 444
28 5728 985 544
29 6012 985 554
30 6296 985 555
31 6580 A85 555
32 6864 A95 555
33 7148 A96 555
34 7432 A96 655
35 7716 A96 665
36 8000 A96 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: Dex 26, Con 18, Int 12, Wis 29
Alignment: TN
HD/level: 2d8
Weapon Prof.: 4+level/4
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x1), Planar
 
Level 1: Enemies need a +1 weapon to hit you.
Level 1: Resist Acid, Gas, Poison; Immune Lightning
Level 1: aMR (LVL*10+40)%
Level 1: 1M: Know Alignment (or Obscure Alignment)
Level 2: 1M: Continual Light or Continual Darkness
Level 3: 1M: Polymorph Self
Level 4: 1M: Hold Monster (Spell save) or Remove Paralysis
Level 5: 1M: Telepathy that allows communication with any intelligent creature
Level 6: 1M: Dismissal (dismisses any summon or elemental, no save)
Level 7: 1M: Teleport without Error
Level 8: 1M: Dispel a psionic effect up to x4 multiplier
Level 9: 1M: Gate or Summon a DL=(LVL-7)/2 Rilmani

[PC7] Concordant (x1) Classes Group


Concordant Opposer Spells

SL # Spell Effect
2 1 Bring Animals II Summon CL Animals using ML II chart, you pick the result
2 2 Dispel Anti-Magic Dispels one anti-Magic effect (or) Halve ER (no ER or save)
2 3 Dust Aura Enemies in your group takes CL dust dmg /s (no save)
2 4 Earth Bolt Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
2 5 Effects Preservation +10*CL% aMR; +4*CL% ER
2 6 Forget/Remember Forget/Remember
2 7 Hold Blast One group is held (Will save)
2 8 Locate Scrying You know location where someone is scrying for you
2 9 Stay Conscious You stay conscious up to -10-CLxCL hp (defensive acts only)
4 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
4 2 Bring Animals IV Summon CL Animals using ML IV chart, you pick the result
4 3 Earth Storm Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
4 4 Effect Familiarity Pick any spell/power. You resist it; and at +50% when using it.
4 5 Erase Question Mark Erases one "question mark" (hostile/wandering encounter)
4 6 Feeblemind Blast One group is feebleminded (Will save)
4 7 Globe of Mid Resistance Immune to SL 2-4 (all types), Resist SL 1 & 5 (all types)
4 8 Tenser's Transformation Tenser's Transformation
4 9 Wall of Element Wall of a normal/para/quasi element. Dmg is CLxCL.
6 1 Bring Animals VI Summon CL*3 Animals using ML VI chart, you pick the result
6 2 Contact Other Plane Contact Other Plane, no insanity
6 3 Gaeas Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 4 Null Field I All spells of SL 12 or higher don't work in 100'r
6 5 Telekinesis Telekinesis CL*30' (assuming size M target)
6 6 True Seeing True Seeing
8 1 Bring Animals VIII Summon CL*4 Animals using ML VIII chart, you pick the result
8 2 Dispel Technology Dispel one Technological item or effect
8 3 Dual Nature Whenever you summon or create creatures, you get twice as many of them
8 4 Freedom [0 action to use] Reverse Imprisonment (can be used on self)
8 5 Mass Energy Drain One group is energy drained CL levels (no save)
8 6 Null Field II All spells of SL 10 or higher don't work in 100'r
10 1 Bring Animals X Summon CL*5 Animals using ML X chart, you pick the result
10 2 Crapulence Aura Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
10 3 Create/Destroy Conduit Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
12 1 Bring Animal XII Summons 1 DL XII Animal that you can comprehend
12 2 Null Field II All spells of SL 8 or higher don't work in 100'r
12 3 Spirit Preservation +5*CL% aXR

[PC7] Concordant (x1) Classes Group


Concordant Sampler

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

[PC7] Concordant (x1) Classes Group


Concordant Sampler Spells

Class CSL # Spell
X7 1 1 (your level)*2% iGR; works even in section [X].
Unbreakable 1 2 +(CCL+1)/3 iAC
Unbreakable 1 3 +(CCL+1)/3 ihp
Hero 1 4 +(Hero level) QV actions
Hero 1 5 +(Hero level) to all stats
Lich 1 6 +(Lich level) OppV or QM actions
Lich 1 7 +(Lich level) Research Points per reset (see [P12])
Theist7 1 8 +1 [X7] minor
Dragon of Tyr2 1 9 +1 11th in memorization in a Wizard group class (even if off right side of chart)
X14 1 10 +1 CCL (Concordant Caster Level) in one spell in one class
Anti-Hero 1 11 +1 QX action
Villain 1 12 +10% XP in all your non-Concordant classes.
X14 1 13 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 1 14 +10*(Lich level)% iWR that can't be ignored
X14 1 15 +1X action
Hero 1 16 +2*(Hero level) all non-Concordant memorization charts
Hero 1 17 +50% XP in one non-Concordant class
Clerical Elemental2 1 18 +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
Avangion2 1 19 +CCL 10th in memorization in a Wizard group class
Afterliver 1 20 +CCL MSaves (using the [X] section saving throw rules)
Unbreakable 1 21 +CCL PSaves (using the [X] section saving throw rules)
Dragon of Tyr2 1 22 +CCL set Int. You may add CCL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
Avangion2 1 23 +CCL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +CCL.
Clerical Elemental2 1 24 +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
Anti-Hero 1 25 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Clerical Elemental2 1 26 +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
Avangion2 1 27 +CCL*2 to your natural AT; your natural AT stacks with your armor's AT.
Avangion2 1 28 +CCL*2 weapon needed to hit you, this cannot be ignored.
Clerical Elemental2 1 29 +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
Legend 1 30 +LL S actions
Theist14 1 31 +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
Theist14 1 32 +LVL to HNCL (this counts for qualifying for Concordant classes)
DracoLich 1 33 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 34 0, 1/r: Any 0th-6th level Warrior or Monster spell
Lich 1 35 0, 1/r: Any 1st-5th level Priest spell
Lich 1 36 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 37 0, 1/r: Any psionic minor
Villain 1 38 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Atheist(-7) 1 39 0, LVL/d: Anti-Concordant Shell (0th-1st)
Atheist(-7) 1 40 0, LVL/d: Halve hp on a creature with at least 1000 hp
Atheist(-7) 1 41 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
Clerical Elemental2 1 42 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
Legend 1 43 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)
Lich 1 44 0: Create Traps 15*(Lich level)%
X7 1 45 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
Clerical Elemental2 1 46 0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
Clerical Elemental2 1 47 X: Cureall self and Shapechange self.
X7 1 48 -1 to XP divisor due to race (minimum 1).
Villain 1 49 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 50 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Hero 1 51 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Anti-Hero 1 52 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Clerical Elemental2 1 53 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
Lich 1 54 1F or 1X: Duplicate any level 0 Concordant spell
Atheist(-7) 1 55 1M (can borrow): Counter a Divine Intervention
Lich 1 56 1M, (lich level)/d: Gain +10 XP
Theist7 1 57 1M, LVL/d: Divine Intervention
Theist14 1 58 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
Legend 1 59 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Lich 1 60 1M: Banish Undead
Anti-Hero 1 61 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 62 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
DracoLich 1 63 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
Anti-Hero 1 64 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 65 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Atheist(-7) 1 66 1M: Turn off all specialty priest abilities on target for 1 turn
Afterliver 1 67 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Legend 1 68 1V: Lower all x1 effects on 1 target
Dragon of Tyr2 1 69 1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
Avangion2 1 70 1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
DracoLich 1 71 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
Theist14 1 72 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
Theist14 1 73 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
DracoLich 1 74 3*LVL% inIR (irreducible, non-ignorable)
X(-7) 1 75 Action Accel.: +1 OppM only for Psi(-7)
X14 1 76 Add 2 to HD type per level in one Concordant class (+0d+2)
DracoLich 1 77 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
Unbreakable 1 78 All of your items are Indestructible.
Hero 1 79 All Rogue Abilities at 10*(Hero level)%
Lich 1 80 All spells cost 0 P actions; Material componenting does not cost 1 V action
Legend 1 81 All your effects have no save (incl. Scarab/Pro)
Hero 1 82 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 83 Can combine Martial Arts & Specialization
Legend 1 84 Can instead use LL/2 (round up) F actions /s
X14 1 85 Change "Save" category of your Concordant class to Conc
X14 1 86 Change "To Hit" category of your Concordant class to Conc
Legendary Officer (SFB) 1 87 Command: Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
X(-7) 1 88 Defender 5: You defend as a x5 being (this effect cannot be dispelled/twisted)
Legendary Officer (SFB) 1 89 Defense: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
Lich 1 90 Detect Artifacts; 1M: Legend Lore Artifact
X(-7) 1 91 Dispel Conc.: Dispel a Concordant effect
Clerical Elemental2 1 92 Drugs are considered elements for you; with E=(SL of the drug).
Hero 1 93 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 94 Duplicate a Level: ability of a non-Concordant class
X(-7) 1 95 Ego Prot.: Artifacts divide their ego by their multiplier when picked up by you
Legendary Officer (SFB) 1 96 Engineering: Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
Duke 1 97 Eternal Night: x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
Hero 1 98 Free wild talent in Psi72, PPs=200*(Hero level)
Anti-Hero 1 99 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.
Duke 1 100 Genocide: Kills all of a race on a single plane (can reduce area)
Dragon of Tyr2 1 101 Get a (non-adjustable) saving throw of 21-HCL vs. Concordant spells
Theist7 1 102 Get double effect on your specialty priest abilities
Legendary Officer (SFB) 1 103 Helm/Nav.: V: Move from one group to another group within LVL feet
Theist7 1 104 iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
X21 1 105 Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
Hero 1 106 Immune ego domination
Legend 1 107 Immune Ego/Domination of mult = to LL or less
Legend 1 108 Immune Head Blown Off, slain, crapped, Extract
Hero 1 109 Immune to Action/Memory/Other Stealing
Unbreakable 1 110 Immune to CCL [C] section effects, even major ones are only 1 pick each
Hero 1 111 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 112 Immune to Inner Elements
X7 1 113 Immune to one effect in the [C] section.
X7 1 114 Immune to SL 0 to SL ((your level)/3, round down) effects.
Avangion2 1 115 Immune to x0 effects. Immune to x1 effects of SL 0 to ACL. Immune to x2 effects of SL 0 to ACL/5, round down.
X(-7) 1 116 Instability: Target creature is not Time/Reality Stable
Dragon of Tyr2 1 117 iuEaXR CCL*5%; ixGR CCL%
Dragon of Tyr2 1 118 iunWaWR CCL*5%
Avangion2 1 119 iXaXR CCL*5%
Atheist(-7) 1 120 iXR CL*10% (iXR is irreducible Spirit Resistance)
Duke 1 121 Lesser Apocalypse: Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save)
X7 1 122 Limit of 8 classes.
Dragon of Tyr2 1 123 Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Atheist(-7) 1 124 LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
Lich 1 125 Mask Undead status; Can't be turned
Pawn 1 126 Match Alignment: Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
Avangion2 1 127 May use Psi2 Psionic Enchantments, these cost no PSPs to use.
Dragon of Tyr2 1 128 May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
Legendary Officer (SFB) 1 129 Medic: 0, 1/r: Cureall
Avangion2 1 130 MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
Dragon of Tyr2 1 131 MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
Pawn 1 132 Miracle Progression: For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
Theist7 1 133 Multiply your hp by your multiplier
Lich 1 134 Negative Cold (Lich level)d10 dmg by touch
Villain 1 135 NF, may borrow: Counter a level N Concordant ability.
Theist7 1 136 No action, LVL/d: Unlock actions that are locked down
Theist14 1 137 nuXR CL*20% (non-ignorable unadjustable XR)
Atheist(-7) 1 138 Opposing actions cannot be used within sight. (Drop this only at reset)
X21 1 139 Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
Pawn 1 140 Pawner lending you actions: +LVL A actions (1A?1V, 2A?1P, 3A?1M)
Legendary Officer (SFB) 1 141 Pers.Combat: 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
X14 1 142 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
X14 1 143 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X7 1 144 Planar Stable (immune to effects of being on another plane).
Clerical Elemental2 1 145 Priest spells (and material componenting) cost half the number of actions in CCL spheres.
Hero 1 146 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Legendary Officer (SFB) 1 147 Psionic: 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
Afterliver 1 148 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
Legendary Officer (SFB) 1 149 Science: You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
X(-7) 1 150 Shell 3: Anti-Concordant Shell (0th-3rd)
Lich 1 151 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Atheist(-7) 1 152 Specials of x2 or greater have their effect's multiplier dropped to x1
Clerical Elemental2 1 153 Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
Villain 1 154 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Atheist(-7) 1 155 The "Lady's Smile" ability does not function within sight
Avangion2 1 156 Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
X21 1 157 Time/Reality/Loop Stable
X21 1 158 Trade 12 of an action type for 1 Instantaneous (I) of that action type.
X21 1 159 Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 1 160 Trade 8F to 1X
Legend 1 161 Truename is unreadable to mult = to LL or less
Legendary Officer (SFB) 1 162 Weapons: Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
Clerical Elemental2 1 163 When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.
Clerical Elemental2 1 164 With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
X21 1 165 x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 1 166 x1.5 ML (Memorization Level) in one class.
X7 1 167 x2 CL.
X7 1 168 x2 hp.
X(-7) 1 169 XCell Adjust. 2: Deal 1 idmg to a creature with at least 1 ihp
X14 1 170 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
Villain 1 171 xVL number of henchmen, followers, summons, familiars
X21 1 172 xx1.1 ML in one class.
X21 1 173 xx1.3 CL (doesn't stack with lower versions of this in X21)
X21 1 174 xx1.5 hp (doesn't stack with lower versions of this in X21)
Dragon of Tyr2 1 175 xx2 AC (true double AC, no shift from 10)
Villain 1 176 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
X7 1 177 You are considered a x2 being.
Unbreakable 1 178 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
X7 1 179 You attack as a x1 being, but defend as a x3 being.
Theist7 1 180 You attack as a x2 being
X7 1 181 You attack as a x3 being, but defend as a x1 being.
Afterliver 1 182 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 183 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Theist14 1 184 You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
X7 1 185 You can trade 2 of an action type for 1 Quick version of that action type.
X7 1 186 You can trade 4 of an action type for 1 Opposing version of that action type.
Clerical Elemental2 1 187 You can treat this spell slot as if it was an SL=10 Priest spell slot.
Atheist(-7) 1 188 You defend as a x2 being (this effect cannot be dispelled/twisted)
Afterliver 1 189 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
X21 1 190 You have +1 HNCL or +0.1 HCL for purposes of qualifying for classes, kits, and feats.
X7 1 191 You have a free "H" for purposes of qualifying for classes, kits, and feats.
Villain 1 192 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 193 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 194 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 195 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Clerical Elemental2 1 196 You may double material component Priest spells by using +1V action.
X21 1 197 You may use borrowed or held actions to activate SL 0-8 effects you have.
Atheist(-7) 1 198 Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
Clerical Elemental2 1 199 Your Priest spells are resisted using XR instead of MR.
Divine3 2 1 [Energy] Absorption: One type of energy heals you
Divine3 2 2 [Energy] Immunity: You are immune to one type of energy
Hero 2 3 +(Hero level) QP actions
Lich 2 4 +(Lich level) OppM or QQM actions
Theist7 2 5 +1 [X7] major
Theist14 2 6 +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
Theist14 2 7 +1 Luck (the ability score)
Atheist(-7) 2 8 +1 QOpp0 only for Atheist powers
Legend 2 9 +1 XP or +1 item XP /r
Lich 2 10 +10*(Lich level)% iRR that can't be ignored
Clerical Elemental2 2 11 +CCL-9 Specialty Priest picks. Can pick from any pantheon.
Legend 2 12 +LL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
Theist14 2 13 +LVL C or QQZ actions
Hero 2 14 0 action, 1/r: Cureall
Lich 2 15 0, 1/r: Any 2nd-6th level Priest spell
Lich 2 16 0, 1/r: Any 2nd-7th level Wizard spell
Lich 2 17 0, 1/r: Any psionic major
Villain 2 18 0, 1/r: Causeall up to VL creatures.
Warlord 2 19 +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Villain 2 20 0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
Atheist(-7) 2 21 0, 2*LVL/d: Dispel a Concordant effect
Atheist(-7) 2 22 0, LVL/d: Anti-Concordant Shell (0th-3rd)
Atheist(-7) 2 23 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
Atheist(-7) 2 24 0, LVL/d: Target creature is not Time/Reality Stable
Legend 2 25 0,1/d: Lady's Smile or Remove Lady's Smile 800'r
Legend 2 26 0,LL/d: One target gets -10*LL% irrAllR
Lich 2 27 0: Create Tricks 10*(Lich level)%
Clerical Elemental2 2 28 bX: Cureall and Shapechange (self or other).
Hero 2 29 10*(Hero level)% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
Lich 2 30 1F or 1X: Duplicate any level 1 Concordant spell
Atheist(-7) 2 31 1M (can borrow): Counter an Avoid Fate
Atheist(-7) 2 32 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
Theist7 2 33 1M, LVL/d: Avoid Fate at x(LVL/2)
Theist14 2 34 1M, LVL/d: Capital O Object at x(LVL/2)
Theist7 2 35 1M, LVL/d: Deal 1 idmg to a creature without ihp
Theist14 2 36 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)
Legend 2 37 1M,1/d: Use Psi1/2/9/18 Super, PSPs=LL*100
Peacelord 2 38 1M: A group gets -PCL QV actions (infinitely quick V actions)
Lich 2 39 1M: Control Undead
Villain 2 40 1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
Villain 2 41 1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
Clerical Elemental2 2 42 1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
Avangion2 2 43 1X: Capital O Object.
Dragon of Tyr2 2 44 1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
Villain 2 45 2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
Villain 2 46 2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
Theist14 2 47 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
Villain 2 48 3M, 1/d: You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question.
Avangion2 2 49 A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
Divine3 2 50 Abnormality (S): +2 arms, +2 legs, +2 wings, or +1 head
Divine3 2 51 Adamantine Body: Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
Divine3 2 52 Adjuration (S): Can summon a DL=CCL monster and control and understand it
Villain 2 53 All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
Hero 2 54 All spell levels +1 in all memorizations
Hero 2 55 All spells cost no P action to cast. No saves versus your effects
Clerical Elemental2 2 56 All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
Villain 2 57 All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
Hero 2 58 All your Psi are range = same plane
Villain 2 59 All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
Villain 2 60 All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
Dragon of Tyr2 2 61 Alley effect CCL*10' r
Avangion2 2 62 Anti-Alley effect shell CCL*10' r
Divine3 2 63 Apport: All of your items have Instant Returning
Atheist(-7) 2 64 Artifacts divide their ego by their multiplier when picked up by you
Divine3 2 65 Asomatous: Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
Hero 2 66 Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
Hero 2 67 Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
Divine3 2 68 Blood Strike: You can expend hit points to increase damage (max=CCL*CCL)
Lich 2 69 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
Dragon of Tyr2 2 70 Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
Avangion2 2 71 Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
Clerical Elemental2 2 72 Can spend N Priest spells in memorization to get N times the resultant effect.
Legend 2 73 Can target yourself N times for N times effect
Clerical Elemental2 2 74 Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
Hero 2 75 Capital O Object @ x7 multiplier, (Hero level)/d
Divine3 2 76 Carapace: +HNCL AC
Dragon of Tyr2 2 77 CCL instances of the "Uncommoner3" class Level 1 ability (at DL X)
Divine3 2 78 Convergent Effect: Can combine CCLs with other Concordant characters to increase an effect
Divine3 2 79 Cunning Mind: +(Int bonus) TH
Divine3 2 80 Cunning Soul: +(Int bonus) saves
Lich 2 81 Detect Divine Beings; 1M: Legend Lore Divine Being
Divine3 2 82 Distant Gaze: Your gaze can expel targets from the plane
Divine3 2 83 Divine Champion: Borrow an abilty from another deity (must be willing)
Divine3 2 84 Divine Sorcery: You can cast twice as many spells per day (non-Concordant)
Divine3 2 85 Divine Toughness: Hit Dice becomes d20 (all classes)
Divine3 2 86 Dragon Companion: Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
Divine3 2 87 Eternal Freedom: You are immune to spells and effects which impede movement
Divine3 2 88 Evenhanded: Your unarmed attacks deal maximum damage
Divine3 2 89 Extra Level (S): You gain an extra class level (non-Concordant)
Divine3 2 90 Force Field (S): You are protected by 50 hit point force field (re-raises every segment)
Divine3 2 91 Fortuity (S): You gain a +1 Luck Bonus on all rolls
Divine3 2 92 Heavenly Mind: +(Chr bonus) TH
Divine3 2 93 Heavenly Soul: +(Chr bonus) saves
Divine3 2 94 Heavy-handed: You gain double your strength bonus to damage
Divine3 2 95 Iatric [Effect]: The effect heals rather than injures (borrow an X action to cast this)
Hero 2 96 Immune to all x1 defenses (you affecting other people)
Hero 2 97 Immune to all x1 effects (things that affect you)
Theist14 2 98 Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
Avangion2 2 99 Immune to Pixelation CCL*10' radius (can selectively drop it or not affect some people)
Legend 2 100 Immune to Set, Slain, Crapped, As You Are
Divine3 2 101 Iron Body: Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
Divine3 2 102 Learned Spell Immunity: Adapt to an opponents spells (immune to it after first time)
Divine3 2 103 Legendary Companion: Animal Companion gains Legendary Animal template
Divine3 2 104 Lord of Blood: You gain the Vampire template
Divine3 2 105 Lord of Bone: You gain the Lich template
Avangion2 2 106 May use Psi2 Psionic Enchantments even if "Banhammered".
Dragon of Tyr2 2 107 May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".
Villain 2 108 May wear any number of items, your AT sources fully stack
Divine3 2 109 Mercurial: You cumulatively gain one extra attack per P action
Divine3 2 110 Mime Ability Score: You can copy one single ability score of an opponent
Divine3 2 111 Mime Ability: You can copy one x0-x2 ability used against you per reset
Divine3 2 112 Mime Spell: You can copy any non-Concordant spell used against you per reset
Dragon of Tyr2 2 113 Mouth's X: Pixelate a target (XR to resist)
Pawn 2 114 Pawner lending you spells: 0, 1/r: +LVL SLs in memorization
Divine3 2 115 Perfect Disarm: Successful attacks deal damage and a disarm attempt
Divine3 2 116 Perfect Weapon Specialization: Always deal maximum damage with selected weapon
Lich 2 117 Protection from Turning 100'r
Divine3 2 118 Regeneration: You gain regeneration HNCL/2 /s
Divine3 2 119 Saviour: You can take damage for any or all allies in your presence
Divine3 2 120 Seeking Shot: You can make one shot per round that is guaranteed to hit
Divine3 2 121 Self Mastery: Your body parts can operate independently
Dragon of Tyr2 2 122 Set Int = CCL^2.
Avangion2 2 123 Set Wis = CCL^2.
Divine3 2 124 Shapechange: You can shapechange at will
Divine3 2 125 Spell Abatement: You ignore the effects of a non-Concordant spell the first time it is used upon you
Divine3 2 126 Spell Immunity (S): You are immune to non-Concordant spells of a certain level
Divine3 2 127 Spell Reflection: Spells that do not penetrate your spell resistance are reflected
Divine3 2 128 Spiritual Ancestry: Gain the traits of any Outsider sub-type
Divine3 2 129 Squamous: Your divine natural armor bonus is trebled
Divine3 2 130 Super Charge: Deal x6 damage on a charge, or x8 with a lance
Divine3 2 131 Superior Combat Casting: You cast all spells as spell-like abilities (they use InnR)
Divine3 2 132 Superior Critical Multiplier: Your critical multiplier is quadrupled
Divine3 2 133 Superior Critical: Your critical threat range is quadrupled
Divine3 2 134 Superior Summoning: Hit Dice of summoned creatures increases by 50%
Divine3 2 135 Telluric Effect: The effect damage is multiplied each time same target is struck
Clerical Elemental2 2 136 The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to CCL-9 of those materials at the same time
Theist7 2 137 Time/Reality Stability
Legend 2 138 Time-Reality Stability; 1M: Talk to Time-Ele
Lich 2 139 Touch: Energy Drain 2x(Lich level) levels
Divine3 2 140 True Strike: You gain a +20 attack bonus with one weapon
Atheist(-7) 2 141 Undead divide their HD by your LVL when calculating what they turn as
Divine3 2 142 Unyielding Damage Reduction: Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
Divine3 2 143 Vanguard Fortitude: Allies within in your group can use your fortitude saving throw
Divine3 2 144 Vanguard Reflexes: Allies within in your group can use your reflex saving throw
Divine3 2 145 Vanguard Will: Allies within in your group can use your will saving throw
Divine3 2 146 Weapon Breaking: Weapons that strike you, but do not injure you, shatter
Divine3 2 147 X-Ray Vision: See through solid objects
Theist7 2 148 You attack as a x3 being
Atheist(-7) 2 149 You defend as a x5 being (this effect cannot be dispelled/twisted)
Clerical Elemental2 2 150 You may have CCL-8 Artificial Resets per Natural Reset.
Lich 2 151 You may material component the Lich powers that duplicate Priest spells (spend 1V)
Lich 2 152 You may material component the Lich powers that duplicate Psionic powers (spend 1V)
Lich 2 153 You may material component the Lich powers that duplicate Wizard spells (spend 1V)
Hero 2 154 Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
Legend 2 155 Your non-Conc classes' spells/psi cost only M
Dragon of Tyr2 2 156 Your racial abilities and magic items cost half the normal number of actions to use.
Avangion2 2 157 Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
Hero 3 1 #M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
Hero 3 2 +(Hero level) QM actions
Lich 3 3 +10*(Lich level) iMR that can't be ignored
Bug 3 4 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Clerical Elemental2 3 5 +CCL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
Legend 3 6 +LL Full actions
Hero 3 7 0 action, 1/r: Reset
Lich 3 8 0, 1/r: Any 3rd-7th level Priest spell
Lich 3 9 0, 1/r: Any 3rd-8th level Wizard spell
Villain 3 10 0, 1/r: Drop Time-Reality Stability on one target for 1 round
Villain 3 11 0, 1/r: Set up to VL creatures.
Villain 3 12 0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
Atheist(-7) 3 13 0, LVL/d: Anti-Concordant Shell (0th-5th)
Atheist(-7) 3 14 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
Atheist(-7) 3 15 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Legend 3 16 0,LL/d: Ignore someone's Immunity to something
Legend 3 17 0,LL/d: Mental Fury or Counter a Mental Fury
Legend 3 18 0,LL/d: Reset or Set (latter has No Resistance)
Legend 3 19 0,Lower Mult by 1: Target's Mult lowers by LL
Lich 3 20 0: 3*(Lich level)d10 Colorless Fire dmg, vile, does indestructible hp dmg
Lich 3 21 0: Create Specials 5*(Lich level)%
Villain 3 22 0: Dispel Permanent Lady's Smile on one target
Hero 3 23 10*(Hero level)% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
Lich 3 24 1F or 1X: Duplicate any level 2 Concordant spell
Villain 3 25 1F, 1/year: Multiply all your effects by VL for 1 turn (once this is used this slot cannot be dropped for a year)
Bug 3 26 1M, can borrow from future: Counter a Concordant or XR-based effect
Legend 3 27 1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
Bug 3 28 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 29 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Legend 3 30 1M: Dispel Concordant Spell, 100% success
Villain 3 31 1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
Bug 3 32 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Lich 3 33 1M: Grant Undead Status
Bug 3 34 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 35 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 36 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Dragon of Tyr2 3 37 1N, 1/r: Counterspell a non-Concordant effect.
Bug 3 38 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Avangion2 3 39 1X: Capital I Insist (this can in turn be "Really Objected To").
Dragon of Tyr2 3 40 1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling CCL' r of that multiverse to match yours.
Avangion2 3 41 1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring CCL' r of that multiverse to its original state if that multiverse is suffering ill effects.
Clerical Elemental2 3 42 1X: Natural Reset one target.
Clerical Elemental2 3 43 2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
Avangion2 3 44 A bonus of CCL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
Clerical Elemental2 3 45 Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
Villain 3 46 Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
Hero 3 47 Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
Legend 3 48 Can create custom class with no upper CXP limit
Dragon of Tyr2 3 49 CCL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
Bug 3 50 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Hero 3 51 Continuous Lady's Smile (you choose all your die rolls)
Bug 3 52 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Lich 3 53 Double the memorization of 1 SL (one non-Concordant progression)
Villain 3 54 Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
Clerical Elemental2 3 55 Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
Dragon of Tyr2 3 56 Free material componenting of Concordant spells, once per round.
Lich 3 57 Gaze: Life Trapping (as per Mirror)
Bug 3 58 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Lich 3 59 Immune to being put down a hole (this does not put you down the deeper hole)
Hero 3 60 Immune to Hero level number of [C] section effects
Hero 3 61 Immune to Outer Elements
Lich 3 62 Imprisonment by touch
Atheist(-7) 3 63 Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
Bug 3 64 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Avangion2 3 65 May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
Dragon of Tyr2 3 66 May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
Legend 3 67 One 0th-1st lvl Hero or Lich or Villain spell
Pawn 3 68 Pawner lending you psionics: 0, 1/r: +LVL
Dragon of Tyr2 3 69 QX Haste: You get +1QX action.
Bug 3 70 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
Bug 3 71 The "Lady's Smile" effect doesn't work for anyone within sight
Hero 3 72 Time-Reality Stability
Villain 3 73 Time-Reality Stability
Lich 3 74 Troll-like Regen all hp every r
Avangion2 3 75 X Haste: All in your party gets +1X action.
Clerical Elemental2 3 76 You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
Atheist(-7) 3 77 You defend as a x8 being (this effect cannot be dispelled/twisted)
Villain 3 78 You have an EVEN MORE ANNOYING FAMILIAR which functions as your VL in Ultra Familiars.
Villain 3 79 You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
Avangion2 3 80 You may material component Concordant spells, it costs an extra X action to do this.
Villain 3 81 Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
Clerical Elemental2 3 82 Your Priest spells are resisted using GR instead of MR (or XR).
Divine3 4 1 [Aligned] Messiah: Same aligned beings will not attack you
Hero 4 2 +(Hero level) QOpp actions
X14 4 3 +1 CCL (Concordant Caster Level) in one class
Lich 4 4 +10*(Lich level) iPR that can't be ignored
X14 4 5 +1QX action
Hero 4 6 +2*(Hero level) to max # of actions
X14 4 7 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Warlord 4 8 +25*WCL set Con. Hold Con.
Warlord 4 9 +25*WCL set Dex. Hold Dex.
Warlord 4 10 +25*WCL set Str. Hold Str.
Legend 4 11 +LL*20% distributed among irrRMPIWR
Villain 4 12 +VL Opposing actions.
Warlord 4 13 +WCL iAC
Warlord 4 14 +WCL idmg
Warlord 4 15 +WCL ihp
Warlord 4 16 +WCL QP actions (infinitely quick P actions)
Warlord 4 17 +WL isaves
Warlord 4 18 +WL iTH
Warlord 4 19 +WL X actions
Lich 4 20 0, 1/r: Any 4th-8th level Priest spell
Lich 4 21 0, 1/r: Any 4th-9th level Wizard spell
Lich 4 22 0, 1/r: Any psionic grand
Villain 4 23 0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Villain 4 24 0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
Lich 4 25 0: Dispel Innate or Racial ability effect
X7 4 26 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
Hero 4 27 10*(Hero level)% uMR (unadjustable MR, does shift, can't be lowered/halved)
Lich 4 28 1F or 1X: Duplicate any level 3 Concordant spell
Lich 4 29 1F or 1X: Step Out of It
Villain 4 30 1F, 1/year: +VL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
Legend 4 31 1F,1/h: Locate Person/Obj at any point in time
Legend 4 32 1F,1/h: Speak with Person at any point in time
Atheist(-7) 4 33 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
Peacelord 4 34 1M: A group gets -25*PCL set Con that ignores Sustain Con
Peacelord 4 35 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 36 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 37 1M: A group gets -PCL iAC
Peacelord 4 38 1M: A group gets -PCL idmg
Peacelord 4 39 1M: A group gets -PCL ihp
Peacelord 4 40 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 41 1M: A group gets -PL isaves
Peacelord 4 42 1M: A group gets -PL iTH
Peacelord 4 43 1M: A group gets -PL X actions
Villain 4 44 1M: But wait, the other Villain over there FORGOT ONE SMALL THING and he is Crapped and Slain. (only vs. Villains)
Lich 4 45 1M: Contact Alternate Reality
Lich 4 46 1M: Create Any x2 Monster
Atheist(-7) 4 47 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
Lich 4 48 1M: Reset
Legend 4 49 1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
Legend 4 50 1V: Swap bodies with target permanently
Villain 4 51 5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
Atheist(-7) 4 52 Abilities as per Anti-Druid of half level
Pawn 4 53 Accidently raise Pawn XP: 1 in 6 chance per reset of spending all your XP to Pawn class
X14 4 54 Add 2 to HD type per level in one Concordant class (+0d+2)
Hero 4 55 All psi cost 0 action (limit = level/r)
Hero 4 56 All spells cost 0 action (limit = level/r)
Villain 4 57 All your innates cost 0 actions (limit = VL/r).
Villain 4 58 All your psi cost 0 actions (limit = VL/r).
Villain 4 59 All your spells cost 0 actions (limit = VL/r).
Divine3 4 60 Alter Reality: 0: Wish
Divine3 4 61 Anaretic: Your attacks are Mordenkainen's Disjunction branded
Divine3 4 62 Apostasy: You are unaffected by alignment based effects
X21 4 63 Can trade 10000 hp into 1 ihp (as many times as you like)
X14 4 64 Change "Save" category of your Concordant class to 1xConc
X14 4 65 Change "To Hit" category of your Concordant class to 1xConc
Divine3 4 66 Chimerical: You can shapechange into two creatures simultaneously
Divine3 4 67 Cosmic Consciousness: You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
Divine3 4 68 Cosmic Toughness: Hit Die become d100s (all classes)
Divine3 4 69 Counter-strike: Gain an extra retaliatory attack for every time you are injured
X(-7) 4 70 Defender 8: You defend as a x8 being (this effect cannot be dispelled/twisted)
Divine3 4 71 Divine Inspiration (S): 1X: Duplicate a 0th-2nd level Divine3 spell
Divine3 4 72 Dominance: Foes with less than 1/4 your HNCL automatically fail their saves
Divine3 4 73 Doppelganger: Shapechange into individuals, duplicating their innate/racial powers
Villain 4 74 Everyone else within 100 yards (friendly or not) loses VL to their number of segments per round, this may be "turned off".
Legend 4 75 Get LL Resets per Reset (doesn't stack w/self)
X14 4 76 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
X(-7) 4 77 Go Away: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Divine3 4 78 Hyperostosis: +HNCL*2 AC
X7 4 79 Ignore all forms of XP divisors.
Atheist(-7) 4 80 Ignore non-racial immunity to fear, suggestion, possession, charm
X21 4 81 Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
X21 4 82 Immune Pixelation
Atheist(-7) 4 83 Immune to Forbiddance Zones, Alignment Change, Opposition
X21 4 84 Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
Divine3 4 85 Inner Eye: You always use the best possible dice roll (Lady's Smile)
Divine3 4 86 Karmic [Effect]: An effect you do causes damage direct to experience points
Atheist(-7) 4 87 L segments of talking: Hijack the level L follower of someone else, he becomes your follower
Divine3 4 88 Legendary [Ability Score]: Single ability score doubled
X(-7) 4 89 Lockdown All: Both you and a target get no actions; if you go below 0 hp this effect ends
Hero 4 90 Loop-Reality Stability
Divine3 4 91 Lord of Perfection: You gain the Paragon Template
Divine3 4 92 Lord of the Skull: You gain the Demilich Template
Lich 4 93 Lose (Lich level)d4 stat pts by touch
Divine3 4 94 Molymorph: You are immune to the attacks of any form you assume
Divine3 4 95 Numinous: Anti-magic aura that does not impede your own magic
Legend 4 96 One 1st-2nd lvl Hero or Lich or Villain spell
X21 4 97 Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
Pawn 4 98 Pawner lending you XP: +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
Divine3 4 99 Perfect Critical Multiplier: Your critical multiplier is quintipled
Divine3 4 100 Perfect Critical: Your critical threat range is quintupled
Divine3 4 101 Perfect Summoning: Hit Dice of summoned creatures increases by 200%
X14 4 102 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Divine3 4 103 Quivering Skin: Anyone touching you suffers the effects of the Quivering Palm
Divine3 4 104 Quixotic: You can re-roll any dice roll (yours or friend's) 1/s
Divine3 4 105 Redivivus: You can revive your opponents greatest enemy
Divine3 4 106 Sanctity: Your turning affects any being
X(-7) 4 107 Shell 5: Anti-Concordant Shell (0th-5th)
Divine3 4 108 Shroud of Death: Anyone attacking you must save versus death
Divine3 4 109 Slipstream: You are unaffected by temporal disturbances
Divine3 4 110 Soniferous (S): You double the power of any single magic item you use
Divine3 4 111 Spirited Away: You are saved from destruction (Avoid Fate once per day)
Lich 4 112 Steal all spells by touch
Divine3 4 113 Talismanic Effect: Channel effects through artifacts
Divine3 4 114 Time Dilation: Can use 2X actions per segment (if you have them)
X21 4 115 Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 4 116 Trade 6F to 1X
X21 4 117 Trade 9 of an action type for 1 Instantaneous (I) of that action type.
Divine3 4 118 Underhanded: You sneak attack (Backstab) with every hit, even while in melee
Villain 4 119 -VL actions of all types to everyone within VL*10' r (no resistance)
X21 4 120 x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 4 121 x10 hp.
X7 4 122 x2 ML (Memorization Level) in one class.
X7 4 123 x3 CL.
X14 4 124 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
X21 4 125 xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
X21 4 126 xx1.5 CL (doesn't stack with lower versions of this in X21)
X21 4 127 xx2 hp (doesn't stack with lower versions of this in X21)
Villain 4 128 You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
X7 4 129 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
X7 4 130 You can trade 3 of an action type for 1 Opposing version of that action type.
Atheist(-7) 4 131 You defend as a x11 being (this effect cannot be dispelled/twisted)
X7 4 132 You may "borrow" actions of any type (assuming you have them).
X7 4 133 You may "hold" actions of any type (assuming you have them).
X21 4 134 You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)
X21 4 135 You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
Legend 4 136 Your phys att do full dmg regardless of immunity
Legend 4 137 Your race unique; imm Genocide; Wear any # items
Hero 5 1 +(Hero level) infinitely Quick Opposing 0 (Zero) actions
Lich 5 2 +(Lich level) QOppM or QQQM or X actions
Lich 5 3 +10*(Lich level) iaMR that can't be ignored
Legend 5 4 +LL Opposing actions
Lich 5 5 0, 1/r: Any 5th-10th level Wizard spell
Lich 5 6 0, 1/r: Any 5th-9th level Priest spell
Villain 5 7 0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 5 8 0: Can trade a Legend SL N for N Legend SLs.
Legend 5 9 0: Lower all x1 effects on LL^2 targets
Hero 5 10 10*(Hero level)% uXR (unadjustable XR, does shift, can't be lowered/halved)
Villain 5 11 10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
Lich 5 12 1F or 1X: Duplicate any level 4 Concordant spell
Lich 5 13 1F or 1X: Mental Fury
Villain 5 14 1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
Villain 5 15 1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Lich 5 16 1M: Contact Ultra Plane
Legend 5 17 1M: Disable any # of Psi Freq 800'r (exc. 7/14)
Lich 5 18 1M: Project Image Across Planes
Lich 5 19 1M: Teleport to Alternate Reality
Villain 5 20 1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
Legend 5 21 1V: Lower all x2 effects on 1 target
Pawn 5 22 Become NPC: You become an NPC immediately.
Lich 5 23 Conduct M actions through psi link
Lich 5 24 Death (capital S Slay) by touch
Legend 5 25 Immune Down a Hole, Clone Insanity, Kill @ Birth
Hero 5 26 Immune to your actions being locked down
Villain 5 27 Lockdown G actions continuous
Legend 5 28 MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
Lich 5 29 Steal all psionics by touch
Legend 5 30 You can attack Familiars even if they're immune
Villain 5 31 You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
Villain 5 32 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Villain 5 33 You ignore other people's immunities and resistances
Villain 5 34 You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
Villain 5 35 You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
Villain 5 36 Your effects have a -VL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
Legend 5 37 Your effects have no BlahR (except GR)
Lich 6 1 +(Lich level) QOppX actions or # segments per round
Lich 6 2 +10*(Lich level) iIR that can't be ignored
Lich 6 3 0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
Lich 6 4 0, 1/r: Any 6th-10th level Priest spell
Lich 6 5 0, 1/r: Any 6th-11th level Wizard spell
Lich 6 6 0, 1/r: Any psionic super
Villain 6 7 0, 1/s: Choose VL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 6 8 0: Zero & Opposing actions cannot be used 800'r
Lich 6 9 1F or 1X: Duplicate any level 5 Concordant spell
Villain 6 10 1F: Pawn VL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
Bug 6 11 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
Bug 6 12 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
Legend 6 13 1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
Villain 6 14 1M: All x2 and lower effects on VL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Legend 6 15 1M: Disable all non-Conc classes 800'r
Bug 6 16 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
Bug 6 17 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
Lich 6 18 1M: Teleport to Ultra Plane
Legend 6 19 1X, may borrow: Capital O Object
Bug 6 20 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
Divine3 6 21 Anti-Matter [Effect]: One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
Divine3 6 22 Astro [Effect]: One of your effects have a CCL% chance to erase the being from history
Legend 6 23 Casting multiple Wishes/Miracles doesn't harm MF
Bug 6 24 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
Lich 6 25 Conduct effects through psi link
Divine3 6 26 Cosmic Inspiration (S): 1X: Duplicate a 0th-4th level Divine3 spell
Divine3 6 27 Dead Zone: You can create a zone of dead-magic (MF 0) that does not impede you
Divine3 6 28 Edifying Presence: Your presence forces an alignment change (save)
Divine3 6 29 Enchanted Damage Induction: You are only affected by a weapons enchantment bonus
Divine3 6 30 Equilibrium: All ability scores match your highest ability score (among the basic 6 stats)
Lich 6 31 Erase Truename by touch
Legend 6 32 Get normal resistance to things with "No Resist"
Divine3 6 33 Greater Dominance: Foes with less than 1/3 your hit die automatically fail their saves
Legend 6 34 Immune to 1st-3rd level Conc spells (except Bug)
Bug 6 35 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
Bug 6 36 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
Divine3 6 37 Interdimensional: You have a 75% chance of avoiding any attack or spell
Legend 6 38 LL of your non-Conc classes are put to level 36
Divine3 6 39 Multidimensional (S): You can exist in two places at once
Divine3 6 40 Omega [Effect]: One of your effects causes permanent hp damage
Divine3 6 41 Perfect Defence: iAC CCL
Divine3 6 42 Polymath: Your non-Concordant class levels can be changed at will (you can shift XP around)
Divine3 6 43 Rectify: Anyone slain by you is completely erased from ever existing
Lich 6 44 Steal all powers by touch
Divine3 6 45 Superluminal: You can move at the speed of light
Divine3 6 46 Transattack Period: Your attacks double each round
Divine3 6 47 Transcendental Toughness: Hit Die become d1000s (all classes)
Divine3 6 48 Transilient Fortitude: You always succeed in Fortitude saves (+1 PSave)
Divine3 6 49 Transilient Reflexes: You always succeed in Reflex saves (+1 PSave)
Divine3 6 50 Transilient Will: You always succeed in Will saves (+1 MSave)
Divine3 6 51 Transmortality: You cannot be permanently destroyed
Divine3 6 52 Transtemporal: You can travel freely in time
Divine3 6 53 Transversal: You can attack any target you can perceive
Lich 6 54 Troll-like regen all hp (including vile) every s
Divine3 6 55 Ultimate Weapon Focus: +CCL iTH
Bug 6 56 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
Legend 6 57 Your non-Conc classes' spells/psi cost only M
X14 7 1 +1 CCL (Concordant Caster Level) in one class
X14 7 2 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
Lich 7 3 +10*(Lich level) iER & iaER that can't be ignored
X14 7 4 +1QQX action
X14 7 5 +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 7 6 0, 1/r: Any 7th-11th level Priest spell
Lich 7 7 0, 1/r: Any 7th-12th level Wizard spell
Legend 7 8 0,LL/d: Avoid Fate of multiplier = LL/3
X7 7 9 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
Lich 7 10 1F or 1X: Duplicate any level 6 Concordant spell
Legend 7 11 1F: Sever Sentinel/Bug/Lich's power connection
Legend 7 12 1M: Target loses this segment's actions
Legend 7 13 1P: Target cannot use F, S, M, or Opp actions
Legend 7 14 1V: Retroactively stop an action within last r
Legend 7 15 1X, may borrow: Capital I Insist
X14 7 16 Add 1 to number of HD per level in one Concordant class (+1d+0)
Lich 7 17 Annihilation by touch (cannot be Avoid Fated)
X14 7 18 Change "Save" category of your Concordant class to 2xConc
X14 7 19 Change "To Hit" category of your Concordant class to 2xConc
X(-7) 7 20 Defender 11: You defend as a x11 being (this effect cannot be dispelled/twisted)
X14 7 21 Duplicate the effects of one Psi7 power (Ultra or lower)
X21 7 22 Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
X21 7 23 Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
Lich 7 24 Incursion by touch (2 successful touches = Loop Incursion)
X14 7 25 iunXR 5*CCL%
Legend 7 26 No time paradox/oddities while time travelling
Legend 7 27 One 3rd-4th level Hero or Lich or Villain spell
X21 7 28 Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
X(-7) 7 29 Shell 7: Anti-Concordant Shell (0th-7th)
X21 7 30 Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 7 31 Trade 4F to 1X
X21 7 32 Trade 7 of an action type for 1 Instantaneous (I) of that action type.
X21 7 33 x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 7 34 x2.5 ML (Memorization Level) in one class.
X7 7 35 x4 CL.
X7 7 36 x50 hp.
X21 7 37 xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
X21 7 38 xx1.7 CL (doesn't stack with lower versions of this in X21)
X21 7 39 xx3 hp (doesn't stack with lower versions of this in X21)
X7 7 40 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
X7 7 41 You can trade 2 of an action type for 1 Opposing version of that action type.
Legend 7 42 You can use +LL segments /r
X21 7 43 You may "material component" Concordant spells by spending an F action (in addition to the normal X action).
X21 7 44 You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.

[PC7] Concordant (x1) Classes Group


Darkling2

Level KXP Darkling
124 6 [1]
1 0 1-- - [-]
2 4 2-- - [-]
3 8 3-- - [-]
4 16 31- - [-]
5 32 32- - [-]
6 64 33- - [-]
7 128 43- - [-]
8 256 44- - [-]
9 500 441 - [-]
10 1000 442 - [-]
11 1500 443 - [-]
12 2000 444 - [-]
13 2500 544 - [-]
14 3000 554 - [-]
15 3500 555 - [-]
16 4000 655 - [-]
17 4500 665 - [-]
18 5000 666 - [-]
19 5500 666 1 [-]
20 6000 666 2 [-]
21 6500 666 3 [-]
22 7000 666 4 [-]
23 7500 666 5 [-]
24 8000 666 6 [-]
25 8500 766 6 [-]
26 9000 776 6 [-]
27 9500 777 6 [-]
28 10000 777 7 [-]
29 10500 877 7 [1]
30 11000 887 7 [1]
31 11500 888 7 [1]
32 12000 888 8 [1]
33 12500 988 8 [1]
34 13000 998 8 [1]
35 13500 999 8 [1]
36 14000 999 9 [21]
37 28000 999 9 [22]
38 42000 999 9 [32]
39 56000 999 9 [33]
45 140000 999 9 [66]
54 266000 AAA 9 [99]
63 392000 BBB B [BB]
72 518000 DDD C [CC1]
TH Requisites:
+1 Alignment:
+3 HD/level:
+5 Weapon Prof.:
+7 To Hit Table:
+9 Reference:
+11 Groups:
+13 Complexity:
+15  
+17 Saving Throws:
+19 PPD:
+21 RSW:
+23 PP:
+25 BW:
+27 Spell:
+29 Fort:
+31 Reflex:
+33 Will:
+35  
+37 ]
+39
+41
+43
+45
+47
+49
+51
+53
+55
+57 1
+59 2
+61 3
+63 4
+65 5
+67 6
+69 7
+71
+73
+75
+77
+89
+107
+125
+143
Str 13, Con 15, Wis 15, Chr 16 Barbarian Str, Con, and Chr.
any You may replace the base number of attacks you get with each weapon with CCL/2.
3d5 You may roll 1d30 to hit like a 30th edition class. Automatically hits on a natural 29-30. Automatically misses on a 1.
6+level Level N (every level): +1 Kit.
2xWar Level 1: +1 Limb.
DM {Reduced Dark Lord2} Level 9, 18, 27, 36: +1 Limb.
Warrior, Concordant (x1)
CF=5
 
4+level*2
2+level*2  
3+level*2  
1+level*2  
1+level*2  
4+level*2  
2+level*2  
0+level*2  

[PC7] Concordant (x1) Classes Group


Darkling2 Spells (SL=1)

# Spell Effect
1 Damage Threshold DT 108-CL*3 (Damage Threshold; if you take more than 143-CL*3 dmg from a source, you take nothing)
2 Dark Platoon Summon an army of 2^CL DL=(CL+4)/5 Humanoids, Undead, or Henchmen (your choice)
3 Dark Helm +1 Henchmen slot; can have LVL^2 Henchmen in it; divide cost of Henchmen by LVL
4 Evil Dominion Create a x1 Terrain Feature (Continuous any effect of SL 0 to CL/2, or you can Banhammer something that's x1)
5 Physical Enhancement Get +1 additional level of Exceptionalness in Str, Dex, or Con
6 Domination Dominate one target (Will save, CR to resist)

Darkling2 Spells (SL=2)

# Spell Effect
1 Dark Legion Get +1 summon slot (yes, this works with the Dark Army power above)
2 Infuse Can "Barbarian Smash" Artifacts
3 Mind Scanner Capital E Extract (Will save, CR to resist)
4 Misdirect 0, 1/r: Redirect damage from any effect (or attack) to one of your subordinates.
5 Multi Domination Dominate CL/2 targets (Will save, CR to resist)

Darkling2 Spells (SL=4)

# Spell Effect
1 Dark Mount You have a DL=CL/4 Mount
2 Fast Attack +1 IP (Instantaneous P) Action
3 I am somewhat EVIL Wishoid (non-Channeling) for a SL 1-3 Evil Underling spell (force the DM to write one if Evil Underling not written)
4 Battlelord 4 Choose one Battlelord SL=4 spell (this can be taken only once)

Darkling2 Spells (SL=6)

# Spell Effect
1 House of Darkness (cast 1/d) Adds 10'x10' to your House of Darkness, which has a DL=CL/4 Monster Generator.
2 Improved Redirect 0, 1/s: Redirect damage from any effect (or attack) to one of your subordinates.
3 Mass Domination Dominate 1 group (Will save, CR to resist)

Dark Lord2 Spells (SL=11 / CSL=1)

# Spell Effect
1 Damage Threshold DT 72-CCL*2 (Damage Threshold; if you take more than 72-CCL*2 dmg from a source, you take nothing)
2 Dark Army Summon an army of 10^CCL DL=(CCL+3)/4 Humanoids, Undead, or Henchmen (your choice)
3 Dark Helmet :) Get a x1 mirroring of the base XP (with no mods) in the Meat Helm class (costs no class slots)
4 Evil Dominion Create a x2 Terrain Feature (Continuous any effect of SL 0 to CCL, or you can Banhammer something)
5 Physical Enhancement Get +CCL additional levels of Exceptionalness in Str, Dex, or Con (may distribute as you like)
6 Super Domination Dominate one target (no resistance, do not need to actually target him)

Dejuvenator

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

[PC7] Concordant (x1) Classes Group


Dejuvenator Spells

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

[PC7] Concordant (x1) Classes Group


Doomlegion3


Level

KXP
ConcX1
1

TH
1 0 1 & +1
2 10 2 & +1
3 30 3 & +1
4 60 4 & +2
5 100 5 & +2
6 150 6 & +2
7 210 7 & +3
8 280 8 & +3
9 360 9 & +3
10 450 A & +4
11 550 B & +4
12 660 C & +4
13 780 D & +5
14 910 E & +5
15 1050 F & +5
16 1200 G & +6
17 1360 H & +6
18 1530 I & +6
19 1710 J & +7
20 1900 K & +7
21 2100 L & +7
22 2310 M & +8
23 2530 N & +8
24 2760 O & +8
25 3000 P & +9
26 3250 Q & +9
27 3510 R & +9
28 3780 S & +10
29 4060 T & +10
30 4350 U & +10
31 4650 V & +11
32 4960 W & +11
33 5280 X & +11
34 5610 Y & +12
35 5950 Z & +12
36 6300 Z1 & +12
37 12600 Z2 & +13
38 18900 Z3 & +13
39 25200 Z4 & +13
45 63000 ZA & +15
54 119700 ZI1 & +18
63 176400 ZIA & +21
72 233100 ZII 1 & +24
Requisites: Chr 0, (Concordant 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & level
Reference: DM
Groups: Concordant (x1), Planar
Complexity: CF=3
 
Saving Throws:
PPD: & +level Fort: & +level
RSW: & +level Reflex: & +level
PP: & +level Will: & +level
BW: & +level
Spell: & +level
 
Gets one 1st level x1 Concordant spell per level.
+LVL HNCL; this works when trying to qualify for x2 classes.
 
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
(Feats marked with * are new to this printing.)
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Astral Tracking: You can track someone through the Astral plane. 1F: Teleport Trace.
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
* Home Defense: If you are HNCL 9, you defend as a x2 being on your home plane.
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Naturalized Denizen: If you are extra-planar, you cannot be turned because of this status.
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
* Warden Initiate: 1F, inscribe a circle, hex, or pentacle on the ground, 1/d: Protection from Demons [or] Cacodemon.
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC7] Concordant (x1) Classes Group


Doomlegion3 Spells

Class # Spell
Accomplice 1 10*CL% iaIR
Accomplice 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 3 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 4 1M: Target is paralyzed (PPD save)
Accomplice 5 1M: Steal an action or memory (Will save)
Accomplice 6 +CL/2 QV actions
Accomplice 7 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 8 +2 CL with psionics
Accomplice 9 +1 Str, Dex, Con, Int, Wis, and Chr
Baron 10 Ashes: Half of your weapon dmg is vile dmg (perm hp)
Baron 11 Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Baron 12 Detect Demons: Detect Evil Outer (reverse is Good)
Baron 13 Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
Baron 14 Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Baron 15 Immunity I: Immune to poison, non-silver weapons
Baron 16 Intimidate: Fear a group (Will save)
Baron 17 Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
Baron 18 Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
Baron 19 Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
Baron 20 Protection from Demons: Immune to Evil Outer innates (reverse is Good)
Baron 21 Summon Minion: Summons a DL II Evil Outer
Baron 22 Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
Captain (SFB) 23 Command: Can identify and operate any TechL=LVL or lower technological device.
Captain (SFB) 24 Defense: Can interpose self in front of any and everyone in your group, you take double damage though
Captain (SFB) 25 Engineering: Your items that use charges use only half the number of charges (retain fractions)
Captain (SFB) 26 Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
Captain (SFB) 27 Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
Captain (SFB) 28 Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
Captain (SFB) 29 Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
Captain (SFB) 30 Science: Eidetic Memory, can "download" your thoughts/memories to computers
Captain (SFB) 31 Weapons: No range penalties; Can shoot bows in your group without penalty
Fallen Angel5 32 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Fallen Angel5 33 Disguise Self: Changes your appearance.
Fallen Angel5 34 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Fallen Angel5 35 Obscuring Mist: Fog surrounds you.
Fallen Angel5 36 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Fallen Angel5 37 Shield of Faith: Aura grants +2 or higher deflection bonus.
Giant Robot8 38 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
Giant Robot8 39 MPIRR 5*LVL%
Giant Robot8 40 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Giant Robot8 41 Resist all Elements
Giant Robot8 42 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
Giant Robot8 43 Resist Action/Memory/Ability Stealing
Henchman 44 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 45 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 46 1M: Monster Summoning (CL+1)/2
Henchman 47 You adjust all BlahR by -5*level%
Henchman 48 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 49 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 50 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 51 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 52 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 53 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 54 1bF: Counter a counterspell effect.
Henchman 55 You can have two summons (same group).
Myth 56 All your effects with saves require two saves (pick worst result)
Myth 57 Can use 3V /s instead of standard actions per segment
Myth 58 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Myth 59 Your Personality score = Con+Int+Wis+Chr+Level.
Myth 60 Immune to Coup de grace and Mind Reading / ESP
Myth 61 1P: Lower all x0 and x1 effects on you and 1 target in your group
Myth 62 +1 V action
Myth 63 Immune to Rainbow Silver effect
Myth 64 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
ProtoDracoLich 65 1M, 1/r: Any 0th level Warrior or Monster spell
ProtoDracoLich 66 5*LVL% iWaWR
ProtoDracoLich 67 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
ProtoDracoLich 68 Your claw damage is CLd4
ProtoDracoLich 69 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
ProtoDracoLich 70 Immunity to disease
ProtoDracoLich 71 Fear aura (anyone who enters your group) (Will save)
ProtoDracoLich 72 Natural AT source = +CL*2
ProtoDracoLich 73 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:)
SemiDivine3 74 Combat Defense: -2 TH; +CL AC
SemiDivine3 75 Finesse: Use your dexterity bonus for damage instead of strength
SemiDivine3 76 Improve Crit Multiplier: +2 critical multiplier
SemiDivine3 77 Improve Crit Range: +2 critical threat range
SemiDivine3 78 Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
SemiDivine3 79 Resist Fall: Resist falling and TK damage
SemiDivine3 80 Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
SemiDivine3 81 Toughness: +CL max hp
SemiDivine3 82 Weapon Resistance: You resist the first successful blow dealt from a weapon
Sidekick 83 10*CL% IR (Innate resistance)
Sidekick 84 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Sidekick 85 Resist all Elements
Sidekick 86 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Sidekick 87 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Sidekick 88 +CL V actions
Sidekick 89 +1 CL in one class
Sidekick 90 x1.5 max PSPs in one psionic frequency
Sidekick 91 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
Sidekick 92 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Sidekick 93 Can combine Martial Arts & Specialization
Sidekick 94 +LVL to one ability score
Sidekick 95 xLVL Personality score (for Ego checks)
Sidekick 96 Duplicate a "Level 1:" ability of a Warrior class
Sidekick 97 Free wild talent in Psi72
Warden 98 Chaos SL=1: You cast chaos spells at +1 caster level.
Warden 99 Charity SL=1: You cast magical boons upon others at +2 caster level.
Warden 100 Community SL=1: Use calm emotions as a spell-like ability 1/day.
Warden 101 Darkness SL=1: You gain blind-fight as a bonus feat.
Warden 102 Death SL=1: You cast necromancy spells at +1 caster level.
Warden 103 Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Warden 104 Disease SL=1: You cast necromancy spells at +1 caster level.
Warden 105 Elf SL=1: You gain point blank shot as a bonus feat.
Warden 106 Entropy SL=1: You cast necromancy spells at +1 caster level.
Warden 107 Evil SL=1: You cast evil spells at +1 caster level.
Warden 108 Fear SL=1: You cast necromancy spells at +1 caster level.
Warden 109 Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Warden 110 Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Warden 111 Good SL=1: You cast good spells at +1 caster level.
Warden 112 Healing SL=1: You cast healing spells at +1 caster level.
Warden 113 Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Warden 114 Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Warden 115 Law SL=1: You cast law spells at +1 caster level.
Warden 116 Love SL=1: You cast enchantment spells at +1 caster level.
Warden 117 Luck SL=1: You gain a +1 luck bonus on all saving throws.
Warden 118 Madness SL=1: You cast enchantment spells at +1 caster level.
Warden 119 Magic SL=1: Use scrolls as a wizard at one half your cleric level.
Warden 120 Metalworking SL=1: Divide the cost of unusual materials by CL.
Warden 121 Moon SL=1: You can turn or destroy lycanthropes.
Warden 122 Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Warden 123 Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Warden 124 Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
Warden 125 Peace SL=1: You gain a +2 Charisma bonus.
Warden 126 Revenge SL=1: 1D: Cast a priest spell against an enemy.
Warden 127 Science SL=1: You gain a +2 bonus to Intelligence.
Warden 128 Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Warden 129 Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 130 Skill SL=1: You gain a +2 bonus to Dexterity.
Warden 131 Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 132 Stoicism SL=1: You gain a +2 bonus to Constitution.
Warden 133 Strength SL=1: You gain a +2 bonus to Strength.
Warden 134 Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Warden 135 Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Warden 136 Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 137 Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 138 Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
Warden 139 Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
Warden 140 War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
Warden 141 Wealth SL=1: You cast conjuration spells at +1 caster level.
Warden 142 Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Warden 143 Wisdom SL=1: You gain a +2 Wisdom bonus.

[PC7] Concordant (x1) Classes Group


Elemental Cleric2

Level KXP Priest     [ClrEle]
123 456 789 [1]
1 0 1a- --- --- [-]
2 3 20- --- --- [-]
3 6 21a --- --- [-]
4 12 320 --- --- [-]
5 26 421 a-- --- [-]
6 55 422 0-- --- [-]
7 110 432 1a- --- [-]
8 220 433 20- --- [-]
9 450 443 21a --- [-]
10 900 444 320 --- [-]
11 1350 444 431 a-- [-]
12 1800 555 442 0-- [-]
13 2250 555 442 1a- [-]
14 2700 555 552 10- [-]
15 3150 555 553 21a [-]
16 3600 555 553 320 [-]
17 4050 555 553 321 [-]
18 4500 555 553 331 [1]
19 4950 555 554 332 [1]
20 5400 555 554 442 [1]
21 5850 555 555 443 [1]
22 6300 555 555 553 [2]
23 6750 555 555 554 [2]
24 7200 555 555 555 [2]
25 7650 666 655 555 [2]
26 8100 666 666 655 [3]
27 8550 666 666 666 [3]
28 9000 777 766 666 [3]
29 9450 777 777 766 [3]
30 9900 777 777 777 [4]
31 10350 888 877 777 [4]
32 10800 888 888 877 [4]
33 11250 888 888 888 [4]
34 11700 999 988 888 [5]
35 12150 999 999 988 [5]
36 12600 999 999 999 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Con 8, Wis 10, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM {Reduced Clerical Elemental2}
Groups: Priest, Concordant (x1)
 
Gets your choice of Str, Con, or Wis bonus to spell progression.
Gets Exceptional Wis and Con bonus.
Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
You do not age physically.
Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
3. Your Priest spells are resisted using XR instead of MR.
4. You may double material component Priest spells by using +1V action.
5. 0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
12 (new). Drugs are considered elements for you; with E=(SL of the drug).
13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.

[PC7] Concordant (x1) 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).

[PC7] Concordant (x1) 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

[PC7] Concordant (x1) 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

[PC7] Concordant (x1) 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 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:) (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:) 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

[PC7] Concordant (x1) 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

[PC7] Concordant (x1) Classes Group


Basic Psi15 Information

Psi15 PSPs (Wild Talents) = Str*2+Con+Int+Chr*2-80+level*20
Psi15 PSPs (Psi15 class) = (Str*2+Con+Int+Chr*2-60)*level
 
Wild Talent progression is as follows. You must meet all the requirements of a line (HNCL, Str, Con, Int, Chr) in order to be able to read that line.
(a=Minor Alteration, m=Minor Power, A=Major Alteration, M=Major Power, g=Grand Alteration, G=Grand Power, s=Super Alteration, S=Super Power)
 
HNCL Str Con Int Chr am AM gG sS
1 4 7 6 3 1- -- -- --
2 8 9 7 6 21 -- -- --
3 12 11 8 9 31 -- -- --
4 16 13 9 12 31 1- -- --
5 20 15 10 15 42 1- -- --
6 24 17 11 18 52 21 -- --
7 28 19 12 21 53 31 -- --
8 32 21 13 24 53 32 -- --
9 36 23 14 27 63 32 1- --
10 40 25 15 30 64 42 2- --
11 44 27 16 33 65 43 21 --
12 48 29 17 36 75 53 31 --
13 52 31 18 39 75 54 31 --
14 56 33 19 42 75 54 32 --
15 60 35 20 45 76 54 32 1-
16 64 37 21 48 76 54 32 11
17 68 39 22 51 76 54 33 21
18 72 41 23 54 77 55 33 22

[PC7] Concordant (x1) Classes Group


Psi15 Minor Alterations/Powers

Psi15 Minor Alterations Effect
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.
Psi15 Minor Powers Cost Effect Color Age
Affect Normal Fires 3 Affect Normal Fires Red 3
Audible Glamer 3 Audible Glamer Emerald 3
Blink 1 Blink Adamantite 1
Charm Person 1 Charm Person Crystal 1
Create/Destroy Water 3 Create/Destroy Water Blue 3
Flame Walk 1 Flame Walk (self) Emerald 1
Magic Missile 1 Magic Missile Adamantite 1
Polymorph Self 1 Polymorph Self Adamantite 1
Water Breathing 1 Water Breathing (self) Amethyst/Black 1
Water Walking 3 Water Walking Amethyst 3

[PC7] Concordant (x1) Classes Group


Psi15 Major Alterations/Powers

Psi15 Major Alterations Effect
Add Immunity Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Dial-a-Breath Element (<) You can use any element with E factor less than your normal breath.
Psi15 Major Powers Cost Effect Color Age
Color Spray 4 Color Spray Crystal 4
Corrupt Water 6 Fouls water/potions/elixirs CL*10 cu' Black 6
Darkness 4 Darkness CL*10' radius Black 4
Druid Shapechange 6 Druid Shapechange (to Reptile/Fish, Bird, or Mammal) Amethyst 6
Dust Devil 6 Dust Devil Blue 6
Gust of Wind 7 Gust of Wind White 7
Heat Metal 6 Heat Metal Red 6
Hold Person 7 Hold Person Emerald 7
Hypnotism 4 Hypnotism Emerald 4
Ice Walking 4 Ice Walking (can walk across ice/slippery surfaces without falling) White 4
Melf's Minute Meteors 6 Melf's Minute Meteors Emerald 6
Neutralize Poison 4 Neutralize Poison Amethyst 4
Pyrotechnics 4 Pyrotechnics Red 4
Sound Imitation 4 Sound Imitation (Mimic Voices) Blue 4
Suggestion 6 Suggestion Green 6, Crystal 7
Warp Wood 7 Warp Wood Green 7
Water Breathing 4 Water Breathing (self or other) Green 4

[PC7] Concordant (x1) Classes Group


Psi15 Grand Alterations/Powers

Psi15 Grand Alterations Effect
Add Global Resistance Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Dial-a-Breath Element (=) You can use any element with E factor equal to or less than your normal breath.
Psi15 Grand Powers Cost Effect Color Age
Animate Rock 10 Animate Rock Emerald 10
Control Weather 10 Control Weather Amethyst 10
Control Winds 10 Control Winds Blue 10, Crystal 11
Detect Gems 10 Detect Gems, kind and number Red 10
Entangle 9 Entangle Green 9
Freezing Fog 11 Obscures vision 100' r, thin layer of ice on all surfaces 100' r White 11
Hypnotism 9 Hypnotism, up to CL targets Red 9
Luckscale 9 (Must have scales to use) Luckstone effect for 1 day Crystal 9
Otiluke's Resilient Sphere 8 Otiluke's Resilient Sphere Amethyst 8
Pass without Trace 11 Pass without Trace Green 11
Plant Growth 8 Plant Growth Black/Green 8
Reflecting Pool 9 Reflecting Pool Amethyst 9
Suggestion 8 Suggestion (up to CL targets) Red 8
Summon Insects 10 Summon Insects Black 10
Ventriloquism 8 Ventriloquism Blue 8
Wall of Fog 9 Wall of Fog White 9

Psi15 Super Alterations/Powers

Psi15 Super Alterations Effect
Add Global Immunity Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Psi15 Super Powers Cost Effect Color Age
Charm Reptiles 12 Charm Reptile/Dragon (no save, can use IR) Black 12
Geas 12 Geas Emerald 12
Hallucinatory Terrain 12 Hallucinatory Terrain Blue 12

[PC7] Concordant (x1) Classes Group


List of Elements (Normal, Para, Quasi)

NORMAL ELEMENTS (E=1):
Air
Earth
Fire
Water
Wood {extra +1}
Flesh {extra +2}
Original Time {extra +12}
PARA ELEMENTS (E=2):
Acid (Fire+Water)
Alcohol (Air+Fire+Water)
Cold (Air+Water)
Composite (Air+Ear+Fir+Wat)
Fungus/Seaweed(Wood+Wat)
Glass (Air+Earth+Water)
Heat / Warmth (Air+Fire)
Magma / Lava (Earth+Fire)
Metal (Earth+Fire+Water)
Ooze / Mud (Earth+Water)
Shards (Air+Earth)
Sound (Air+Earth+Fire)
Thorns/Thicket (Wood+Earth)
ENERGY ELEMENTS (E=2 or +1):
Negative Energy / Death
Positive Energy / Life
Shadow (Negative+Positive)
Chaos, Law
Darkness, Light
Holy {incl. Eldritch / Unholy}
Magic
Psionic / Thought
Radioactive {extra +1}
Anti-Magic {extra +1}
Anti-Psionic {extra +2}
Anti-Radioactive {extra +3}
Godly {extra +6}
Anti-Godly {extra +9}
QUASI ELEMENTS (E=3):
Ash / Cinder (Fire+Negative)
Bark (Thorns+Negative)
Blizzard (Cold+Positive)
Blood (Glass+Positive)
Bone (Flesh+Negative)
Dust (Earth+Negative)
Firestorm (Magma+Positive)
Fog (Cold+Shadow)
Ice / Snow (Cold+Negative)
Impact (Water+Shadow)
Inertia (Earth+Shadow)
Lightning (Air+Positive)
Magnetism (Metal+Positive)
Minerals (Earth+Positive)
Mist (Heat+Shadow)
Napalm (Heat+Positive)
Plasma (Fire+Shadow)
Poison (Alcohol+Negative)
Quicksand (Ooze+Negative)
Radiance (Fire+Positive)
Rainbow (Composite+Pos.)
Rot (Wood+Negative)
Rust (Metal+Negative)
Salt (Water+Negative)
Sand (Glass+Negative)
Silence (Sound+Negative)
Silt (Ooze+Negative)
Silverglade (Thorns+Positive)
Slag / Tar (Magma+Negative)
Smoke (Heat+Negative)
Splinters (Wood+Air+Shadow)
Storm (Ooze+Positive)
Sugar (Alcohol+Positive)
Steam (Water+Negative)
Thunder (Sound+Positive)
Vacid / Umbra (Comp.+Neg.)
Vacuum (Air+Negative)
Verdant (Wood+Positive)
Vibration (Air+Shadow)

[PC7] Concordant (x1) Classes Group


List of Elements (others)

HOLY PARA-ELEMENTS (E=3):
Aether (Composite+Holy)
Forbiddance (Air+Holy)
Grave (Earth+Holy)
Holy Water (Water+Holy)
Pyre (Fire+Holy)
MAGICAL PARA-ELEMENTS (E=3):
Force (Air+Magic)
Tempest (Composite+Magic)
Mithril (Metal+Magic)
HOLY QUASI-ELEMENTS (E=4):
Eldritchiron (Iron+Holy+Shad.)
Heaveniron (Iron+Holy+Pos.)
Helliron (Iron+Holy+Neg.)
MAGICAL QUASI-ELEMENTS (E=4):
Adamantite (Mithril+Positive)
Animation (Force+Positive)
Chromatic (Tempest+Neg.)
Disintegration (Force+Neg.)
Harming (Magic+Negative)
Healing (Magic+Positive)
Prismatic (Tempest+Pos.)
MAGICAL HOLY ELEMENTS (E=5):
Nether (Holy+Magic+Neg.)
Spirit (Holy+Magic+Pos.)
SEMI-ELEMENTS (E=4):
Aexus (Chaos+Anti-Time)
Conduit
Diamond (Earth+Gravity)
Gravity
Imprisonment, Freedom
Nexus (Chaos+Time)
Time / Temporal
Void
Anti-Time {extra +3}
ULTRA-ELEMENTS (E=7):
Annihilation
Creation
Hole / Anti-Hole
Loop / Looporal
Anti-Loop {extra +6}
EXOTIC ELEMENTS (varies):
Abyssal Water (Water + Chaos + Imprison.) {6}
Colorpool (Water + Magic + Conduit) {7}
Furnace (Metal + Radioactive) {4}
Metallic (Composite + AntiMagic + Neg.) {5}
Rainbow Silver (Rainbow + Silver + Anti-Psi) {10}
Solid Neutronium (Gravity + Any Chem + Conduit) {13}
The Nothing (Anti-Psi + Void) {7}
Venderant Nelaborong (Godly + Aexus + Holy
+ Radioactive + Slag) {17}
Vibranium (Vibration + Disintegration) {6}

[PC7] Concordant (x1) Classes Group


List of Elements (Chemical)

CHEMICAL ELEMENTS (E=5):
Hydrogen 1
Helium 2
Lithium 3
Beryllium 4
Boron 5
Carbon 6
Nitrogen 7
Oxygen 8
Fluorine 9
Neon 10
Sodium 11
Magnesium 12
Aluminum 13
Silicon 14
Phosphorus 15
Sulfur 16
Chlorine 17
Argon 18
Potassium 19
Calcium 20
Scandium 21
Titanium 22
Vanadium 23
Chromium 24
Manganese 25
Iron 26
Cobat 27
Nickel 28
Copper 29
Zinc 30
Gallium 31
Germanium 32
Arsenic 33
Selenium 34
Bromine 35
Krypton 36
Rubidium 37
Strontium 38
Yttrium 39
Zirconium 40
CHEMICAL ELEMENTS (E=5):
Niobium 41
Molybdenum 42
Technetium 43
Ruthenium 44
Rhodium 45
Palladium 46
Silver 47
Cadmium 48
Indium 49
Tin 50
Antimony 51
Tellurium 52
Iodine 53
Xenon 54
Cesium 55
Barium 56
Lanthanum 57
Cerium 58
Praseodymium 59
Neodymium 60
Promethium 61
Samarium 62
Europium 63
Gadolinium 64
Terbium 65
Dysprosium 66
Holmium 67
Erbium 68
Thulium 69
Ytterbium 70
Lutetium 71
Hafnium 72
Tantalum 73
Tungsten 74
Rhenium 75
Osmium 76
Iridium 77
Platinum 78
Gold 79
Mercury 80
CHEMICAL ELEMENTS (E=5):
Thallium 81
Lead 82
Bismuth 83
Polonium 84
Astatine 85
Radon 86
Francium 87
Radium 88
Actinium 89
Thorium 90
Protactinium 91
Uranium 92
Neptunium 93
Plutonium 94
Americium 95
Curium 96
Berkelium 97
Californium 98
Einsteinium 99
Fermium 100
Mendelevium 101
Nobelium 102
Lawrencium 103
Rutherfordium 104
Dubnium 105
Seaborgium 106
Bohrium 107
Hassium 108
Meitnerium 109
ANTI-CHEMICAL ELEMENTS (E=6):
Anti-Hydrogen -1
Anti-Helium -2
Anti-Lithium -3

[PC7] Concordant (x1) Classes Group


Exacter0 (X-acter0)

Level KXP X7/X14
mMG SU
1 10 (owe) 1-- --
2 20 2-- --
3 30 3-- --
4 50 31- --
5 90 32- --
6 170 33- --
7 330 43- --
8 650 44- --
9 1290 441 --
10 2090 442 --
11 2890 443 --
12 3690 444 --
13 4490 544 --
14 5290 554 --
15 6090 555 --
16 6890 655 --
17 7690 665 --
18 8490 665 1-
19 9290 665 2-
20 10090 665 3-
21 10890 665 4-
22 11690 665 5-
23 12490 666 5-
24 13290 666 6-
25 14090 766 6-
26 14890 776 6-
27 15690 776 61
28 16490 776 62
29 17290 776 63
30 18090 776 64
31 18890 776 65
32 19690 776 66
33 20490 777 66
34 21290 777 76
35 22090 777 77
36 22890 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
& ++0  5  4  5  3  4  0  1  2
& ++0  7  6  7  4  6  2  3  3
& ++0  7  7  7  5  7  3  4  5
& ++1  9  8  9  7  9  4  5  6
& ++1 10  9 10  7  9  5  6  8
& ++1 11 11 11  9 12  6  7  9
& ++2 13 12 13 10 14  8  9 11
& ++2 14 13 13 11 14  9 10 12
& ++2 15 14 14 13 15 10 11 14
& ++3 15 15 15 15 16 11 12 15
& ++3 16 16 16 16 16 12 13 17
& ++3 16 16 16 16 16 14 15 18
& ++4 16 16 16 16 16 16 16 18
& ++4 17 17 17 16 16 16 16 18
& ++4 17 17 17 17 17 16 17 18
& ++5 18 17 18 17 17 17 17 18
& ++5 18 18 18 18 18 17 17 18
& ++5 19 18 18 18 18 18 18 18
Requisites: Dex 10, Con 10, Chr 20, Class slots 2
Alignment: any
HD/level: & 2d4
Weapon Prof.: & 4+level/2
To Hit Table: & ++Wiz
Save Table: 3xM-U0
Reference: DM
Groups: Concordant (x1)
 
Hold X actions. You may use 1S+1V+1X per segment. You may convert 1X -> 1F.
Level N (every level): +1X action
Can use X7 or X14 powers. X7 or X14 powers that modify CL, ML, level, or XP cannot be applied to the Arch-Exacter0 class.

[PC7] Concordant (x1) Classes Group


X7 Minor Powers (SL=2, Concordant SL=0)

# Power
1 Trade 5 of an action type for 1 Quick of that action type.
2 Trade 7 of an action type for 1 Opposing of that action type.
3 Limit of 5 classes
4 -0.25 to XP divisor due to race (minimum 1).

X7 Major Powers (SL=5, Concordant SL=0)

# Power
1 Trade 4 of an action type for 1 Quick of that action type.
2 Trade 6 of an action type for 1 Opposing of that action type.
3 Limit of 6 classes
4 -0.5 to XP divisor due to race (minimum 1).
5 x1.1 hp
6 x1.1 CL

X7 Grand Powers (SL=8, Concordant SL=0)

# Power
1 Trade 3 of an action type for 1 Quick of that action type.
2 Trade 5 of an action type for 1 Opposing of that action type.
3 Limit of 7 classes
4 -0.75 to XP divisor due to race (minimum 1).
5 Considered a x2 being on either attack or defense (change at reset)
6 x1.5 hp
7 x1.5 CL

[PC7] Concordant (x1) Classes Group


X7 Super Powers (SL=11, Concordant SL=1)

# Power
1 You are considered a x2 being.
2 You attack as a x1 being, but defend as a x3 being.
3 You attack as a x3 being, but defend as a x1 being.
4 You can trade 2 of an action type for 1 Quick version of that action type.
5 You can trade 4 of an action type for 1 Opposing version of that action type.
6 x2 hp.
7 x2 CL.
8 Limit of 8 classes.
9 You have a free "H" for purposes of qualifying for classes, kits, and feats.
10 Planar Stable (immune to effects of being on another plane).
11 -1 to XP divisor due to race (minimum 1).
12 Immune to SL 0 to SL ((your level)/3, round down) effects.
13 (your level)*2% iGR; works even in section [X].
14 Immune to one effect in the [C] section.
15 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
16 x1.5 ML (Memorization Level) in one class.

X7 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
3 You can trade 3 of an action type for 1 Opposing version of that action type.
4 You may "borrow" actions of any type (assuming you have them).
5 You may "hold" actions of any type (assuming you have them).
6 x10 hp.
7 x3 CL.
8 x2 ML (Memorization Level) in one class.
9 Ignore all forms of XP divisors.

[PC7] Concordant (x1) Classes Group


X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
3 You can trade 2 of an action type for 1 Opposing version of that action type.
4 x50 hp.
5 x4 CL.
6 x2.5 ML (Memorization Level) in one class.

X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
2 You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
3 x200 hp.
4 x5 CL.
5 x3 ML (Memorization Level) in one class.

X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
2 You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
3 x1000 hp.
4 x6 CL.
5 x3.5 ML (Memorization Level) in one class.

[PC7] Concordant (x1) Classes Group


X14 Minor Powers (SL=2, Concordant SL=0)

# Power
1 +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL Cml
3 +CCL QZ (Quick Zero) actions

X14 Major Powers (SL=5, Concordant SL=0)

# Power
1 +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL HNCL (for qualifying for classes, kits, etc.)
3 +CCL C actions

X14 Grand Powers (SL=8, Concordant SL=0)

# Power
1 +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL Luck
3 +1 action of any type you already possess (except X, G, Bug, and their variants)

[PC7] Concordant (x1) Classes Group


X14 Super Powers (SL=11, Concordant SL=1)

# Power
1 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
3 +1 CCL (Concordant Caster Level) in one spell in one class
4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
5 Add 2 to HD type per level in one Concordant class (+0d+2)
6 Change "Save" category of your Concordant class to Conc
7 Change "To Hit" category of your Concordant class to Conc
8 +1X action
9 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

X14 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
3 +1 CCL (Concordant Caster Level) in one class
4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
5 Add 2 to HD type per level in one Concordant class (+0d+2)
6 Change "Save" category of your Concordant class to 1xConc
7 Change "To Hit" category of your Concordant class to 1xConc
8 +1QX action
9 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

X14 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Duplicate the effects of one Psi7 power (Ultra or lower)
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
5 Add 1 to number of HD per level in one Concordant class (+1d+0)
6 Change "Save" category of your Concordant class to 2xConc
7 Change "To Hit" category of your Concordant class to 2xConc
8 +1QQX action
9 iunXR 5*CCL%

[PC7] Concordant (x1) Classes Group


X14 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 +40% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Duplicate the effects of one Psi7 power (V or lower)
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
5 Add 1 to number of HD per level in one Concordant class (+1d+0)
6 +1QQQX action

X14 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 +50% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Replace a Concordant spell progression with another Concordant class's progression
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) in one class
5 Add an extra stat bonus to hp per HD in one class (even if that class can't get a stat bonus)
6 +1QQQQX action

[PC7] Concordant (x1) Classes Group


Exhilarator


Level

KXP
Exhil  Sim Esc
357 9  [1] [1]
TH
1 0 1-- -  [-] [-] +0
2 4.5 2-- -  [-] [-] +1
3 9 3-- -  [-] [-] +1
4 18 4-- -  [-] [-] +2
5 36 41- -  [-] [-] +3
6 72 42- -  [-] [-] +3
7 144 43- -  [-] [-] +4
8 288 44- -  [-] [-] +5
9 500 441 -  [-] [-] +5
10 900 442 -  [-] [-] +6
11 1350 443 -  [-] [-] +7
12 1800 444 -  [-] [-] +7
13 2250 444 1  [-] [-] +8
14 2700 444 2  [-] [-] +9
15 3150 444 3  [-] [-] +9
16 3600 444 4  [-] [-] +10
17 4050 544 4  [-] [-] +11
18 4500 554 4  [-] [-] +11
19 4950 555 4  [-] [-] +12
20 5400 555 5  [-] [-] +13
21 5850 655 5  [-] [-] +13
22 6300 665 5  [-] [-] +14
23 6750 666 5  [-] [-] +15
24 7200 666 5  [1] [-] +15
25 7650 666 6  [1] [-] +16
26 8100 666 6  [2] [-] +17
27 8550 766 6  [2] [-] +17
28 9000 766 6  [3] [-] +18
29 9450 776 6  [3] [-] +19
30 9900 776 6  [3] [1] +19
31 10350 776 6  [4] [1] +20
32 10800 777 6  [4] [1] +21
33 11250 777 6  [4] [2] +21
34 11700 777 6  [5] [2] +22
35 12150 777 7  [5] [2] +23
36 12600 777 7  [51][3] +23
37 25200 777 7  [51][31] +24
38 37800 777 7  [52][31] +25
39 50400 777 7  [52][32] +25
45 126000 777 7  [65][65] +30
54 239400 888 7  [77][77] +36
63 352800 999 9  [88][88] +42
72 466200 AAA A  [991][99] +48
Requisites: Int 28, Chr 23,
  Class Slots 3
Alignment: any
HD/level: 2d4
Weapon Prof.: 0+level
Reference: DM {Reduced Simulator / Exhilarator}
Groups: Concordant (x1), Technology
Complexity: CF=3
 
Saving Throws:
PPD: level*5 (++level) Fort: level*5 (++level)
RSW: level*5 (++level) Reflex: level*5 (++level)
PP: level*5 (++level) Will: level*5 (++level)
BW: level*5 (++level)
Spell: level*5 (++level)
 
Gets Super Barbarian Int bonus.
This class deals with experimentation in positive (beneficial) status effect flags, sometimes creating them from nothing.
This is the reduced form of two different x2 Concordant classes: Simulator and Escalator.
The saves are 5*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: 1M, 1/t: Anti-Sporacle Self: This gives a random Positive (Beneficial) [C] section effect. You may have only one of these on yourself at a time; you must lower your existing one to use this power again. The DM will allow you to "spam" this ability 3 times before the game begins, and you can choose one. So you know, the table being used by the DM is the Defender Psionicist table, with SL=(LVL+1)*2/3.
Level 9 ¶: When casting a spell, you may roll 1d100. If it is SL*5 or below, you Twilight for 1dSL segments. You may still use M actions normally while Twilighting (but not P or V). You get +1 extra RTwilightM to use during this time (you get one of these per Twilight, not per segment). This action may used in addition to your 1M in one of the segments.
Level 18 ¶: When Twilighting, you get another +1RTwilightM action.
Level 18 ¶: You may use M and TwilightM actions normally while your Head is Blown Off, while being Ego Dominated, or while being affected by a Lich Potion and going up the Funnel.
Level 24 Note: Your "CCL" is your CL-23 for Simulator and CL-29 for Escalator.

[PC7] Concordant (x1) Classes Group


Exhilarator Spells

SL # Spell (1M action to use unless noted; cannot be material componented)
3 1 Fly at CL*3" (B) (1 target per casting; 1 hour)
3 2 Inertial Barrier (self only; 1 turn)
3 3 CL A action Haste (party; 1 turn)
3 4 Free Action (1 target per casting; CL turns)
3 5 10F, 1/d: Clone (self only)
3 6 Sporacle a group (RSW save). You may request the roll be from the 100 "bizarro" [C] section flags.
5 1 Displaced: Get CL/3 instances of Displacement (self only)
5 2 Dust of Disappearance (self only)
5 3 Hold Life (1 target per casting; 1 turn): Immune to XP/Stat Drain; Immune Aging
5 4 True Sight (1 target per casting; 1 hour)
5 5 Mind Bar (1 target per casting; 1 turn): Immune Ench/Charm, Magic Jar, Domination, Invis., Psionic Blast
5 6 Tenser's Transformation (self only; 1 turn)
7 1 1V or 1M: Copy a flag on yourself (such as Dust of Disappearance) to someone else in your group.
7 2 Protection from Death (self only; 1 hour): Immune to slain and Slain
7 3 Phoenix Sanctuary (self only; 1 turn): You take half damage from combat and all effects
7 4 Time/Reality Stability (1 target per casting; 1 day)
7 5 Contingency for an Exhilarator spell.
7 6 Sporacle a group (no save; TechR to resist). You may request the roll be from the 100 "bizarro" [C] section flags.
9 1 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 2 You can convert 1TwilightM -> 1H action.
9 3 Planar Displacement (self only)
9 4 Fall Short (self only): All effects with finite range cannot affect you for 1t
9 5 Immune Matter (self only)
9 6 Immune Energy (self only)
Simulator 1 (11) 1 +CCL to the TechF and MF in your group.
Simulator 1 (11) 2 5X, 1/reset: Duplicate any item (like a Duplicator Cloak; x1 or non-unique x2 items only; 1 item at a time per spell slot)
Simulator 1 (11) 3 1X: Summon a DL=10+CCL monster that you comprehend.
Simulator 1 (11) 4 10X, 1/reset: Create a x2 artifact that does not suck, which lasts for the day (and cannot be sold). You may alternatively maintain the item from yesterday.
Simulator 1 (11) 5 Lose all of your actions for the rest of the round: Fork that works (even on opponent's effect)
Simulator 1 (11) 6 Wishoid for an X21 Super; your CCL with it is your CCL-2 (minimum 1). May run only one of these at a time.
Escalator 1 (11) 1 Lady's Smile (self only; continuous; not "deep")
Escalator 1 (11) 2 Anti-Dispel Magic Shell (self only; 1 turn)
Escalator 1 (11) 3 X, may cast more than once for different effects: x2 Special on the room: Everyone in the room gets (choose one): xx2 hp, dmg (all), dmg (combat), dmg (spells), dmg (psionics), AC, saves, CL, BlahR, BlahR evasion, summons, or attacks.
Escalator 1 (11) 4 1X, 1/h: Increase or Decrease the current DL rating of the dungeon by 1. (Can do this only once per dungeon level.)
Escalator 1 (11) 5 1X: Radiate (the next effect you do will hit every possible target it can; up to a max of CCL+1 groups)
Escalator 1 (11) 6 Wishoid for an X4 Super (xx2.5 effect with one thing you believe in). May run only one of these at a time.

[PC7] Concordant (x1) Classes Group


Fallen Angel5

Level KXP Pri Fallen
123 456 789
1 6 (owe) 1-- --- ---
2 9 2-- --- ---
3 12 21- --- ---
4 18 22- --- ---
5 30 221 --- ---
6 54 222 --- ---
7 102 322 1-- ---
8 198 332 2-- ---
9 294 333 21- ---
10 486 333 32- ---
11 678 433 321 ---
12 900 444 321 ---
13 1130 444 322 ---
14 1360 444 432 ---
15 1590 544 432 1--
16 1820 555 432 2--
17 2050 655 443 2--
18 2280 655 443 21-
19 2510 655 543 22-
20 2740 655 544 32-
21 2970 655 544 321
22 3200 665 554 322
23 3430 666 654 332
24 3660 776 655 432
25 3890 776 655 443
26 4120 777 665 543
27 4350 777 665 554
28 4580 887 666 654
29 4810 887 776 655
30 5040 888 777 665
31 5270 888 777 766
32 5500 988 887 776
33 5730 999 888 777
34 5960 999 988 887
35 6190 999 999 888
36 6420 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  1  1  1  1  1  1  1  1
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  2  2  2  2  2  2  2  2
+8  3  3  3  3  3  3  3  3
+9  3  3  3  3  3  3  3  3
+10  4  4  4  4  4  4  4  4
+11  4  4  4  4  4  4  4  4
+12  5  5  5  5  5  5  5  5
+13  5  5  5  5  5  5  5  5
+14  6  6  6  6  6  6  6  6
+15  6  6  6  6  6  6  6  6
+16  7  7  7  7  7  7  7  7
+17  7  7  7  7  7  7  7  7
+18  8  8  8  8  8  8  8  8
+19  8  8  8  8  8  8  8  8
+20  9  9  9  9  9  9  9  9
+21  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 14, Con 19, Int 12, Chr 6
Alignment: LE
HD/level: & ++++d6
Weapon Prof.: 6+/3
To Hit Table: Mon +3 levels
Save Table: Mon +1 level
Reference: DM
Groups: Priest, Concordant (x1), Mirror
 
Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.  
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*3/2+8" (C)
B 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E SR 6*LVL
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
G 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iER LVL*10%
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Unholy Bolt
M 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iGoodR LVL*5% (Resistance vs. Good aligned beings)
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC7] Concordant (x1) Classes Group


Fallen Angel5 Spells

SL # Spell Spheres Effect
1 1 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 2 Disguise Self Secrets, Thievery Changes your appearance.
1 3 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 4 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 5 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 6 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
2 1 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 2 Blindness/Deafness Darkness Makes subject blinded or confused.
2 3 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 4 Desecrate Evil Fills area with negative energy making undead stronger.
2 5 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 6 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 7 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 8 Scare Fear Panics creatures of less than 6 HD.
2 9 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
3 1 Animate Dead Death Creates undead skeletons and zombies.
3 2 Contagion Destruction, Disease Affect subjects with chosen disease.
3 3 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 4 Fear Fear Subjects within cone flee for 1 round/level.
3 5 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 6 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 7 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
4 1 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 2 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 3 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 4 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 5 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 6 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 7 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 8 Unholy Blight Evil Damages and sickens good creatures.
4 9 Waves of Fatigue Disease Several targets become fatigued.
5 1 Dispel Good Evil +4 bonus against attacks by good creatures.
5 2 False Vision Secrets, Thievery Fools scrying with an illusion.
5 3 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 4 Insect Plague Disease Locust swarms attack creatures
5 5 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 6 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 7 Slay Living Death Touch attack kills subject.
6 1 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 2 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 3 Harm Destruction, Disease Deals 10 points/level damage to target.
6 4 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 5 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 6 Symbol of Fear Fear Triggered rune panics nearby creatures.
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Disintegrate Destruction Makes one creature or object vanish.
7 4 Eyebite Fear Target becomes panicked, sickened and comatose.
7 5 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 6 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 7 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 8 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
8 1 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 2 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 3 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 4 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 5 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 6 Polymorph Any Object Thievery Changes any subject into anything else.
8 7 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 8 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
9 1 Energy Drain Disease Subject gains 2d4 negative levels.
9 2 Implosion Destruction Kills one creature/round.
9 3 Imprisonment Secrets Entombs subject beneath the earth.
9 4 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 5 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 6 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 7 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 8 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 9 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
10 1 Damnation Evil Send your foe to hell.
10 2 Eclipse Darkness A solar eclipse follows you.
10 3 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 4 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 5 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 6 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.

[PC7] Concordant (x1) Classes Group


Giant Robot8

Level KXP Psi8   GRobot Vill
mMG SU 123 45 [1]
1 0 1-- -- 1-- -- [-]
2 8 2-- -- 2-- -- [-]
3 16 3-- -- 3-- -- [-]
4 32 41- -- 31- -- [-]
5 64 51- -- 32- -- [-]
6 128 62- -- 42- -- [-]
7 256 72- -- 421 -- [-]
8 512 831 -- 431 -- [-]
9 1024 931 -- 432 -- [-]
10 1536 A41 -- 432 1- [-]
11 2048 B42 -- 542 1- [-]
12 2560 C52 -- 543 2- [-]
13 3072 D52 -- 543 21 [-]
14 3584 E63 -- 543 22 [-]
15 4096 F63 -- 543 32 [-]
16 4608 G73 1- 543 33 [-]
17 5120 H74 1- 544 33 [-]
18 5632 I84 1- 544 43 [-]
19 6144 J84 1- 544 44 [-]
20 6656 K95 2- 554 44 [-]
21 7168 L95 2- 555 44 [-]
22 7680 MA5 2- 555 54 [-]
23 8192 NA6 2- 555 55 [-]
24 8704 OB6 3- 655 55 [-]
25 9216 PB6 3- 665 55 [-]
26 9728 QC7 3- 666 55 [-]
27 10240 RC7 3- 666 65 [1]
28 10752 SD7 4- 666 66 [1]
29 11264 TD8 4- 766 66 [2]
30 11776 UE8 4- 776 66 [2]
31 12288 VE8 4- 777 66 [3]
32 12800 WF9 51 777 76 [3]
33 13312 XF9 51 777 77 [4]
34 13824 YG9 51 877 77 [4]
35 14336 ZGA 51 887 77 [5]
36 14848 [GA 51 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 19, Con 17
Alignment: any
HD/level: 4d8 (no Con bonus)
Weapon Prof.: 8+level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Villain}
Groups: Monster, Concordant (x1), Technology
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 9: +1 size.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)

[PC7] Concordant (x1) Classes Group


Giant Robot8 Spells

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

[PC7] Concordant (x1) Classes Group


Henchman

Level KXP Hench. Villain
123 45 [1]
1 0 1-- -- [-]
2 6.5 2-- -- [-]
3 13 3-- -- [-]
4 26 31- -- [-]
5 52 32- -- [-]
6 104 42- -- [-]
7 208 421 -- [-]
8 416 431 -- [-]
9 825 432 -- [-]
10 1650 432 1- [-]
11 3300 542 1- [-]
12 3800 543 2- [-]
13 4300 543 21 [-]
14 4800 543 22 [-]
15 5300 543 32 [-]
16 5800 543 33 [-]
17 6300 544 33 [-]
18 6800 544 43 [-]
19 7300 544 44 [-]
20 7800 554 44 [-]
21 8300 555 44 [-]
22 8800 555 54 [-]
23 9300 555 55 [-]
24 9800 655 55 [-]
25 10300 665 55 [-]
26 10800 666 55 [-]
27 11300 666 65 [1]
28 11800 666 66 [1]
29 12300 766 66 [2]
30 12800 776 66 [2]
31 13300 777 66 [3]
32 13800 777 76 [3]
33 14300 777 77 [4]
34 14800 877 77 [4]
35 15300 887 77 [5]
36 15800 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Dex 19, Int 17
Alignment: any E
HD/level: 3d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: MTG {Reduced Villain}
Groups: Wizard, Concordant (x1)
 
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.

[PC7] Concordant (x1) Classes Group


Henchman Spells

Level # Spell
1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 3 1M: Monster Summoning (CL+1)/2
1 4 You adjust all BlahR by -5*level%
1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 7 You ignore one level of Resist Hold/Stun/Para. on other people
1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 11 1bF: Counter a counterspell effect.
1 12 You can have two summons (same group).
2 1 1V: Twist (Remove an effect on a person)
2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 4 1M, 1/r: Causeall one target.
2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
2 7 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 8 +1 minor in a psionic progression you have.
2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 12 May wear two suits of armor, your AT sources fully stack
3 1 You can have three summons (same group).
3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 3 1M: Fascinate a group (Will save)
3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 5 1M, 1/d: Set (reverse Reset) one target.
3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 2 You can't be targetted until your summons are destroyed.
4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 4 Pick a spell you have. It costs M to use.
4 5 Pick a psionic power you have. It costs M to use.
4 6 Pick an innate ability you have. It costs M to use.
4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 11 -1 actions of all types to everyone in the room (x1 Special)
4 12 1F, 1/d: +1 to your multiplier for 1 round
5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
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 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 6 1F: Charm or Dominate target x0 or x1 creature (save)
5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 10 1M: All x1 and lower effects on one target are dispelled.
5 11 Lockdown X actions continuous in your group
5 12 1V, LVL/d: You ignore one level of Resist to something
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

[PC7] Concordant (x1) Classes Group


Infinite Rogue

Level KXP
Spells
TH
1 0 (none) +1
2 6 (none) +1
3 12 (none) +1
4 24 (none) +2
5 48 (none) +3
6 100 (none) +3
7 200 (none) +3
8 400 (none) +4
9 800 (none) +5
10 1400 (none) +5
11 2000 (none) +5
12 2600 (none) +6
13 3200 (none) +7
14 3800 (none) +7
15 4400 (none) +7
16 5000 (none) +8
17 5600 (none) +9
18 6200 (none) +9
19 6800 (none) +9
20 7400 (none) +10
21 8000 (none) +11
22 8600 (none) +11
23 9200 (none) +11
24 9800 (none) +12
25 10400 (none) +13
26 11000 (none) +13
27 11600 (none) +13
28 12200 (none) +14
29 12800 (none) +15
30 13400 (none) +15
31 14000 (none) +15
32 14600 (none) +16
33 15200 (none) +17
34 15800 (none) +17
35 16400 (none) +17
36 17000 (none) +18
37 34000 (none) +19
38 51000 (none) +19
39 68000 (none) +19
45 170000 (none) +23
54 323000 (none) +27
63 476000 (none) +32
72 629000 (none) +36
Requisites: Dex 45
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Reference: DM
Groups: Rogue, Concordant (x1)
Complexity: CF=5
 
Saving Throws:  
PPD: 5+level
RSW: 4+level
PP: 5+level
BW: 2+level
Spell: 3+level
Fort: 0+level
Reflex: 12+level
Will: 0+level
   
Has "infinite" Rogue points. Certain abilities may be limited to a finite amount, due to Multiverse Project limits.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[PC7] Concordant (x1) Classes Group


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 c- --- --- -
2 7 10e --- --- -
3 14 2c g-- --- -
4 28 310 ei- --- -
5 56 42 cgk --- -
6 112 531 0ei m-- -
7 168 642 cg ko- -
8 252 753 10e imq -
9 378 864 2c gko -
10 700 975 310 eim -
11 1050 986 42 cgk -
12 2100 997 531 0ei -
13 3150 998 642 cg z
14 4200 999 753 10e x
15 5250 999 864 2c v
16 6300 999 975 310 t
17 7350 A99 986 42 r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent M to cast the spell, you get IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC7] Concordant (x1) Classes Group


Invigorator (Alljevunator)

Level KXP Invig  U/B A/E
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 6 2-- -  [-] [-]
3 12 3-- -  [-] [-]
4 24 4-- -  [-] [-]
5 48 41- -  [-] [-]
6 96 42- -  [-] [-]
7 192 43- -  [-] [-]
8 384 44- -  [-] [-]
9 768 441 -  [-] [-]
10 1200 442 -  [-] [-]
11 1800 443 -  [-] [-]
12 2400 444 -  [-] [-]
13 3000 444 1  [-] [-]
14 3600 444 2  [-] [-]
15 4200 444 3  [-] [-]
16 4800 444 4  [-] [-]
17 5400 544 4  [-] [-]
18 6000 554 4  [-] [-]
19 6600 555 4  [-] [-]
20 7200 555 5  [-] [-]
21 7800 655 5  [-] [-]
22 8400 665 5  [1] [-]
23 9000 666 5  [1] [-]
24 9600 666 5  [2] [-]
25 10200 666 6  [2] [-]
26 10800 766 6  [3] [-]
27 11400 776 6  [3] [1]
28 12000 777 6  [4] [1]
29 12600 777 7  [4] [1]
30 13200 877 7  [5] [2]
31 13800 887 7  [5] [2]
32 14400 888 7  [6] [2]
33 15000 888 8  [6] [3]
34 15600 988 8  [7] [3]
35 16200 998 8  [7] [3]
36 16800 999 8  [8] [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Str 23, Con 28, Int 23, Chr 46,
  Class Slots 3
Alignment: any
HD/level: 2d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Con, Wis, and Chr bonus, which is +(stat-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of four different x2 Concordant classes: Unbreakable, Breaker, Afterliver, and Ender. The idea here is by the time a character has reached 36th level in Invigorator, he will know which path he will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 22 Note: Your "CCL" is your CL-23 for Unbreakable/Breaker and CL-29 for Afterliver/Ender. At level 22 you get 1 power to choose from between the Unbreakable or Ender lists. You do not get 1 in both. When you get a second power (at level 24), it does not need to be from the same class.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC7] Concordant (x1) Classes Group


Invigorator Spells (SL=3)

SL Class # Spell
3 Dejuvenator 1 1V: Harm (1 target, PPD save)
3 Dejuvenator 2 1V: Charm or Domination (1 target, Will save)
3 Dejuvenator 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 Dejuvenator 4 1M: Stop, Slow, or Web (1 target, no save)
3 Dejuvenator 5 1M: Target's next Clone will not trigger upon his death (no save)
3 Dejuvenator 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
3 Martyr 7 1V: Death's Door Other (they go to 0 current hp)
3 Martyr 8 1V: Remove Charm/Domination on Other.
3 Martyr 9 1P: Remove Paralysis, Stun, or Held on Other.
3 Martyr 10 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Martyr 11 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 Martyr 12 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
3 Rejuvenator 13 1uncV: Death's Door Self (you go to 0 current hp)
3 Rejuvenator 14 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 Rejuvenator 15 1uncP: Remove Paralysis, Stun, or Held on Self.
3 Rejuvenator 16 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Rejuvenator 17 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 Rejuvenator 18 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
3 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
3 Invigorator 20 +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects

[PC7] Concordant (x1) Classes Group


Invigorator Spells (SL=5)

SL Class # Spell
5 Dejuvenator 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 Dejuvenator 2 1M: Harm (1 target, no save)
5 Dejuvenator 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Dejuvenator 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 Dejuvenator 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 Dejuvenator 6 1M: Super Slow: Target loses next LVL A Actions (no save)
5 Martyr 7 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 Martyr 8 1M: Heal Other.
5 Martyr 9 +1D Actions in the room continuous (does not affect "dead" Actions).
5 Martyr 10 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 Martyr 11 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 Martyr 12 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
5 Rejuvenator 13 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 Rejuvenator 14 1uncM: Heal Self.
5 Rejuvenator 15 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Rejuvenator 16 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 Rejuvenator 17 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 Rejuvenator 18 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
5 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
5 Invigorator 20 "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)

[PC7] Concordant (x1) Classes Group


Invigorator Spells (SL=7)

SL Class # Spell
7 Dejuvenator 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 Dejuvenator 2 1F: Turn Undead with CL=LVL*2.
7 Dejuvenator 3 1P: Causeall (1 target, no save)
7 Dejuvenator 4 1M: Destruction (1 target, no save)
7 Dejuvenator 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 Dejuvenator 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
7 Martyr 7 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 Martyr 8 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 Martyr 9 1P: Cureall Other.
7 Martyr 10 1M: Resurrect Other.
7 Martyr 11 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 Martyr 12 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
7 Rejuvenator 13 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 Rejuvenator 14 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 Rejuvenator 15 1deadP: Cureall Self.
7 Rejuvenator 16 1deadM: Resurrect Self.
7 Rejuvenator 17 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 Rejuvenator 18 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
7 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
7 Invigorator 20 You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.

[PC7] Concordant (x1) Classes Group


Invigorator Spells (SL=9)

SL Class # Spell
9 Dejuvenator 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 Dejuvenator 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 Dejuvenator 3 1M: True Destruction (1 target, no save)
9 Dejuvenator 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Dejuvenator 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Dejuvenator 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
9 Martyr 7 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 Martyr 8 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 Martyr 9 1M: True Resurrect Other.
9 Martyr 10 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Martyr 11 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 Martyr 12 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
9 Rejuvenator 13 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 Rejuvenator 14 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 Rejuvenator 15 1deadM: True Resurrect Self.
9 Rejuvenator 16 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 Rejuvenator 17 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Rejuvenator 18 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
9 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
9 Invigorator 20 You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).

[PC7] Concordant (x1) Classes Group


Invigorator Spells (SL=11, CSL=1)

SL Class # Spell
11 (CSL 1) Unbreakable 1 +CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Unbreakable 2 +(CCL+1)/3 ihp
11 (CSL 1) Unbreakable 3 +(CCL+1)/3 iAC
11 (CSL 1) Unbreakable 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
11 (CSL 1) Unbreakable 5 All of your items are Indestructible.
11 (CSL 1) Unbreakable 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
11 (CSL 1) Breaker 7 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Breaker 8 1V: Target takes (CCL+1)/3 idmg
11 (CSL 1) Breaker 9 1V: Target loses (CCL+1)/3 iAC
11 (CSL 1) Breaker 10 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
11 (CSL 1) Breaker 11 You may destroy Indestructible items as if they weren't Indestructible.
11 (CSL 1) Breaker 12 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
11 (CSL 1) Afterliver 1 +CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Afterliver 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
11 (CSL 1) Afterliver 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Afterliver 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
11 (CSL 1) Afterliver 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Afterliver 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
11 (CSL 1) Ender 7 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Ender 8 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
11 (CSL 1) Ender 9 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Ender 10 1X: Capital B Break (1 target, XR to resist)
11 (CSL 1) Ender 11 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Ender 12 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC7] Concordant (x1) Classes Group


Kami Spirit


Level

KXP
Kami [Myojin]
789  [7]

TH
1 0 1--  [-] +1
2 5 2--  [-] +2
3 10 3--  [-] +3
4 20 4--  [-] +4
5 40 5--  [-] +5
6 80 6--  [-] +6
7 160 7--  [-] +7
8 320 8--  [-] +8
9 640 9--  [-] +9
10 1120 A--  [-] +10
11 1600 A1-  [-] +11
12 2080 A2-  [-] +12
13 2560 A3-  [-] +13
14 3040 A4-  [-] +14
15 3520 A5-  [-] +15
16 4000 A6-  [-] +16
17 4480 A7-  [-] +17
18 4960 A8-  [-] +18
19 5440 A9-  [-] +19
20 5920 AA-  [-] +20
21 6400 AA1  [-] +21
22 6880 AA2  [-] +22
23 7360 AA3  [-] +23
24 7840 AA4  [-] +24
25 8320 AA5  [-] +25
26 8800 AA6  [-] +26
27 9280 AA7  [1] +27
28 9760 AA8  [1] +28
29 10240 AA9  [1] +29
30 10720 AAA  [1] +30
31 11200 BAA  [1] +31
32 11680 BBA  [1] +32
33 12160 BBB  [1] +33
34 12640 CBB  [2] +34
35 13120 CCB  [2] +35
36 13600 CCC  [2] +36
37 27200 CCC  [3] +37
38 40800 CCC  [4] +38
39 54400 CCC  [5] +39
45 136000 CCC  [B] +45
54 258400 EEE  [D1] +54
63 380800 EEE  [DA] +63
72 503200 FFF  [EE1] +72
Requisites: Con 16, Wis 12, Chr 16,
  Class Slots 2
Alignment: any
HD/level: & d7
Weapon Prof.: & level
Reference: MTG {Reduced Myojin / Legendary Spirit}
Groups: Priest, Concordant (x1), Monster
Complexity: CF=3
 
Saving Throws:
PPD: level+10 Fort: level+10
RSW: level+10 Reflex: level+0
PP: level+10 Will: level+10
BW: level+0
Spell: level+10
 
Barbarian Con, Exceptional Wis, and Exceptional Chr bonus.
Gets Wis bonus to spell progression, but remember the first SL is "7th's" here.
This class can cast Priest spells of SL=LVL or less. Priest spells below SL=6 use a SL=7 slot each. So at 3rd level you can cast a Priest 3rd by using a SL=7 slot.
Kami spells are resisted using IR.
Kami spells are hard to dispel (require 2 dispels, as if they were x2 multiplier).
"Kami" is a Priest Sphere, but costs 4 Grands to actually be Grand in it.
Level 1 ¶: 1M: Summon a DL=(LVL+1)/2 Spirit.
Level 1 ¶: +1 GGL pick in a god that has a Con, Wis, or Chr requirement.
Level 1 ¶: Gets +SN S actions per round; where SN is the session number.
Level 9 ¶: +LVL/9 ihp.
Level 27 Note: Your "CCL" for Myojin spells is CL-26.

[PC7] Concordant (x1) Classes Group


Kami Spirit Spells

SL # Spell Effect (Note: The "+N spirits in a summon slot" powers stack)
7 1 Ancient Law Dispel a x1 or x2 effect.
7 2 Crescent Moon The party gets +1slowS action (this does not count as a Haste)
7 3 Deathknell Can have +1 spirit in a summon slot; 1M, spend X hp: Target gets +X*CL TH and dmg with his next attack.
7 4 False Hope 1bM: Take no damage from one attack or effect
7 5 Hana 0, 1/t: Fork (your effect only)
7 6 Hearth Dispel a x1 or x2 item.
7 7 Hunt If your subordinates are in your group, they get +1 DL.
7 8 Lantern Fly at 12*CL" (A); 0: Faerie Fire (target loses 2 AC)
7 9 Pain 1M, sacrifice a summon: Deal CL*DL*DL fire dmg to one group (no save; DL=DL of summon)
7 10 Teardrop 1M, 1/t: +1W action next segment. [ You can use a W as an S action, but you still can use only 1S+1V per segment. 1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. ]
7 11 Traproot The party can melee with flying creatures (CL miles "Reach" upwards)
7 12 Twisted Reflection 0, sacrifice a summon: Counterspell
7 13 Waning Moon 1M: Fear a group (no save; they will not run through the dungeon generating ?'s)
8 1 Briarknit Your subordinates get +1 DL and +CL rhp.
8 2 Empty Graves Can have +3 spirits in a summon slot; Your summons get +1 offensive DL, -1 defensive DL
8 3 Fiddlehead Regenerate CL hp/s. Each segment may use this regeneration on any friendly target in sight.
8 4 Fire's Roar 1M: A group's AC becomes 0 (no save; |AC| becomes AC, ||AC|| becomes |AC|)
8 5 Gibbering Fly at 12*CL" (A); Can have +3 spirits in a summon slot.
8 6 Hundred-Talon Can have +4 spirits in a summon slot.
8 7 Innocence 1M: A group loses their ability to use 1S+1V next time they act (no save)
8 8 Old Stone +35 AC and saves.
8 9 Painted Road Immune to CL/2 Elements or spells/psionic powers by name
8 10 Tattered Shoji Wind Walk 96" on the party; the party gains +25 AC and saves.
8 11 Tended Garden Every segment you don't act, you may do the Summon Spirit "Level:" ability for 1N action. Can have +3 spirits in a summon slot.
9 1 Honored Dead Whenever you deal damage in any way, you are cured that much dmg.
9 2 Lunacy Can have +5 spirits in a summon slot.
9 3 Moss Each summon slot of yours may engage two groups of enemies instead of one.
9 4 Nightsoil Can have +5 spirits in a summon slot.
9 5 Palace Fields You don't lose initiative, can't be surprised; Can have +5 spirits in a summon slot.
9 6 Pus Can have +6 spirits in a summon slot; 1M, sacrifice a summon: Target is slain (no save)
9 7 Thousand-Legged Can have +7 spirits in a summon slot.
9 8 Vine Can have +6 spirits in a summon slot; 1V: Give a target +1 instance of tactical movement.
Myojin 7 (17) 1 Black Honden Target will have his next CCL effects Countered (no save)
Myojin 7 (17) 2 Blue Honden Cast 16 SL's of Priest spells simultaneously
Myojin 7 (17) 3 Cleansing Fire Slay CCL groups of targets (no save)
Myojin 7 (17) 4 Green Honden For 1 turn, each segment, copy one of your summons (it's in the same summon slot as the original)
Myojin 7 (17) 5 Infinite Rage Earthquake CCL groups, each group takes CCL^2 Bdmg (Boxes of dmg, each "Box" is 100 dmg)
Myojin 7 (17) 6 Life's Web Summon CCL*7 DL=7+CCL/7 monsters (you can comprehend them if over DL X)
Myojin 7 (17) 7 Night's Reach Natural Set CCL targets (no save)
Myojin 7 (17) 8 Red Honden Spend an unspend GGL pick: Pixelate one target (no save)
Myojin 7 (17) 9 Seeing Winds Capital F Fix and Natural Reset one target
Myojin 7 (17) 10 White Honden Cureall and remove CCL [C] section effects on up to CCL targets

[PC7] Concordant (x1) 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]).

[PC7] Concordant (x1) 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 M to use.
4 14 Pick a spell you have. It costs M to use.
4 15 Pick an innate ability you have. It costs M 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

[PC7] Concordant (x1) Classes Group


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC7] Concordant (x1) Classes Group


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC7] Concordant (x1) Classes Group


Master Custom3.5

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 256 (none)
9 512 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
Alignment: any
HD/level: ++‡‡d20
Weapon Prof.: 2+level*2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Reduced Supreme/GrandMaster}
Groups: Custom, Concordant (x1)
 
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 4 HD at level 2).
Each level, add a known 3.5 edition class's abilities (see below). You do not need to meet the requirements of the class. The only ways to add more classes to the list below is either to use Research Points, or to use the d20izer3.5 class.
The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)
DM Note: If you know this class sheet, all the classes below are legal to take alone if you want to. They use the 3rd edition XP table times 10 (e.g. 10 KXP to be 2nd level). See the DM for Hit Dice and the like.
Known 3.5E Classes:
191. Wild Defender (Ba93): Ranger3 spell prog.; Animal Companion; 0, 2/d: Evil Slaying (+4 TH, x2 dmg) this segment
262. Focus Caster (Ba134): Channeling; Level N: Add a SL=N/2 spell to memorization.
273. Brief Figment (Ba138): Wizard3 spell prog. with Dex bonus; Spec. Illusion; Mirror Image costs 1N action to cast; All your illusions have "Mirage Arcana" flags.
314. White Dragon Shaman (Ba151): Immune cold; AC +LVL; 1M: Summon DL=LVL/2 Dragon; Level 14: Commune w/ Dragon Spirit
416. Daggerspell Mage (Pr31): oMR LVL*10% (offensive MR, reduces other MR, if below 0 you get that much bonus effect); 1S: Can attack with daggers and cast a spell with this action.
434. Dragonmark Heir (Pr35): Resist 1 element per level; +LVL Chr; Level 2: Breath Weapon (1/10 current hp); Level 2: +2A actions
436. Drow Judicator (Pr35): Cleric3 spell prog. with Str bonus; +3 all saves; Turn Spiders as if Undead; 0: +2d6 Con dmg with one attack; 1M: Summon DL I spiders, #=(Chr mod)*CL
445. Children of Winter (Pr37): Level 1: Resist Poison; Level 2: Pick a species enemy (as per Ranger): x2 dmg; Level 3: Resist Mental, Immune Disease; Level 4: Pick a species enemy (as per Ranger): xx2 TH (not the d20 roll); Level 5: Contagion brand all your weapons
508. Lion of Talisid (Pr55): +LVL ML Priest; Animal Companion (10+LVL% of your XP); Immune fear; Resist mental; Clairnasience
557. Rainbow Servant (Pr67): Couatl racial abilities; +1 speciality school in Wizard; Detect evil cont.
567. Runecaster (Pr70): +LVL ML Priest; Your glyphs and symbols hit a group
579. Shadowbane Inquisitor (Pr72): If you switch to LG alignment, can keep your current classes regardless of AL restrictions, but can't raise their level; Turn Undead; If you fail a Turn roll, 1d12 of them still take 10*LVL dmg; 0, 1/d: Get Chr bonus TH/dmg this P action.
631. Virtuoso (Pr87): Bard rogue chart; 30*LVL rogue points; Magic-User0 spell prog. with Chr bonus; +LVL*2 nonweapon prof.
652. Contagion Thief (Pr93): Any rogue ability per level; 30*LVL rogue points; 1M: stun one target (PPD save)
718. Human Paragon (Pr94): +LVL with checks; +LVL/2 CL
722. Mamluk (Pr94): Immune sand, heat; +LVL Nonweapon prof.; +1 Sage Area of Knowledge (see DMG1); +1 Research Point per reset

[PC7] Concordant (x1) Classes Group


Minion (Arch-Henchman)

Level KXP Hench./Acc.
123 45 [1]
1 0 1-- -- [-]
2 7.5 2-- -- [-]
3 15 21- -- [-]
4 30 31- -- [-]
5 60 32- -- [-]
6 120 321 -- [-]
7 240 421 -- [-]
8 480 431 -- [-]
9 960 431 1- [-]
10 1560 432 1- [-]
11 2160 542 1- [-]
12 2760 542 21 [-]
13 3360 543 21 [-]
14 3960 543 22 [-]
15 4560 543 32 [-]
16 5160 543 33 [-]
17 5760 544 33 [-]
18 6360 544 43 [-]
19 6960 544 44 [-]
20 7560 554 44 [-]
21 8160 555 44 [-]
22 8760 555 54 [-]
23 9360 555 55 [-]
24 9960 655 55 [-]
25 10560 665 55 [1]
26 11160 666 55 [1]
27 11760 666 65 [2]
28 12360 666 66 [2]
29 12960 766 66 [3]
30 13560 776 66 [3]
31 14160 777 66 [4]
32 14760 777 76 [4]
33 15360 777 77 [5]
34 15960 877 77 [5]
35 16560 887 77 [6]
36 17160 888 77 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 16, Dex 19, Int 25, Logic 7; Class slots 3
Alignment: any E
HD/level: 2d13 (no Con bonus)
Weapon Prof.: 6+level
To Hit Table: 4+level
Save Table: 2xMon
Reference: DM {Reduced Villain/Anti-Hero}
Groups: Wizard, Rogue, Concordant (x1)
 
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 cast Henchman or Accomplice spells.
Gets Exc Str, Dex, and Int.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.

[PC7] Concordant (x1) Classes Group


Minion (Arch-Henchman) Spells

Class Level # Spell
Henchman 1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 1 3 1M: Monster Summoning (CL+1)/2
Henchman 1 4 You adjust all BlahR by -5*level%
Henchman 1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 1 7 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 1 11 1bF: Counter a counterspell effect.
Henchman 1 12 You can have two summons (same group).
Accomplice 1 13 10*CL% iaIR
Accomplice 1 14 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 1 15 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 1 16 1M: Target is paralyzed (PPD save)
Accomplice 1 17 1M: Steal an action or memory (Will save)
Accomplice 1 18 +CL/2 QV actions
Accomplice 1 19 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 1 20 +2 CL with psionics
Accomplice 1 21 +1 Str, Dex, Con, Int, Wis, and Chr
Henchman 2 1 1V: Twist (Remove an effect on a person)
Henchman 2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
Henchman 2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
Henchman 2 4 1M, 1/r: Causeall one target.
Henchman 2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
Henchman 2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
Henchman 2 7 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.
Henchman 2 8 +1 minor in a psionic progression you have.
Henchman 2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
Henchman 2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
Henchman 2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
Henchman 2 12 May wear two suits of armor, your AT sources fully stack
Accomplice 2 13 10*CL% iaMR
Accomplice 2 14 1M, 2/d: Causeall
Accomplice 2 15 +CL/3 QP actions
Accomplice 2 16 Pick a psionic power you have. It does not give a saving throw.
Accomplice 2 17 1M: Remove one Resist to something (no save, use ER)
Accomplice 2 18 10*CL% ER
Accomplice 2 19 0, 3/d: Counter a counterspell
Accomplice 2 20 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
Accomplice 2 21 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
Henchman 3 1 You can have three summons (same group).
Henchman 3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
Henchman 3 3 1M: Fascinate a group (Will save)
Henchman 3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
Henchman 3 5 1M, 1/d: Set (reverse Reset) one target.
Henchman 3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
Henchman 3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
Henchman 3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
Henchman 3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
Henchman 3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
Henchman 3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
Accomplice 3 13 10*CL% iaPR
Accomplice 3 14 +1 per damage die on your physical attacks; Enemies get --1 to hit you
Accomplice 3 15 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
Accomplice 3 16 1M: LVLd12 dmg, E=3 element, one target, no save
Accomplice 3 17 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
Accomplice 3 18 +CL/4 QM actions
Accomplice 3 19 1M: Sporacle a group (a random [C] section effect)
Accomplice 3 20 1V: Lend a V action to someone
Henchman 4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
Henchman 4 2 You can't be targetted until your summons are destroyed.
Henchman 4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
Henchman 4 4 Pick a spell you have. It costs M to use.
Henchman 4 5 Pick a psionic power you have. It costs M to use.
Henchman 4 6 Pick an innate ability you have. It costs M to use.
Henchman 4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
Henchman 4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Henchman 4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
Henchman 4 11 -1 actions of all types to everyone in the room (x1 Special)
Henchman 4 12 1F, 1/d: +1 to your multiplier for 1 round
Accomplice 4 13 Pick a spell you have. It costs half the number of actions it normally requires.
Accomplice 4 14 Pick a psionic power you have. It costs half the number of actions it normally requires.
Accomplice 4 15 +1 to number of segments per round (i.e. you get a segment 11)]
Accomplice 4 16 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
Henchman 5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Henchman 5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
Henchman 5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
Henchman 5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
Henchman 5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
Henchman 5 6 1F: Charm or Dominate target x0 or x1 creature (save)
Henchman 5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
Henchman 5 8 1V, 1/d: Ignore an Immunity to something.
Henchman 5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
Henchman 5 10 1M: All x1 and lower effects on one target are dispelled.
Henchman 5 11 Lockdown X actions continuous in your group
Henchman 5 12 1V, LVL/d: You ignore one level of Resist to something
Accomplice 5 13 10*CL% aER
Accomplice 5 14 +CL/5 Q0 actions
Accomplice 5 15 Pick an action type. You are immune to actions of that type being locked down.
Villain CSL 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 CSL 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain CSL 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain CSL 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain CSL 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain CSL 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain CSL 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain CSL 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain CSL 1 (11) 12 xVL number of henchmen, followers, summons, familiars
Anti-Hero CSL 1 (11) 13 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero CSL 1 (11) 14 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero CSL 1 (11) 15 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero CSL 1 (11) 16 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero CSL 1 (11) 17 +1 QX action
Anti-Hero CSL 1 (11) 18 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero CSL 1 (11) 19 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero CSL 1 (11) 20 Duplicate a Level: ability of a non-Concordant class
Anti-Hero CSL 1 (11) 21 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC7] Concordant (x1) 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 -- --- -- +1
5 40 643 1- --- -- +2
6 80 754 21- --- -- +2
7 120 865 32 --- -- +3
8 180 976 43 --- -- +3
9 270 A87 541 -- -- +4
10 500 A98 652 1-- -- +4
11 750 AA9 763 2- -- +5
12 1500 AAA 874 3- -- +5
13 2250 AAA 985 4- -- +6
14 3000 AAA A96 51 -- +6
15 3750 AAA AA7 621 -- +7
16 4500 AAA AA8 732 -- +7
17 5250 AAA AA9 843 -- +8
18 6000 AAA AAA 954 - +8
19 6750 AAA AAA A65 - +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 4 +13
28 13500 CCC CCC CCC 5 +13
29 14250 DDD DDD DDD 5 +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 (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 of a spell to cast. This isn't cumulative with school specialization.
Level N (Each level): Pick one spell. That spell requires only 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.

[PC7] Concordant (x1) Classes Group


Mortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Reduced Immortal0}
Groups: Custom, Concordant (x1)
 
Mortal0 class gets 9th level spells (nothing lower level).
Mortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Mortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC7] Concordant (x1) Classes Group


Mortal0 Spells

Level # Spell Name Spell Description
9 1 Armor Class +LVL*5 AC
9 2 Artifact Creation 10F, 1/reset: Create a random x1 item of XP value LVL*1000
9 3 Aura Attack 1V: All within 60' make Will save or Fascinated
9 4 Bestow 1F: Raise target's ability score by CL for 1 turn; 1M: Do a SL 0 to (CL+2)/3 effect (Wiz/Pri/Psi)
9 5 Call Other 1M: Summon a DL=CL/2 (round up) monster, of the Human subtype
9 6 Combat Abilities x(1+CL/10) dmg with attacks
9 7 Communication Tongues and Comprehend Languages cont.
9 8 Conceal Nature Non-Detection and Misdirection cont.
9 9 Control Undead Turn Undead (control or turn) at LVL=CL
9 10 Create Magic Items 60F, 1/reset: Create CL*CL*100 XP of magic items (all x1 items, your choice)
9 11 Create Species One Racial Adjective, or you can mix in a race (it's free, but the max XP divisor increase = CL/10)
9 12 Detect Immortal Detect Concordant/Immortal effects cont.
9 13 Detection Suite 1M: Cast your CL in SL's of Divination effects (Wiz/Pri/Psi)
9 14 Dragon Breath Mouth's P, CL/d: Breathe an E=CL/2 (round up) element for current hp in dmg, BW save for 1/2
9 15 Dragon Form 1P: Polymorph into any known dragon type, max age category = CL/2 (round up)
9 16 Enhanced Reflexes +CL initiative
9 17 Extra Attacks +CL/2 (round up) to number of attacks (total, not with each weapon)
9 18 Fighter Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 19 Grant Power Points Target is imbued with one 9th level Mortal0 spell (this slot stays spent as long as he has it)
9 20 Groan Mouth's P: All targets in a group are paralyzed (PP save)
9 21 Hear Supplicants Know if someone is mentally asking for your help (within CL^3 miles)
9 22 Height Change 1V: Change size up or down by 1, max difference from original is CL/3 (round up) categories
9 23 Howl Mouth's P: Fear all targets in a group (Will save)
9 24 Immortal Eye Wizard Eye with Detect Invisibility/Illusion, no "ears burning"
9 25 Improve Ability Scores +CL stat points
9 26 Improved Saving Throws +CL saves to one category
9 27 Incorporeal Form Cannot have anything hostile done to you, but cannot be hostile to others
9 28 Increased Damage Pick weapons, spells, or psionics. Do +(CL/2, round up) dice of dmg with those effects
9 29 Increased Move Rate +CL*3" Move Rate; +1V action
9 30 Infinite Spell Duration 1M, CL/d: Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
9 31 Leech Whenever you touch, attack, or are touched or attacked, they are drained CL levels
9 32 Magic Resistance 45+5*CL% MR
9 33 Manifestation Form You have a spare body (Clone) and are not really "killed" if it is destroyed (you appear back where the Clone is)
9 34 Mortal Immunity Immune to CL/3 (round up) specific magic, psionic, or innate effects (by name)
9 35 Mystic Abilities Abilities as per a Mystic0 of level = CL/2 (round up) or as a Psionic Mystic0/10 of level = CL/3 (round up)
9 36 Poison Bite/Sting Once per round can bite or sting for poison (death or CL*10 smg if they make the save)
9 37 Poison Spit Mouth's P, CL/d: Spit Poison on a group (death or 10*LVL)
9 38 Power Attack 1M: CLd6 dmg (no save, no blahR, energy damage) to a target
9 39 Probe 1M, CL/d: Capital E Extract, Know Truename, or Know a Weakness of Target
9 40 Probe-Shield Stops one "Probe" effect (above)
9 41 Reduce Saving Throw 1M: For 1 turn, target must roll an extra save against effects, if he fails any save roll he fails the save
9 42 Regeneration Regenerate CL hp per segment
9 43 Shape Reality, Alt. Char. 25F, 1/reset: Change appearance, physical/magical law, MF, TF, or PF in local area (CL*100 yard radius)
9 44 Shape Reality, Cr. Body 20F, 1/reset: Create an asteroid or island (CL sq. miles)
9 45 Shape Reality, Cr. Plane 30F, 1/reset: Create a pocket plane in the astral (functions as a Deeppocket or a Rope Trick)
9 46 Shape Reality, Mv. Body 10F, 1/reset: Move an asteroid or planet (maximum size is CL*4 sq. miles, is moved CL miles)
9 47 Shape Reality, Mv. Plane 15F, 1/reset: Redirect a color pool or gate to go somewhere else on one end (either move this end away or make the far end somewhere else)
9 48 Snap 1 attack: Grab a target and pull him in, it becomes part of your group (Str contest)
9 49 Summon Item 1M: Produce an item that you've lost (not sold), works within CL^2 miles
9 50 Swoop Can transfer 4V -> 1P, 7V -> 1QP, or 11V -> 1QQP
9 51 Thief Abilities Abilities as per a Thief0 of level = CL/2 (round up)
9 52 Transform 1M: Polymorph Other (save) and Forget (save) on one target
9 53 Travel Powers 1M, CL/d: Teleport without Error (same plane only)
9 54 Weapon Mastery +LVL slots in Weapon Mastery, can go beyond max of # slots = level
9 55 Weapon Needed Need a +CL-1 weapon to hit you

[PC7] Concordant (x1) Classes Group


Myth

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 5 2-- --- -- [-]
3 15 21- --- -- [-]
4 30 22- --- -- [-]
5 50 221 --- -- [-]
6 75 222 --- -- [-]
7 150 222 1-- -- [-]
8 300 222 2-- -- [-]
9 600 222 21- -- [-]
10 1000 222 22- -- [-]
11 1400 222 221 -- [-]
12 1800 222 222 -- [-]
13 2200 222 222 1- [-]
14 2600 222 222 2- [-]
15 3000 222 222 21 [-]
16 3400 222 222 22 [-]
17 3800 332 222 22 [-]
18 4200 333 322 22 [-]
19 4600 333 333 22 [-]
20 5000 333 333 33 [-]
21 5400 443 333 33 [-]
22 5800 444 433 33 [-]
23 6200 444 444 33 [-]
24 6600 444 444 44 [-]
25 7000 554 444 44 [-]
26 7400 555 544 44 [-]
27 7800 555 555 44 [1]
28 8200 555 555 55 [1]
29 8600 665 555 55 [2]
30 9000 666 655 55 [2]
31 9400 666 666 55 [3]
32 9800 666 666 66 [3]
33 10200 776 666 66 [4]
34 10600 777 766 66 [4]
35 11000 777 777 66 [5]
36 11400 777 777 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 8, Con 17, Int 8, Wis 17
Alignment: any
HD/level: & 2d4
Weapon Prof.: 8+level
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Reduced Legend}
Groups: Rogue, Concordant (x1)
 
Gets Exceptional Str, Dex, and Con.
Gets 50 Rogue points per level.
Gets Myth spells, see Myth spell table (next page). Gets Legend spells starting at level 27, see [PC7].
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
 
Lvl Myth Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door V 20 Dex-12 Dex-14
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 Any 2nd level Rogue ability (This is not a typo.) - - - -
2 Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each) M 50 Wis-16 Wis-17
2 Any 2nd level Rogue ability - - - -
3 Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles 0 0 Con-22 Con-25
3 Any 2nd level Rogue ability (This is not a typo.) - - - -
4 +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn) P 0 Str-32 Str-33
8 Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate F or bF 0 Chr-40 Chr-45
16 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
20 Any 1st level Legend ability (see [PC7]) - - - -
24 Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection) bS 0 Con-45 Con-50
32 Any 1st level Unique ability (see [PC7]) - - - -

[PC7] Concordant (x1) Classes Group


Myth Spells

Level # Spell
1 1 All your effects with saves require two saves (pick worst result)
1 2 Can use 3V /s instead of standard actions per segment
1 3 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
1 4 Your Personality score = Con+Int+Wis+Chr+Level.
1 5 Immune to Coup de grace and Mind Reading / ESP
1 6 1P: Lower all x0 and x1 effects on you and 1 target in your group
1 7 +1 V action
1 8 Immune to Rainbow Silver effect
1 9 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
2 1 Material componenting spells (Wizard or Priest) costs you only V action
2 2 0, LVL/d: One target gets -10*LVL% to any one resistance other than GR, aGR, XR, or aXR
2 3 Immune to Harm and Causeall
2 4 0, 1/d: Choose a die roll you make.
2 5 1M, 1/d: Use Psi1, 2, 9, or 18 Minor, PSPs=LVL*10
2 6 Can target yourself two times for twice the effect (magic or psi)
2 7 Resist Time
2 8 (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
2 9 +LVL A actions
3 1 +1 to F factor in Custom2 without paying for it (see [PC6])
3 2 1M, 1/d: Cast 4th lvl Wiz or 3rd lvl Pri spell (does not Twilight you)
3 3 1M: Dispel Innate
3 4 +1 F action
3 5 0, 1/d: Ignore someone's resistance or double resistance to something
3 6 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
3 7 1M, 1/d: Mini Fury (Do LVL QM actions only for magic or psi, at the end of the effect, you are Crapped and Set)
3 8 0, 1/d: Reset self, you will not get your next Natural Reset.
3 9 Duplicate one 1st level Boss or Sidekick spell
4 1 Duplicate one 1st-2nd level Boss or Sidekick spell
4 2 Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
4 3 +LVL*20% distributed among RMPIWR
4 4 1F, 1/h: Locate Person/Object
4 5 1F, 1/h: Speak with Person (Tongues)
4 6 1V: Magic Jar
4 7 Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
4 8 Always do at least 1 damage as long as you hit, regardless of immunities / WR / pro weapons / etc.
4 9 1V: Lower one x0 effect. 1P: Lower one x1 effect.
5 1 Pick magic, psi, radiation, or innate. Your effects of that type give half blahR (normal and irreducible; unadjustable blahR's are not affected)
5 2 0, 1/s: Have a LVL% chance per segment of being able to attack a Familiar even if it's immune (the Familiar will know you're doing this even if you fail)
5 3 Time/Reality Stability
5 4 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
5 5 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
5 6 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
5 7 +1 Opp action (if Opposing actions are pixelated, gives +1QS instead)
5 8 Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
5 9 1S: Lower LVL x1 effects in the same group.
6 1 Material componenting spells (Wizard or Priest) costs you only V action
6 2 0, 1/d: For 1 turn, casting multiple Wishes/Miracles doesn't harm MF in the area
6 3 1M, 1/d: Cast 5th lvl Wiz or Pri spell
6 4 1M: Disable all non-Rogue classes in your group (RSW save for each class)
6 5 Resist one element of E=LVL or less (change at reset)
6 6 Immune to 0th-3rd level spells of one school or sphere
6 7 You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
6 8 0: Zero & Opposing actions cannot be used in your group.
6 9 1bF: Counterspell
7 1 0, 1/d: Avoid Fate of x2 multiplier
7 2 Duplicate one 1st-4th level Boss or Sidekick spell
7 3 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
7 4 1M: Target loses this segment's actions (RSW save)
7 5 1P: You and target cannot use F, S, M, or Opp actions (target gets RSW save)
7 6 1V, 1/t: Choose Future
7 7 You can use +1 segment /r (i.e. you get a segment 11)
7 8 Reduced time paradox/oddities while time travelling
7 9 0, 1/t: Counter a Counterspell
8 1 1 Reset of F actions, 1/w: Create a LVL*1000 item XP magic item
8 2 +3 HNCL for purposes of qualifying for Concordant classes
8 3 1V, 2/d: Drop or add a class (even during combat)
8 4 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
8 5 Duplicate 4 SL's of Mortal0 spells
8 6 +LVL*5% XR
8 7 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
8 8 1F: Dominate target creature (Will save)
8 9 1bF, 1/d: Capital O Object
Legend 1 (11) 1 All your effects have no save (incl. Scarab/Pro)
Legend 1 (11) 2 Can instead use LL/2 (round up) F actions /s
Legend 1 (11) 3 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Legend 1 (11) 4 Immune Ego/Domination of mult = to LL or less
Legend 1 (11) 5 Immune Head Blown Off, slain, crapped, Extract
Legend 1 (11) 6 1V: Lower all x1 effects on 1 target
Legend 1 (11) 7 +LL S actions
Legend 1 (11) 8 Truename is unreadable to mult = to LL or less
Legend 1 (11) 9 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)

[PC7] Concordant (x1) Classes Group


Overt Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Chr 13
Alignment: L*
HD/level: d3
Weapon Prof.: & 10+level/9
To Hit Table: 3xRog
Save Table: Rog
Reference: DM {Mirror Stealth Rogue} {Reduced Overt Master}
Groups: Rogue, Concordant (x1), Mirror
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
You pick one ability per level.
Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
1-6 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
1-6 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
1-6 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
1-6 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
7-12 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
7-12 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
7-12 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
7-12 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[PC7] Concordant (x1) Classes Group


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[PC7] Concordant (x1) Classes Group


Peacemonger

Level KXP Peacemonger[PL]
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Int 23, Wis 17, Chr 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xWar
Reference: DM {Planeshifted Battlelord}
Groups: Warrior, Concordant (x1), Alternate
 
Gets Barbarian Int, Wis, or Chr.
Peacemongers get 4th level and 8th level spells, but not other level numbers. (This is done to make Peacemonger spells be of the proper SL when other classes use a "Wish" type effect to emulate a Peacemonger spell.). They also get "Peacelord" (a x2 class) spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Peacemonger spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Peacemonger spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC7] Concordant (x1) Classes Group


Peacemonger Spells

Level # Spell
2 * 1 * 1M: A group gets -LVL V actions (no save)
4 1 1M: A group gets -LVL TH (no save)
4 2 1M: A group gets -CL dmg (no save)
4 3 1M: A group gets -CL AC (no save)
4 4 1M: A group gets -LVL saves (no save)
4 5 1M: A group gets -LVL P actions (no save)
4 6 1M: A group gets -CL*2 current and max hp (no save)
4 7 1M: A group gets -CL B actions (no save)
4 8 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
4 9 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
4 10 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
8 1 1M: A group gets -1 iTH with their next attack (no save)
8 2 1M: A group gets -1 idmg with their next attack (no save)
8 3 +LVL to CL for 4th level Peacemonger spells
8 4 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
8 5 1M: A group gets -LVL M actions (no save)
8 6 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
8 7 1M: A group gets -CL C actions (no save)
Peacelord 2 (12) 1 * 1M: A group gets -PCL QV actions (infinitely quick V actions)
Peacelord 4 (14) 1 1M: A group gets -PL iTH
Peacelord 4 (14) 2 1M: A group gets -PCL idmg
Peacelord 4 (14) 3 1M: A group gets -PCL iAC
Peacelord 4 (14) 4 1M: A group gets -PL isaves
Peacelord 4 (14) 5 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 (14) 6 1M: A group gets -PCL ihp
Peacelord 4 (14) 7 1M: A group gets -PL X actions
Peacelord 4 (14) 8 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 (14) 9 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 (14) 10 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC7] Concordant (x1) Classes Group


ProtoDracoLich

Level KXP ProtoDracoLich
123 456 7 [01]
1 1 (owe) 1-- --- - [--]
2 10 2-- --- - [--]
3 27 21- --- - [--]
4 58 32- --- - [--]
5 115 321 --- - [--]
6 222 432 --- - [--]
7 331 432 1-- - [--]
8 442 543 2-- - [--]
9 651 543 21- - [--]
10 900 653 21- - [--]
11 1521 654 32- - [--]
12 2144 654 321 - [--]
13 2769 654 322 - [--]
14 3396 654 333 - [--]
15 4025 654 433 - [--]
16 4656 654 444 - [--]
17 5289 655 444 1 [--]
18 5924 665 555 1 [1-]
19 6561 666 555 1 [2-]
20 7200 666 655 2 [3-]
21 7841 666 665 2 [21]
22 8484 666 666 2 [21]
23 9129 766 666 2 [12]
24 9776 777 666 2 [12]
25 10425 777 776 3 [-3]
26 11076 777 777 3 [-3]
27 11729 888 777 4 [-4]
28 12384 888 888 4 [-4]
29 13041 999 999 5 [-5]
30 13700 AAA AAA 5 [-5]
31 14361 AAA AAA 6 [-5]
32 15024 AAA AAA 6 [-6]
33 15689 AAA AAA 7 [-6]
34 16356 AAA AAA 8 [-7]
35 17025 AAA AAA 9 [-7]
36 17696 AAA AAA A [-8]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 11 11 11 11 11 11 11 11
+4 12 12 12 12 12 12 12 12
+6 13 13 13 13 13 13 13 13
+8 14 14 14 14 14 14 14 14
+10 15 15 15 15 15 15 15 15
+12 16 16 16 16 16 16 16 16
+14 17 17 17 17 17 17 17 17
+16 18 18 18 18 18 18 18 18
+18 19 19 19 19 19 19 19 19
+20 20 20 20 20 20 20 20 20
+22 21 21 21 21 21 21 21 21
+24 22 22 22 22 22 22 22 22
+26 23 23 23 23 23 23 23 23
+28 24 24 24 24 24 24 24 24
+30 25 25 25 25 25 25 25 25
+32 26 26 26 26 26 26 26 26
+34 27 27 27 27 27 27 27 27
+36 28 28 28 28 28 28 28 28
Requisites: Str 13, Int 18, Wis 13
Alignment: any E
HD/level: ++d12
Weapon Prof.: level*2
To Hit Table: 2xMon
Save Table: level+10 (all categories)
Reference: DM {Reduced DracoLich / DemiDracoLich}
Groups: Concordant (x1), Monster
 
You are considered an extra +LVL-2 weapon needed to hit (at level 1 this is "silver or better").
 
The "wish" type abilities ("1M, 1/r: Any ") can be taken more than once to allow them to be used more than once per round.

[PC7] Concordant (x1) Classes Group


ProtoDracoLich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Warrior or Monster spell
1 2 5*LVL% iWaWR
1 3 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
1 4 Your claw damage is CLd4
1 5 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
1 6 Immunity to disease
1 7 Fear aura (anyone who enters your group) (Will save)
1 8 Natural AT source = +CL*2
1 9 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:)
2 1 1M, 1/r: Any 0th-1st level Warrior or Monster spell
2 2 5*LVL% iIaIR
2 3 +LVL/2 P actions
2 4 Your bite damage is CLd6
2 5 1M: Summon 1 DL II Dragon or 6 DL I Undead
2 6 Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
2 7 Eye's P or M action: Gaze to Charm (save)
2 8 Immune to three E=1 elements, two E=2 elements, or one E=3 element (doesn't "spread")
2 9 Breath weapon: 4/d or 1/2r. Choose a para (E=2) element. Dmg = 75% of current hp total. (save:)
3 1 1M, 1/r: Any 0th-2nd level Warrior or Monster spell
3 2 5*LVL% iMaMR
3 3 Troll-like Regen LVL hp /s
3 4 Fly at CL*6" (D)
3 5 1M: Summon 1 DL III Dragon or 6 DL II Undead
3 6 Immunity to poison
3 7 You emit a stench like a ghast
3 8 Immune to three EE=1 eelements, two EE=2 eelements, or one EE=3 eelement (doesn't "spread")
3 9 Breath weapon: 5/d or 1/r. Choose a quasi (E=3) element. Dmg = current hp total. (save:)
4 1 1M, 1/r: Any 0th-3rd level Warrior or Monster spell
4 2 5*LVL% iPaPR
4 3 1M (can borrow), 1/d: Reset
4 4 Grow a tail, damage is CLd5
4 5 1M: Summon 1 DL IV Dragon or 6 DL III Undead
4 6 Immunity to ability drain
4 7 Vampiric Regen (CL-3)*10% of damage you deal
4 8 1M: Detect Gems, kind and number
4 9 Breath weapon: 6/d or 2/r. Choose an E=4 (or less) element. Dmg = current hp total. Save for 60%.
5 1 1M, 1/r: Any 0th-4th level Warrior or Monster spell
5 2 5*LVL% iTechCNaCNR
5 3 1F: Get 2P you can use this segment
5 4 Resist NPC parties (take half damage from all NPC party attacks and effects)
5 5 1M: Summon 1 DL V Dragon or 6 DL IV Undead
5 6 Immunity to all mind-affecting effects
5 7 1M: Slay Living (save)
5 8 Your claw damage is CLd10+CL
5 9 Breath weapon: 7/d or 3/r. Choose an E=5 (or less) element. Dmg = current hp total. Save for 70%.
6 1 1M, 1/r: Any 0th-5th level Warrior or Monster spell
6 2 4*LVL% iEaER
6 3 +LVL/10 number of segments per round
6 4 +1 Revive slot; 1F: Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem)
6 5 1M: Summon 1 DL VI Dragon or 6 DL V Undead
6 6 Whenever you touch someone, they get Mummy Rot (no save)
6 7 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
6 8 Your bite damage is (2*CL)d12
6 9 Breath weapon: 8/d or 4/r. Choose an E=6 (or less) element. Dmg = current hp total. Save for 80%.
7 1 1M, 1/r: Any 0th-6th level Warrior or Monster spell
7 2 2*LVL% iXaXR
7 3 +LVL-13 QQP actions per round
7 4 1M: Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 1M: Summon 1 DL VII Dragon or 6 DL VI Undead
7 6 Immunity to death or slay effects
7 7 1M: Target is energy drained CL/2 levels (no save)
7 8 Luckstone effect
7 9 Breath weapon: 9/d or 5/r. Choose an E=7 (or less) element. Dmg = current hp total. Save for 90%.
DracoLich 0 (10) 1 0, 1/r: Any 0th-5th level Warrior or Monster spell
DracoLich 0 (10) 2 0, 1/r: Any 0th-3rd level Wizard or Priest spell
DracoLich 0 (10) 3 3*LVL% inWR (irreducible, non-ignorable)
DracoLich 0 (10) 4 Add you or your mount's current hp (if it's a dragon) to your melee dmg
DracoLich 0 (10) 5 1M: Summon 1 DL VIII Dragon or 6 DL VII Undead
DracoLich 0 (10) 6 Choose one of your limbs (or your head), it is Lernaean
DracoLich 1 (11) 1 0, 1/r: Any 0th-6th level Warrior or Monster spell
DracoLich 1 (11) 2 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 (11) 3 3*LVL% inIR (irreducible, non-ignorable)
DracoLich 1 (11) 4 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
DracoLich 1 (11) 5 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
DracoLich 1 (11) 6 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell

[PC7] Concordant (x1) Classes Group


Proto-Lich

Level KXP ProtoLich Lich
123 456 7 [01]
1 0 1-- --- - [--]
2 6 2-- --- - [--]
3 18 21- --- - [--]
4 42 32- --- - [--]
5 90 321 --- - [--]
6 186 432 --- - [--]
7 282 432 1-- - [--]
8 378 543 2-- - [--]
9 570 543 21- - [--]
10 800 653 21- - [--]
11 1400 654 31- - [--]
12 2000 654 32- - [--]
13 2600 654 321 - [--]
14 3200 654 322 - [--]
15 3800 654 332 - [--]
16 4400 654 333 - [--]
17 5000 654 433 - [--]
18 5600 654 443 - [--]
19 6200 654 444 - [--]
20 6800 655 444 1 [--]
21 7400 655 544 1 [--]
22 8000 655 554 1 [--]
23 8600 655 555 1 [--]
24 9200 665 555 1 [1-]
25 9800 666 555 1 [2-]
26 10400 666 655 2 [3-]
27 11000 666 665 2 [21]
28 11600 666 666 2 [21]
29 12200 766 666 2 [12]
30 12800 777 666 2 [12]
31 13400 777 776 3 [-3]
32 14000 777 777 3 [-3]
33 14600 888 777 3 [-4]
34 15200 888 888 3 [-4]
35 15800 999 999 4 [-5]
36 16400 AAA AAA 4 [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Int 19, Wis 14, Chr 5
Alignment: any E
HD/level: +d10
Weapon Prof.: level
To Hit Table: Mon
Save Table: Pri
Reference: DM {Reduced Lich}
Groups: Priest, Concordant (x1)
 
+1 Nonweapon proficiency per level.
+LVL-2 or better weapon needed to hit you (at level 1 this is "silver or better").
 
Level 0 Proto-Lich spells (cantrips) are not on the progression; these are 1/4 of a 1st level spell each.
Level 8 Proto-Lich spells are provided, as Proto-Liches are more likely than other classes (due to their nature) to be able to figure out a way to "School Robe" (-1 SL) their effects.
 
Several Proto-Lich spells trigger by touch. They all trigger whenever someone is touched (or whenever someone touches you), and can be conducted through weapons (spend 2 Feats to be able to do this). You may pick the same touch spell more than once to allow it to trigger more than once per touch.
 
The "wish" type abilities ("1M, 1/r: Any ") can be taken more than once to allow them to be used more than once per round.

[PC7] Concordant (x1) Classes Group


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 V 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)
Lich 0 (10) 1 0, 1/r: Any 0th-5th level Wizard spell
Lich 0 (10) 2 0, 1/r: Any 0th-4th level Priest spell
Lich 0 (10) 3 0, 1/r: Any psionic cantrip
Lich 0 (10) 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
Lich 0 (10) 5 Resist Turning (you are double the rating)
Lich 0 (10) 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
Lich 1 (11) 1 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 (11) 2 0, 1/r: Any 1st-5th level Priest spell
Lich 1 (11) 3 0, 1/r: Any psionic minor
Lich 1 (11) 4 1M: Banish Undead
Lich 1 (11) 5 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Lich 1 (11) 6 +10*(Lich level)% iWR that can't be ignored
Lich 1 (11) 7 Mask Undead status; Can't be turned
Lich 1 (11) 8 Detect Artifacts; 1M: Legend Lore Artifact
Lich 1 (11) 9 1M, (lich level)/d: Gain +10 XP
Lich 1 (11) 10 0: Create Traps 15*(Lich level)%
Lich 1 (11) 11 All spells cost 0 P actions; Material componenting does not cost 1 V action
Lich 1 (11) 12 +(Lich level) OppV or QM actions
Lich 1 (11) 13 Negative Cold (Lich level)d10 dmg by touch
Lich 1 (11) 14 +(Lich level) Research Points per reset (see [P12])
Lich 1 (11) 15 1F or 1X: Duplicate any level 0 Concordant spell

[PC7] Concordant (x1) Classes Group


Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)

Level KXP Psi∞
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 15, Wis 15, Chr 15 (one 20)
Alignment: any
HD/level: d14
Weapon Prof.: 3+level/3
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Reduced PsiÀ1 (Aleph sub 1)}
Groups: Psionicist, Concordant (x1)
 
See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞ effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞ Minors (PSP cost = 1):
Break (one item is destroyed, item save vs. disintegration)
Dispel (one effect is dispelled)
Disruption (group, 50 dmg, RSW save for 10)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
Random Teleport (one target, 1dCL miles in random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (group, CLd4, no save)
Sporacle (random [C8] section effect, one target, RSW save)
Psi∞ Majors (PSP cost = 10):
Disintegrate (group, RSW save for 25 dmg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
Instantaneous (reverse Permanency)
Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
Sharp (group is Sharped, no save)
Sporacle-ize (random [C8] section effect, group, RSW save)
Psi∞ Grands (PSP cost = 100):
Annihilate (group, RSW save for 100 dmg)
Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC7] Concordant (x1) Classes Group


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC7] Concordant (x1) 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.

[PC7] Concordant (x1) 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 1xWarrior +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 1x(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

[PC7] Concordant (x1) 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

[PC7] Concordant (x1) Classes Group


Rakshasa5

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 48 431 --- -
7 72 432 --- -
8 108 432 1-- -
9 162 533 2-- -
10 300 543 21- -
11 450 543 32- -
12 900 554 321 -
13 1350 554 322 -
14 1800 554 322 1
15 2250 554 422 2
16 2700 555 432 2
17 3150 555 532 2
18 3600 555 533 2
19 4050 555 543 2
20 4500 555 543 3
21 4950 555 554 3
22 5400 555 555 4
23 5850 555 555 5
24 6300 666 655 5
25 6750 666 666 6
26 7200 777 766 6
27 7650 777 777 7
28 8100 888 877 7
29 8550 888 888 8
30 9000 999 988 8
31 9450 999 999 9
32 9900 AAA A99 9
33 10350 AAA AAA A
34 10800 BBB BAA A
35 11250 BBB BBB B
36 11700 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Int 16
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Monster, Concordant (x1)
 
Specialized in Necromancy.
Each level, get one "5th edition" pick from the choices below.
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
 
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

[PC7] Concordant (x1) Classes Group


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC7] Concordant (x1) Classes Group


Rejuvenator Spells

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

[PC7] Concordant (x1) Classes Group


Scion of the Ur-Dragon (MTG B/U/G/R/W)

Level KXP Wizard
123 456 789
Priest
123 456 789
Psi
mMG S
TH
1 0 - --- --- 0-- --- -- 4-- - +2
2 10 11- --- --- 10- --- -- 5-- - +4
3 20 21 --- --- 210 --- -- 6-- - +6
4 40 221 --- --- 321 --- -- 61- - +8
5 80 321 -- --- 321 0-- -- 62- - +10
6 160 332 1-- --- 432 1-- -- 63- - +12
7 320 432 1- --- 432 10- -- 64- - +14
8 500 443 21- --- 543 21- -- 65- - +16
9 1000 543 21 --- 543 210 -- 651 - +18
10 1500 554 321 --- 654 321 -- 652 - +20
11 2000 654 321 -- 654 321 0- 653 - +22
12 2500 665 432 1-- 665 432 1- 654 - +24
13 3000 765 432 1- 666 543 2- 664 - +26
14 3500 776 543 21- 666 543 20 665 - +28
15 4000 876 543 21 666 543 21 666 - +30
16 4500 876 543 211 666 654 32 766 - +32
17 5000 876 543 221 666 665 43 776 - +34
18 5500 876 543 321 666 666 54 776 1 +36
19 6000 876 544 321 666 666 65 777 1 +38
20 6500 876 554 321 666 666 66 777 2 +40
21 7000 876 654 321 666 666 66 877 2 +42
22 7500 877 654 321 766 666 66 877 3 +44
23 8000 887 654 321 766 666 66 887 3 +46
24 8500 987 654 321 776 666 66 887 4 +48
25 9000 987 654 322 776 666 66 888 4 +50
26 9500 987 654 332 777 666 66 888 5 +52
27 10000 987 654 432 777 666 66 988 5 +54
28 10500 987 655 432 777 766 66 988 6 +56
29 11000 987 665 432 777 766 66 998 6 +58
30 11500 987 765 432 777 776 66 998 7 +60
31 12000 988 765 432 777 776 66 999 7 +62
32 12500 998 765 432 777 777 66 999 8 +64
33 13000 998 765 433 777 777 66 A99 8 +66
34 13500 998 765 443 777 777 76 A99 9 +68
35 14000 998 765 543 777 777 76 AA9 9 +70
36 14500 998 766 543 1 777 777 771 AAA 91 +72
37 29000 998 766 543 2 777 777 772 AAA 92 +74
38 43500 998 766 543 3 777 777 773 AAA 93 +76
39 58000 998 766 544 3 777 777 774 AAA 94 +78
45 145000 998 776 666 6 888 888 777 AAA A9 +90
54 275500 998 888 777 71 999 998 888 1 CCC BB +108
63 406000 998 888 888 77 999 999 988 8 EED DD +126
72 536500 999 999 998 881 AAA AA9 999 91 FFF FF1 +144
Race Adjustments:
Str Dex Con Int Wis Chr
+8 -4 +4 +4 +0 +0
Cml AT hp TH Div
-4 +25 +40 +4 1
 
Requisites: Str 25, Dex 25, Int 25,
  Wis 25, Chr 25,
  Race Slots 1, Class Slots 3
Alignment: any
HD/level: d30
Weapon Prof.: 5+level
Reference: DM
Groups: Monster, Concordant (x1),
  Archetype
Complexity: CF=3
 
Saving Throws:
PPD: level+10
RSW: level+10
PP: level+10
BW: level+15
Spell: level+10
Fort: level+10
Reflex: level+0
Will: level+5
 

[PC7] Concordant (x1) Classes Group


Considered a "Dragon" race.
Exceptional Str, Barbarian Dex, Barbarian Int, Exceptional Wis, Barbarian Chr bonus.
 
Attacking costs you only P action. This means you can do two attack sequences in one segment using 1P.
The TH bonus from race is not included in the class TH progression.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
 
Specialized in Wizard Metamagic and Invocation schools.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
 
Grand in Priest Necromancy, Healing, Animal, Plant, and Charm spheres.
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.
 
Has 105+45*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
Level N (every level): Get an "Any Rogue N" pick. This is in addition to the Rogue table given.
Moving costs you only V action. (This effectively doubles your movement rate.)
 
Has access to the following psionic frequencies: -1, -5, -6N, 9, plus one more of your choice.
PSPs = (Con+Int+Chr)*LVL
May use P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other P action can be used to make 1 attack (or converted to V to do a half movement).
Any psionic power that cures hp or removes baneful effects costs only M to use, costs the number of PSPs, and is only a memorization slot.
 
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: +1 borrowed M action per round.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your priest spells resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 5: 1M: Raise Dead.
Level 5: +1 borrowed M action per round.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 10: 1M: Raise Dead Fully.
Level 14: +1 Animal Companion slot.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
 
Revive spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Izzet spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon P 50 Str-10 Str-18
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20

[PC7] Concordant (x1) Classes Group


Psi -1, -5, -6N Minor Powers

Freq Minor Powers Cost Notes
Psi-1 Body Fluidity 1/r +level saves; +level TH with weapons
Psi-1 Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Psi-1 Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Psi-1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Psi-1 Clairnasience 5/r 40' range per level
Psi-1 Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Psi-1 Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Psi-1 Detection of Anti-Magic 3/r Detect Anti-Magic
Psi-1 Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Psi-1 Object Writing 1/r Item must make item saving throw or destroyed
Psi-1 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Psi-1 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Psi-1 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Psi-1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Psi-1 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
Psi-5 Aging 1 Target is aged CL*CL years (no save)
Psi-5 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Psi-5 Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Psi-5 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Psi-5 Immune to Charm 1+1/h Target is immune to charm & hypnosis
Psi-5 Immune to Fear 1+1/h Target is immune to fear & beguiling
Psi-5 Immune to Hold 1+1/h Target is immune to hold & stop
Psi-5 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Psi-5 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Psi-5 Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)
Psi-6N Awaken 2*N Removes sleep/fatigue effect on up to N targets
Psi-6N Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Psi-6N Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Psi-6N Gaeas Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Psi-6N Gaeas Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Psi-6N Gaeas Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Psi-6N Natural Healing ~ 8 Target is cured equal to his Con score in hp
Psi-6N Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Psi-6N Natures Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Psi-6N Soothing Word 2*N Removes fear/horror effect on up to N targets
Psi-6N Spiritual Energy 4*N/h +N Con; max N=CL
Psi-6N Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Psi-6N Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Psi-6N Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Psi-6N Gaeas Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Psi-6N Gaeas Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Psi-6N Gaeas Skyfolk ~ 21/h Winged flight CL^2"
Psi-6N Gaeas Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Psi-6N Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Psi-6N Natures Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Psi-6N Natures Chosen 10/r +1S action

[PC7] Concordant (x1) Classes Group


Scripter


Level

KXP

Spells

TH
1 0 (none) & +1
2 4.75 (none) & +2
3 9.5 (none) & +3
4 19 (none) & +4
5 38 (none) & +5
6 76 (none) & +6
7 152 (none) & +7
8 304 (none) & +8
9 551 (none) & +9
10 950 (none) & +10
11 1400 (none) & +11
12 1850 (none) & +12
13 2300 (none) & +13
14 2750 (none) & +14
15 3200 (none) & +15
16 3650 (none) & +16
17 4100 (none) & +17
18 4550 (none) & +18
19 5000 (none) & +19
20 5450 (none) & +20
21 5900 (none) & +21
22 6350 (none) & +22
23 6800 (none) & +23
24 7250 (none) & +24
25 7700 (none) & +25
26 8150 (none) & +26
27 8600 (none) & +27
28 9050 (none) & +28
29 9500 (none) & +29
30 9950 (none) & +30
31 10400 (none) & +31
32 10850 (none) & +32
33 11300 (none) & +33
34 11750 (none) & +34
35 12200 (none) & +35
36 12650 (none) & +36
37 25300 (none) & +37
38 37950 (none) & +38
39 50600 (none) & +39
45 126500 (none) & +45
54 240350 (none) & +54
63 354200 (none) & +63
72 468050 (none) & +72
Requisites: Str 12, Dex 21, Class Slots 2
Alignment: C any (or) any J
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: & Mon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: & level+3
RSW: & level+7
PP: & level+1
BW: & level+1
Spell: & level+2
Fort: & level+0
Reflex: & level+7
Will: & level+0
   
You may use 1V+1S plus 1 script action (any type) per segment ("scr"="Script"). Note you cannot do 1V+1S+1scrV+1scrS in a single segment.
scrV actions can be downgraded to an OppV or a QV action. scrP can be downgraded to P (not QP). scrM can be downgraded to M.
Level N (every level) ¶: +1scrA action
Level 1: Hold script actions.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 18: 1scrP: Do 1 idmg to one target.

[PC7] Concordant (x1) Classes Group


SemiDivine3

Level KXP SemiDivine3
124 68 [A]
1 0 1-- -- [-]
2 10 2b- -- [-]
3 30 3a- -- [-]
4 60 40- -- [-]
5 100 41c -- [-]
6 150 42b -- [-]
7 210 52a -- [-]
8 280 630 -- [-]
9 360 631 e- [-]
10 450 632 d- [-]
11 550 642 c- [-]
12 660 742 b- [-]
13 780 743 a- [-]
14 910 843 0- [-]
15 1050 843 1b [-]
16 1200 843 2a [-]
17 1360 854 30 [-]
18 1530 854 31 [-]
19 1710 854 32 [-]
20 1900 854 33 [-]
21 2100 854 43 [-]
22 2310 854 44 [-]
23 2530 855 44 [-]
24 2760 855 54 [-]
25 3000 855 55 [-]
26 3250 865 55 [-]
27 3510 865 55 [1]
28 3780 865 55 [2]
29 4060 865 55 [3]
30 4350 865 55 [4]
31 4650 865 55 [5]
32 4960 866 55 [5]
33 5280 866 65 [5]
34 5610 866 66 [5]
35 5950 866 66 [6]
36 6300 877 77 [7]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Six 9's or three 11's
Alignment: any
HD/level: d3+7
Weapon Prof.: 5+level/5
To Hit Table: Pri
Save Table: Pri
Reference: ImmHBAsc3 {Reduced Divine3}
Groups: Priest, Concordant (x1)
   
Gets 1 Feat per level.
Gets Wisdom bonus twice. Can cast normal Priest spells. Can downgrade spell levels to the odd spell levels (a 4th can be downgraded to a 3rd, even though 3rd level spells don't appear on the progression).

[PC7] Concordant (x1) Classes Group


SemiDivine3 Spells

SL # Spell Effect
1 1 Combat Defense -2 TH; +CL AC
1 2 Finesse Use your dexterity bonus for damage instead of strength
1 3 Improve Crit Multiplier +2 critical multiplier
1 4 Improve Crit Range +2 critical threat range
1 5 Metamagic Capacity Pick a spell you know. Get +1 SL effect or free material componenting this day.
1 6 Resist Fall Resist falling and TK damage
1 7 Star Miracle 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
1 8 Toughness +CL max hp
1 9 Weapon Resistance You resist the first successful blow dealt from a weapon
2 1 Lesser Abnormality +1 limb (it is not a new set of limbs)
2 2 Mithral Body Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
2 3 Apport All of your weapons have End-of-Segment Returning
2 4 Cunning Saves +Int/3 saves
2 5 Drake Companion Gain a drake companion (Animal Companion with 1/10 your XP)
2 6 Element Absorb Pick an element. You resist that element.
2 7 Force Field 1M: 25 hit point force field (lasts until destroyed or dropped)
2 8 Lord of Undead You gain an Undead racial adjective of ÷(CL/10) or less
2 9 Mercurial Haste +1 attack per weapon (counts as your haste)
2 10 Lesser Saviour 1bM: Interpose self in front of a spell effect (someone in same group only)
2 11 Improved Charge Deal x3 damage on a charge, or x4 with a lance
2 12 X-Ray Vision See through solid objects
4 1 Aligned Friend Same aligned beings must save (vs. Will) to attack you
4 2 Anaretic 1 attack: Dispel Magic, Radiation, or Innate
4 3 Cosmic Insight 0, 1/r: Dispel Invisibility or Illusion
4 4 Counter-attack +1 to number of parting shots you are allowed
4 5 Improve Ability Score +CL to one ability score
4 6 Improve Summoning Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
4 7 Semi-Quixotic 0,1/r: You can re-roll any dice roll (yours or friend's)
4 8 Semi-Slipstream Resist time
4 9 Semi-Soniferous 0, when using a magic item spend 4 times the charges: double the effect
4 10 Shroud of Harm Anyone attacking you loses 50% of their current hp (for each attack)
4 11 Time Dilate Can use 2M (no P's or V's) instead of 1S+1V actions per segment
4 12 Underhand Backstab x(CL/3), round up
6 1 Magic Dead Zone Drain the MF by 1 in the area (except to you; you are unaffected)
6 2 Edifying Beam Target's alignment changes (save)
6 3 Induction Skins Gain infinite Stoneskins
6 4 Interdimension MWaWR 75%
6 5 Omega Effect Pick a spell you know. It does vile damage (or vile harming).
6 6 Rectify Misery Anyone slain by you is Capital S Slain instead
6 7 Luminal xCL movement rate
6 8 Transilient Get 2 saves for each save, choose better result
6 9 Transmortal Your body cannot be destroyed (e.g. immune disintegrate)

[PC7] Concordant (x1) Classes Group


SemiDivine3 Spells (continued)

SL # Spell Effect
8 1 Akashic Lower Multiplier target by 1 (no save)
8 2 Nullification Pick an N<=6. Immune to Nth level spell effects
8 3 Indissolve Regeneration CL hp/s
8 4 Oblivi-Permanency 0, 1/r: Make a spell you're casting permanent.
8 5 Omnific Tough +1 ihp
8 6 Omnispectacles Your sight can go around corners
10 (Divine3 0) 1 Automatic Metamagic Capacity (S) Gain a free spell level of metamagic
10 (Divine3 0) 2 Automatic Writing Any spells you witness are automatically added to your spellbook
10 (Divine3 0) 3 Cats Fall You can fall from any distance without injury
10 (Divine3 0) 4 Combat Mastery Trade any amount of BAB to AC
10 (Divine3 0) 5 Divine Retribution [Divine] You gain one additional action after your death
10 (Divine3 0) 6 Eclectic Shot You can fire irregular objects as if they were missiles
10 (Divine3 0) 7 Epic Potency (S) Your damage increases by +2
10 (Divine3 0) 8 Epic Shield Focus Your shield protects yourself and one adjacent ally
10 (Divine3 0) 9 Ether Goer You can become ethereal at will
10 (Divine3 0) 10 Expert Strike Gain a cumulative +1 to attacks against the same target
10 (Divine3 0) 11 Fire Baptism Gain a cumulative +1 to AC against the same target
10 (Divine3 0) 12 Greater Critical Your critical threat range is trebled
10 (Divine3 0) 13 Greater Critical Multiplier Your critical multiplier is trebled
10 (Divine3 0) 14 Improved Finesse Use your dexterity bonus for damage
10 (Divine3 0) 15 Improved Spellcasting (S) Gain two new spell slots (any non-Concordant SL you have)
10 (Divine3 0) 16 Improved Toughness (S) You gain an additional hit point per hit die
10 (Divine3 0) 17 Legendary Archer Opponents cannot deflect your missiles
10 (Divine3 0) 18 Pre-emptive Strike You can make one attack in segment 0 (before segment 1)
10 (Divine3 0) 19 Soothsayer You always hear the truth
10 (Divine3 0) 20 Star Child (S) You gain a wish 1/reset
10 (Divine3 0) 21 Superior Quivering Palm Use the quivering palm attack once per round
10 (Divine3 0) 22 Superior Whirlwind Attack Make a 5 ft. step as part of a whirlwind attack
10 (Divine3 0) 23 Three-Weapon Fighting You fight three-weapon style, juggling a third weapon
10 (Divine3 0) 24 Weapon Abatement You are immune to the first successful blow dealt from a weapon

[PC7] Concordant (x1) Classes Group


Serra Angel5

Level KXP Pri/Psi11W
123 456 789
1 5 (owe) 0-- --- ---
2 10 1-- --- ---
3 15 10- --- ---
4 22 11- --- ---
5 37 110 --- ---
6 67 111 --- ---
7 127 211 0-- ---
8 247 221 1-- ---
9 367 222 10- ---
10 607 222 21- ---
11 847 322 210 ---
12 1071 333 210 ---
13 1339 333 211 ---
14 1607 333 321 ---
15 1875 433 321 0--
16 2142 444 321 1--
17 2410 544 332 1--
18 2678 544 332 10-
19 2946 544 432 11-
20 3214 544 433 21-
21 3482 544 433 210
22 3750 554 443 211
23 4017 555 543 221
24 4285 665 544 321
25 4553 665 544 332
26 4821 666 554 432
27 5089 666 554 443
28 5357 776 555 543
29 5625 776 665 544
30 5892 777 666 554
31 6160 777 666 655
32 6428 877 776 665
33 6696 888 777 666
34 6964 888 877 776
35 7232 888 888 777
36 7500 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 10, Int 10, Con 5, Wis 15, Chr 20
Alignment: LG or LN
HD/level: & +++d4
Weapon Prof.: 4+/4
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM {Planeshifted Angel5}
Groups: Monster, Concordant (x1)
 
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
 
MTG White spells from White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 6-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

[PC7] Concordant (x1) Classes Group


Shadow Agent5


Level

KXP
ShA [Shadow5]
136 [1]

TH
1 0 1-- [-] +1
2 5 2-- [-] +2
3 10 3-- [-] +3
4 20 4-- [-] +4
5 40 5-- [-] +5
6 80 6-- [-] +6
7 160 61- [-] +7
8 320 62- [-] +8
9 640 63- [-] +9
10 1000 64- [-] +10
11 1400 65- [-] +11
12 1800 66- [-] +12
13 2200 661 [-] +13
14 2600 662 [-] +14
15 3000 663 [-] +15
16 3400 664 [-] +16
17 3800 665 [-] +17
18 4200 666 [-] +18
19 4600 766 [-] +19
20 5000 866 [-] +20
21 5400 966 [-] +21
22 5800 976 [-] +22
23 6200 986 [-] +23
24 6600 996 [-] +24
25 7000 A96 [-] +25
26 7400 B96 [-] +26
27 7800 C96 [1] +27
28 8200 D96 [1] +28
29 8600 DA6 [1] +29
30 9000 DB6 [2] +30
31 9400 DC6 [2] +31
32 9800 DD6 [2] +32
33 10200 DD7 [3] +33
34 10600 DD8 [3] +34
35 11000 DD9 [3] +35
36 11400 DDA [41] +36
37 22800 DDA [42] +37
38 34200 DDA [43] +38
39 45600 DDA [44] +39
45 114000 DDA [77] +45
54 216600 DDB [BB] +54
63 319200 EEE [DD] +63
72 421800 GFF [FF1] +72
Requisites: Str 12, Dex 10, Int 13,
  Class Slots 2
Alignment: any E
HD/level: 3d3
Weapon Prof.: level*2
Reference: DM {Reduced Shadow5}
Groups: Rogue, Concordant (x1)
Complexity: CF=3
 
Saving Throws:
PPD: level+13 Fort: level+0
RSW: level+6 Reflex: level+13
PP: level+6 Will: level+0
BW: level+6
Spell: level+13
 
Gets Exceptional Str, Barbarian Dex, and Exceptional Int bonus.
Shadow Agent spells are resisted using aNR.
Gets 60 Rogue points per level.
Level N (every odd level): +1 Rogue level N pick.
Level 27 Note: Your CCL with Shadow5 spells is CL-26.
 
Gets 1 "Secret Agent5" pick per level, see below.

[PC7] Concordant (x1) Classes Group


Shadow Agent5 Spells

SL # Spell Effect
1 1 Damaging Darkness A group takes CL*6 Darkness dmg (PPD save:), Blindness (Spell save)
1 2 Enslave Enslave one target (Will save)
1 3 Lockdown Action Lockdown an action of a type you have
1 4 Psi5 minor Choose a Psi5 or Psi(-5) Minor power
1 5 Rogue Prowess When making Rogue ability checks, roll 1d60 instead of 1d100.
1 6 Displacement Displacement
1 7 Twist Command Command, except a Noun instead of a Verb, they will try to find and/or destroy what was said
1 8 S Haste I +1S action Haste (counts as your Haste)
1 9 Pass Without Trace Pass Without Trace
3 1 Port Teleport within 6*CL miles
3 2 Slay Slay one target (PPD save)
3 3 Lockdown Contingencies x1 Special: Contingencies do not trigger in the room
3 4 Steal Summon Steal someone's Summon as your own (must have empty slot available or the spell fails)
3 5 Virus Summon a DL=CL/2 Virus creature
3 6 S Haste II +2S or +1QS action Haste (counts as your Haste)
6 1 Sphere of Annihilation Annihilate a group (Reflex save); the spell has 0 duration (the sphere is gone afterwards)
6 2 Psi5 major Choose a Psi5 or Psi(-5) Major power
6 3 Lockdown b,h Actions Lockdown any action with a "b" or "h" prefix
6 4 S Haste III +3S or +2QS or +1QQS action Haste (counts as your Haste)
6 5 Dust of Disappearance Dust of Disappearance
6 6 Avoid Traps, Tricks Avoid Traps and Tricks (self only) for 1 round
Shadow 1 (11) 1 Capital D Darkness Room is in Capital D Darkness (x2 Special, no one can target anything), one group takes CCL*60 Darkness dmg (no save)
Shadow 1 (11) 2 Enslave Target makes CCL Will saves at -CCL^2: Miss 1=Charm, Miss 3=Capital E Extract, Miss 6=Enslaved, Miss 13=Pawned
Shadow 1 (11) 3 Lockdown X Actions Lockdown X and unc (unconscious) Actions
Shadow 1 (11) 4 Psi5 Ultra Choose a Psi5 or Psi(-5) Ultra power
Shadow 1 (11) 5 Rogue Prowess Your x1 Rogue abilities cost half the number of actions to use.
Shadow 1 (11) 6 Shadow Displacement You are displaced CCL times, ignores immunity to displacement
Shadow 1 (11) 7 Twist Wish (1bM action to cast) Twist the intention of a Wish/Wishoid/Miracle to do something unintended
Shadow 1 (11) 8 X Haste I +1X action Haste (counts as your Haste)

[PC7] Concordant (x1) Classes Group


Secret Agent5 Picks

Levels Pick Description
Level 1-3: A Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
B Connected: You know a friend in every city, for shelter and/or locating a shop/person
C Doublespeak: 0, Speaking action, 1/r: Charm (save)
D Gear: All your items are (nonmagical) +1/+1 items
E Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
F Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
G Versatility: x(1+LVL/10) Nonweapon proficiencies.
H Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
Level 5-7: F Cool Customer: Immune Fear, Emotion, Charm, Domination
G Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
H Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
I Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
J Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
K Overkill: If you put someone below -50 hp, they are automatically slain.
L Plausible Deniability: You can never be "guilty" of a crime according to the law.
M Slimy: You and the space you're standing at can't be targetted.
Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
Level 9-12: N Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
O Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
P Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Q Guns Blazing: May use two sets of missile weapons per set of hands
R Immune to detection / divination effects
S Immune to insta-kill and slay effects
T Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
U Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
Level 14-18: V-CC - - - (8 abilities here, currently unknown) - - -
Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
Level 20-26: DD-KK - - - (8 abilities here, currently unknown) - - -
LL Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC7] Concordant (x1) Classes Group


Sidekick

Level KXP Sidek. Hero
123 45 [1]
1 0 1-- -- [-]
2 3.5 2-- -- [-]
3 7 3-- -- [-]
4 14 4-- -- [-]
5 28 41- -- [-]
6 56 42- -- [-]
7 112 43- -- [-]
8 225 44- -- [-]
9 450 441 -- [-]
10 900 442 -- [-]
11 1800 443 -- [-]
12 3600 443 1- [-]
13 4000 444 1- [-]
14 4400 444 2- [-]
15 4800 444 3- [-]
16 5200 444 4- [-]
17 5600 544 4- [-]
18 6000 554 4- [-]
19 6400 555 4- [-]
20 6800 555 41 [-]
21 7200 555 51 [-]
22 7600 655 51 [-]
23 8000 655 52 [-]
24 8400 665 52 [-]
25 8800 666 52 [-]
26 9200 666 53 [-]
27 9600 666 63 [1]
28 10000 766 63 [1]
29 10400 766 64 [2]
30 10800 776 64 [2]
31 11200 777 64 [3]
32 11600 777 65 [3]
33 12000 777 75 [4]
34 12400 877 75 [4]
35 12800 887 76 [5]
36 13200 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: any G
HD/level: d16
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: DM {Reduced Hero}
Groups: Warrior, Concordant (x1)
 
Gets Exc Str. Can purchase Exc Dex for 3 weapon slots and Exc Con for 2 weapon slots.u
+1 extra Nonweapon Prof per level.
Uses the "Spec. Barbarian" line for number of attacks.
Has Overhit (like a 0th edition class) and Full number of attacks on off hand (like a 1st edition class).

[PC7] Concordant (x1) Classes Group


Sidekick Spells

Level # Spell
1 1 10*CL% IR (Innate resistance)
1 2 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 Resist all Elements
1 4 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
1 5 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
1 6 +CL V actions
1 7 +1 CL in one class
1 8 x1.5 max PSPs in one psionic frequency
1 9 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
1 10 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
1 11 Can combine Martial Arts & Specialization
1 12 +LVL to one ability score
1 13 xLVL Personality score (for Ego checks)
1 14 Duplicate a "Level 1:" ability of a Warrior class
1 15 Free wild talent in Psi72
2 1 10*CL% MR
2 2 1M, 1/d: Cureall
2 3 +CL-3 P actions
2 4 Pick a spell you have. It does not give a saving throw.
2 5 +1 spell in a spell progression (Wizard or Priest)
2 6 Free material componenting for range for your psionic powers
2 7 Resist effects that directly target you
2 8 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
2 9 0, 1/d: Counterspell
2 10 0, 1/r: Roll 2d20 choose the better for one saving throw.
2 11 0, 1/r: Roll 2d20 choose the better for one attack roll.
2 12 Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 1 10*CL% PR (PsiR)
3 2 ++1 on to hit and save rolls.
3 3 0, 1/d: Reset
3 4 Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
3 5 Immune Incursion
3 6 +CL-7 M actions
3 7 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
3 8 Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
3 9 Immune to a [C] section effect
4 1 10*CL% aMR (anti-Magic resistance)
4 2 10*CL% IR (Innate resistance)
4 3 Pick a spell you have. It costs half the number of actions it normally requires.Y
4 4 Pick a psionic power you have. It costs half the number of actions it normally requires.>
4 5 +1 to number of segments per round (i.e. you get a segment 11)]
4 6 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% ER (Effects resistance)
5 2 +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
5 3 Pick an action type. You are immune to actions of that type being locked down.
Hero 1 (11) 1 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Hero 1 (11) 2 +50% XP in one non-Concordant class
Hero 1 (11) 3 Immune to Inner Elements
Hero 1 (11) 4 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 (11) 5 Immune to Action/Memory/Other Stealing
Hero 1 (11) 6 +(Hero level) QV actions
Hero 1 (11) 7 +2*(Hero level) all non-Concordant memorization charts
Hero 1 (11) 8 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Hero 1 (11) 9 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 (11) 10 All Rogue Abilities at 10*(Hero level)%
Hero 1 (11) 11 Can combine Martial Arts & Specialization
Hero 1 (11) 12 +(Hero level) to all stats
Hero 1 (11) 13 Immune ego domination
Hero 1 (11) 14 Duplicate a Level: ability of a non-Concordant class
Hero 1 (11) 15 Free wild talent in Psi72, PPs=200*(Hero level)

[PC7] Concordant (x1) Classes Group


Stealth Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Con 13
Alignment: C*
HD/level: 3d1
Weapon Prof.: 0+level
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Concordant (x1)
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are irreducible (i), unadjustible (u), and non-ignore-able by effects of your multiplier or less (n).
You pick one ability per level.
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 iunRR || iunaRR || iunaaRR 0 30 Con-13 Con-18
1-6 iunMR || iunaMR || iunaaMR 0 20 Int-14 Int-19
1-6 iunPR || iunaPR || iunaaPR 0 10 Chr-15 Chr-20
1-6 iunIR || iunaIR || iunaaIR 0 0 Str-16 Str-21
1-6 Counter Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Dex-22 Dex-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 iunCR || iunaCR || iunaaCR 0 20 Wis+Chr-28 Wis+Chr-38
7-12 iunNR || iunaNR || iunaaNR 0 10 Con+Wis-31 Con+Wis-41
7-12 iunWR || iunaWR || iunaaWR 0 0 Str+Con-34 Str+Con-44
7-12 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
7-12 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2M (may borrow) -20 Wis*2-50 Wis*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[PC7] Concordant (x1) Classes Group


Theist14

Level KXP Priest
123 456 78
1 14 (owe) --- -c- --
2 21 --0 ab- --
3 28 -a1 0a- --
4 42 -01 10c --
5 63 -11 10a --
6 98 a11 110 --
7 161 011 110 c-
8 280 111 111 a-
9 513 111 111 0-
10 970 111 111 1-
11 1427 222 211 1-
12 1884 222 222 1-
13 2341 222 222 2-
14 2798 333 322 2-
15 3255 333 333 2-
16 3712 333 333 3-
17 4169 444 433 3-
18 4626 444 444 3-
19 5083 444 444 4-
20 5540 555 544 4-
21 5997 555 555 4-
22 6454 555 555 5-
23 6911 666 655 5-
24 7368 666 666 5-
25 7825 666 666 6-
26 8282 777 766 6-
27 8739 777 777 6c
28 9196 777 777 6a
29 9653 777 777 70
30 10110 777 777 71
31 10567 777 777 72
32 11024 777 777 73
33 11481 777 777 74
34 11938 777 777 75
35 12395 777 777 76
36 12852 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
Pri  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+3  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Wis 34, Chr 23, 2 class slots
Alignment: W*
HD/level: dCON
Weapon Prof.: 2+level
To Hit Table: xPri
Save Table: Mon
Reference: DM
Groups: Priest, Concordant (x1)
 
This class sets the first component of your alignment to "W" (White). You do not need to qualify for W. W counts as the other first letters (L, N, C, S, A, Nil).
Gets 3 Specialty God picks. Gets Wis+Chr-10 bonus to spells. DM Note: The spell progression is not the same as Theist7, there are small differences.
Each level, get one "14th edition" pick from the choices below.
 
Levels Pick Description
Level 1-5: a 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
b You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
c 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
d 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
e +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
f nuXR CL*20% (non-ignorable unadjustable XR)
g +LVL to HNCL (this counts for qualifying for Concordant classes)
Level 6-10: h +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
i 1M, LVL/d: Capital O Object at x(LVL/2)
j 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
k +1 Luck (the ability score)
l +LVL C or QQZ actions
m Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
n 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)

[PC7] Concordant (x1) Classes Group


X14 Minor Powers (SL=2, Concordant SL=0)

# Power
1 +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL Cml
3 +CCL QZ (Quick Zero) actions

X14 Major Powers (SL=5, Concordant SL=0)

# Power
1 +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL HNCL (for qualifying for classes, kits, etc.)
3 +CCL C actions

X14 Grand Powers (SL=8, Concordant SL=0)

# Power
1 +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 +CCL Luck
3 +1 action of any type you already possess (except X, G, Bug, and their variants)

[PC7] Concordant (x1) Classes Group


X14 Super Powers (SL=11, Concordant SL=1)

# Power
1 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
3 +1 CCL (Concordant Caster Level) in one spell in one class
4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
5 Add 2 to HD type per level in one Concordant class (+0d+2)
6 Change "Save" category of your Concordant class to Conc
7 Change "To Hit" category of your Concordant class to Conc
8 +1X action
9 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

X14 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
3 +1 CCL (Concordant Caster Level) in one class
4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
5 Add 2 to HD type per level in one Concordant class (+0d+2)
6 Change "Save" category of your Concordant class to 1xConc
7 Change "To Hit" category of your Concordant class to 1xConc
8 +1QX action
9 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

X14 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Duplicate the effects of one Psi7 power (Ultra or lower)
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
5 Add 1 to number of HD per level in one Concordant class (+1d+0)
6 Change "Save" category of your Concordant class to 2xConc
7 Change "To Hit" category of your Concordant class to 2xConc
8 +1QQX action
9 iunXR 5*CCL%

[PC7] Concordant (x1) Classes Group


X14 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 +40% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Duplicate the effects of one Psi7 power (V or lower)
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
5 Add 1 to number of HD per level in one Concordant class (+1d+0)
6 +1QQQX action

X14 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 +50% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
2 Replace a Concordant spell progression with another Concordant class's progression
3 +1 CCL (Concordant Caster Level) in one class
4 +1 CML (Concordant Memorization Level) in one class
5 Add an extra stat bonus to hp per HD in one class (even if that class can't get a stat bonus)
6 +1QQQQX action

[PC7] Concordant (x1) Classes Group


Theist7

Level KXP Priest
123 456 78
1 7 --- a-- --
2 17.5 --0 0a- --
3 28 -a1 00- --
4 42 -01 10- --
5 63 a01 10a --
6 98 011 110 --
7 161 111 111 --
8 280 111 111 a-
9 513 111 111 0-
10 970 111 111 1-
11 1427 222 211 1-
12 1884 222 222 1-
13 2341 222 222 2-
14 2798 333 322 2-
15 3255 333 333 2-
16 3712 333 333 3-
17 4169 444 433 3-
18 4626 444 444 3-
19 5083 444 444 4-
20 5540 555 544 4-
21 5997 555 555 4-
22 6454 555 555 5-
23 6911 666 655 5-
24 7368 666 666 5-
25 7825 666 666 6-
26 8282 777 766 6-
27 8739 777 777 6-
28 9196 777 777 7-
29 9653 777 777 70
30 10110 777 777 71
31 10567 777 777 72
32 11024 777 777 73
33 11481 777 777 74
34 11938 777 777 75
35 12395 777 777 76
36 12852 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
Pri  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+3  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Wis 26, Chr 19
Alignment: S*
HD/level: dCON
Weapon Prof.: 1+level/2
To Hit Table: xPri
Save Table: Mon
Reference: BoD3
Groups: Priest, Concordant (x1)
 
Gets two specialty god picks. Gets Chr bonus to spells.
Each level, get one "7th edition" pick from the choices below.
 
Levels Pick Description
Level 1-5: a 1M, LVL/d: Divine Intervention
b Get double effect on your specialty priest abilities
c You attack as a x2 being
d No action, LVL/d: Unlock actions that are locked down
e +1 [X7] minor
f iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
g Multiply your hp by your multiplier
Level 6-10: h
i 1M, LVL/d: Avoid Fate at x(LVL/2)
j You attack as a x3 being
k
l +1 [X7] major
m Time/Reality Stability
n 1M, LVL/d: Deal 1 idmg to a creature without ihp
Level 11-15: o
p
q
r
s
t
u
Level 16-20: v
w
x
y
z
aa
bb

[PC7] Concordant (x1) Classes Group


X7 Minor Powers (SL=2, Concordant SL=0)

# Power
1 Trade 5 of an action type for 1 Quick of that action type.
2 Trade 7 of an action type for 1 Opposing of that action type.
3 Limit of 5 classes
4 -0.25 to XP divisor due to race (minimum 1).

X7 Major Powers (SL=5, Concordant SL=0)

# Power
1 Trade 4 of an action type for 1 Quick of that action type.
2 Trade 6 of an action type for 1 Opposing of that action type.
3 Limit of 6 classes
4 -0.5 to XP divisor due to race (minimum 1).
5 x1.1 hp
6 x1.1 CL

X7 Grand Powers (SL=8, Concordant SL=0)

# Power
1 Trade 3 of an action type for 1 Quick of that action type.
2 Trade 5 of an action type for 1 Opposing of that action type.
3 Limit of 7 classes
4 -0.75 to XP divisor due to race (minimum 1).
5 Considered a x2 being on either attack or defense (change at reset)
6 x1.5 hp
7 x1.5 CL

[PC7] Concordant (x1) Classes Group


X7 Super Powers (SL=11, Concordant SL=1)

# Power
1 You are considered a x2 being.
2 You attack as a x1 being, but defend as a x3 being.
3 You attack as a x3 being, but defend as a x1 being.
4 You can trade 2 of an action type for 1 Quick version of that action type.
5 You can trade 4 of an action type for 1 Opposing version of that action type.
6 x2 hp.
7 x2 CL.
8 Limit of 8 classes.
9 You have a free "H" for purposes of qualifying for classes, kits, and feats.
10 Planar Stable (immune to effects of being on another plane).
11 -1 to XP divisor due to race (minimum 1).
12 Immune to SL 0 to SL ((your level)/3, round down) effects.
13 (your level)*2% iGR; works even in section [X].
14 Immune to one effect in the [C] section.
15 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
16 x1.5 ML (Memorization Level) in one class.

X7 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
3 You can trade 3 of an action type for 1 Opposing version of that action type.
4 You may "borrow" actions of any type (assuming you have them).
5 You may "hold" actions of any type (assuming you have them).
6 x10 hp.
7 x3 CL.
8 x2 ML (Memorization Level) in one class.
9 Ignore all forms of XP divisors.

[PC7] Concordant (x1) Classes Group


X7 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
3 You can trade 2 of an action type for 1 Opposing version of that action type.
4 x50 hp.
5 x4 CL.
6 x2.5 ML (Memorization Level) in one class.

X7 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 0: Duplicate any 0th-6th level Concordant spell until next reset. You can have up to 54 spell levels total running.
2 You attack as a xN being, but defend as a x(7-N) being, where N is between 1 and 6.
3 x200 hp.
4 x5 CL.
5 x3 ML (Memorization Level) in one class.

X7 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 0: Duplicate any 0th-8th level Concordant spell until next reset. You can have up to 162 spell levels total running.
2 You attack as a xN being, but defend as a x(8-N) being, where N is between 1 and 7.
3 x1000 hp.
4 x6 CL.
5 x3.5 ML (Memorization Level) in one class.

[PC7] Concordant (x1) Classes Group


Warden

Level KXP Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 36 321 --- --- -
6 100 432 0-- --- -
7 300 432 1-- --- -
8 900 543 20- --- -
9 2700 543 21- --- -
10 3000 654 320 --- -
11 3300 654 321 --- -
12 3600 765 432 0-- -
13 3900 765 432 1-- -
14 4200 776 543 20- -
15 4500 776 543 21- -
16 4800 777 654 320 -
17 5100 777 654 321 -
18 5400 777 765 432 -
19 5700 777 776 543 -
20 6000 777 777 654 -
21 6300 777 777 765 -
22 6600 777 777 776 -
23 6900 777 777 777 -
24 7200 888 877 777 -
25 7500 888 888 877 -
26 7800 888 888 888 -
27 8100 888 888 888 b
28 8400 888 888 888 0
29 8700 888 888 888 1
30 9000 888 888 888 2
31 9300 888 888 888 3
32 9600 888 888 888 4
33 9900 888 888 888 5
34 10200 888 888 888 6
35 10500 888 888 888 7
36 10800 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Wis 18, Chr 16
Alignment: any
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM / Imm Handbook {Reduced Sentinel}
Groups: Priest, Concordant (x1)
 
Has Major access to all "normal" Priest spells. Yes, this class gets normal Priest 10th's in it's progression; this is not a typo.
Level N: Get N Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks). You must choose powers within a sphere in order (1 first, 2 second, etc.). The "3" (third listed) power in a sphere costs 3 Warden picks, so in order to have the 1, 2, and 3 powers of a sphere, you need 6 Warden picks total. You could do this at 3rd level if all you did was pick from that sphere.
A list of Warden powers that use these picks follows. These powers are heavily modified and paraphrased versions of powers from the "Immortals Handbook" by Craig Cochrane; that book has a LOT more powers than what I give here, and they do different things from what I list.
Beyond the list of Warden powers is an Alternate list of Priest spells, using the Warden's spheres. The maximum SL you can access in a Warden sphere is equal to 2 plus double the highest pick you have in the sphere (e.g. if you have a "3" pick in "Good" sphere, you can access Good spells of SL 1-8). Note that Warden can access any SL 1-2 spell on the list. If you have the "5" pick in a Warden sphere, you have Grand access (SL 1-10 and each spell is half a spell slot).

[PC7] Concordant (x1) Classes Group


Warden Powers

Sphere Picks Power Name Power Effect
Chaos 1 Granted Powers You cast chaos spells at +1 caster level.
Chaos 2 Chaos Ward You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
Chaos 3 Chaos Born Once per round you can +LVL to any dice roll.
Chaos 4 Chaos Brethren Chaos-aligned creatures you summon always have 50% more hit dice than usual.
Chaos 5 Instrument of Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
Charity 1 Granted Powers You cast magical boons upon others at +2 caster level.
Charity 2 Shield of Kindness You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
Charity 3 Philanthropist +2 to each ability score, but you get only half money from now on.
Charity 4 Oblation Any creatures you summon always remain twice as long.
Charity 5 Instrument of Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
Community 1 Granted Powers Use calm emotions as a spell-like ability 1/day.
Community 2 Guards & Wards You and any allies in your group are immune to any effect which would cause you to travel against your will.
Community 3 Strength in Numbers + to saving throws equal to the number of allies in your group. (max=LVL)
Community 4 Band of Brothers You can summon twice as many summoned creatures than the spell typically permits.
Community 5 Meeting of Minds Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
Darkness 1 Granted Powers You gain blind-fight as a bonus feat.
Darkness 2 Darksight You can see in total darkness, even magical darkness, as if it were daylight.
Darkness 3 Night Born +LVL to TH, damage and AC while fighting from within total darkness.
Darkness 4 Shadow Brethren Shadow-based creatures you summon always have 50% more hit dice than usual.
Darkness 5 Instrument of Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
Death 1 Granted Powers You cast necromancy spells at +1 caster level.
Death 2 Cheat Death You are immune to any death or negative energy-based effects.
Death 3 Divination +LVL on TH, dmg and AC while facing living opponents.
Death 4 Undead Brethren All undead created within the radius of your divine aura have 50% more hit dice than usual.
Death 5 Instrument of Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
Destruction 1 Granted Powers You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Destruction 2 Irrefragable You are immune to disintegration.
Destruction 3 Appetite for Destruction You gain a bonus to damage equal to LVL.
Destruction 4 Violent Offenders Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
Destruction 5 Instrument of Destruction Damage reduction is only 50% effective against your attacks.
Disease 1 Granted Powers You cast necromancy spells at +1 caster level.
Disease 2 Immunised You are immune to any type of constitution damage/draining or disease based attack.
Disease 3 Disease Carrier +LVL on TH, damge rolls and AC against disease ridden opponents.
Disease 4 Diseased Brethren Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
Disease 5 Instrument of Disease Immunities and resistances are only 50% effective against your disease-based attacks.
Elf 1 Granted Powers You gain point blank shot as a bonus feat.
Elf 2 Strong Minded You are immune to any mind affecting effects.
Elf 3 Orc Slayer +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
Elf 4 Fey Brethren Fey summoned by you always have 50% more hit dice than usual.
Elf 5 Extension of Elvenkind Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Entropy 1 Granted Powers You cast necromancy spells at +1 caster level.
Entropy 2 Void Shield You are immune to nullification and gain cold resistance equal to half your hit die.
Entropy 3 Void Born +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
Entropy 4 Void Brethren Summoned creatures within the radius of your divine aura are automatically banished.
Entropy 5 Instrument of the Void You do not suffer any miss chance against incorporeal targets.
Evil 1 Granted Powers You cast evil spells at +1 caster level.
Evil 2 Poison Ward You are immune to poison.
Evil 3 Born Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
Evil 4 Evil Brethren Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
Evil 5 Stain of Evil Any damage you deal can only be healed within a consecrated area.
Fear 1 Granted Powers You cast necromancy spells at +1 caster level.
Fear 2 Fear Shield You are immune to any type of strength damage/draining or fear-based attack.
Fear 3 Terrifying Opponent +LVL on TH, damage and AC against all opponents you frighten.
Fear 4 Horrific Breathren Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
Fear 5 Instrument of Terror Immunities and resistances are only 50% effective against your fear-based attacks.
Fertility 1 Midwife You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Fertility 2 Fertility Sheath You are immune to any type of constitution damage/draining or disease-based attack.
Fertility 3 Egg Born You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
Fertility 4 Numerous Brethren You summon double the number of creatures.
Fertility 5 Rapid Rejuvenation You rejuvenates as if of the next highest divine status.
Fire 1 Speak with Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Fire 2 Fire Ward You are immune to fire (or heat).
Fire 3 Fire Born +LVL on all TH, damage and AC
Fire 4 Fire Brethren Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
Fire 5 Instrument of Fire Immunities and resistances are only 50% effective against your fire-based attacks.
Good 1 Granted Powers You cast good spells at +1 caster level.
Good 2 Blessed Body You are immune to disease.
Good 3 Blessed At Birth +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
Good 4 Holy Brethren Good-aligned creatures summoned by you always have 50% more hit dice than usual.
Good 5 Stigmatism Any damage you deal can only be healed within a consecrated area.
Healing 1 Granted Powers You cast healing spells at +1 caster level.
Healing 2 Faster Healing You gain fast healing equal to 1/2 your hit die.
Healing 3 Doctor +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
Healing 4 Healthy Brethren Any creatures you summon possess fast healing equal to LVL.
Healing 5 Recovery Your healing powers can restore even vile damage.
Knowledge 1 Granted Powers +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Knowledge 2 Shield of Intellect You are immune to any type of intelligence damage/draining.
Knowledge 3 Higher Learning You gain a bonus to Intelligence equal to LVL.
Knowledge 4 Intelligent Brethren Any creatures you summon gain an intelligence bonus equal to LVL.
Knowledge 5 Instrument of Education You know all skills.
Labour 1 Granted Powers You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Labour 2 Inexhaustible You cannot fail endurance checks and are immune to fatigue and exhaustion.
Labour 3 Job Satisfaction +LVL on TH, dmg and AC provided you have done a good days work the previous day.
Labour 4 Hard Working Brethren Any creatures you summon cannot be banished until the task is done.
Labour 5 Instrument of Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
Law 1 Granted Powers You cast law spells at +1 caster level.
Law 2 Shield of Law You are immune to any transmutationbased abilities, spells or effects.
Law 3 Justice Bringer +LVL to TH, dmg and AC while
Law 4 Lawful Brethren Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
Law 5 Instrument of the Law Immunities and resistances are only 50% effective against your law-based attacks.
Love 1 Granted Powers You cast enchantment spells at +1 caster level.
Love 2 Charisma Shield You are immune to any type of charisma damage/draining.
Love 3 Born of Love +LVL on TH, dmg and AC provided you have made love within the past day.
Love 4 Brethren of Love Any creatures you summon gain an charisma bonus equal to LVL.
Love 5 Instrument of Enchantment Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Luck 1 Granted Powers You gain a +1 luck bonus on all saving throws.
Luck 2 Luck Shield You are immune to any type of dexterity damage/draining.
Luck 3 Born Lucky You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
Luck 4 Lucky Brethren You always summon the maximum number of creatures.
Luck 5 Instrument of Fate Opponents in your group have any luck bonuses reduced by 50%.
Madness 1 Granted Powers You cast enchantment spells at +1 caster level.
Madness 2 Mind Blank You are immune to any mind affecting effects.
Madness 3 Method behind the Madness +LVL on TH, dmg and AC when facing intelligent opponents.
Madness 4 Mad Brethren Any aberrations you summon have 50% more hit dice than normal.
Madness 5 Instrument of Madness Immunities are only 50% effective against your mind affecting effects and spells.
Magic 1 Granted Powers Use scrolls as a wizard at one half your cleric level.
Magic 2 Spell Shield You automatically block the first spell used against you each round.
Magic 3 Rune Touched +LVL on spell focus, spell penetration and SR.
Magic 4 Guardians of Magic Any constructs you summon have 50% more hit dice than normal.
Magic 5 Instrument of Magic Your magic works on those supposedly immune to magic, at half effect.
Metalworking 1 Granted Powers Divide the cost of unusual materials by CL.
Metalworking 2 Iron Guard You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
Metalworking 3 Forge Born You gain Construct traits.
Metalworking 4 Forge Brethren Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
Metalworking 5 Chink In The Armor You ignore magic armor or shields whose enhancement bonus is less than LVL.
Moon 1 Granted Powers You can turn or destroy lycanthropes.
Moon 2 Lunar Shield You are immune to any transmutation effects.
Moon 3 Animal Instincts +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
Moon 4 Call of the Wild Any animals or lycanthropes you summon have 50% more hit die than usual.
Moon 5 Instrument of Change Your transmutation effects can affect those otherwise immune, at half effect.
Mountain 1 Granted Powers You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Mountain 2 Stonelike You become immune to critical hits.
Mountain 3 Earthborn +LVL on TH, dmg, and AC when you are standing on the earth.
Mountain 4 Earthen Brethren Any earth-based creatures you summon possess 50% more hit dice than normal.
Mountain 5 Monumental Your damage reduction has no negating factors.
Music 1 Mysteries of Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Music 2 Shield of Silence You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
Music 3 Music Born +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
Music 4 Musical Brethren Sonic-based creatures you summon always have 50% more hit dice than usual.
Music 5 Instrument of Music Immunities and resistances are only 50% effective against your sonic based attacks.
Nature 1 Granted Powers You can rebuke or command plant creatures as an evil cleric destroys undead.
Nature 2 Green-Skinned You are immune to poison effects.
Nature 3 Son of the Forest +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
Nature 4 Horticulturist Any plants summoned by you always have 50% more hit dice than usual.
Nature 5 Green-Blooded You can poison even those magically immune to poison.
Peace 1 Granted Powers You gain a +2 Charisma bonus.
Peace 2 Stay Thy Hand You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
Peace 3 Calm Under Crisis +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
Peace 4 Peaceful Brethren Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
Peace 5 Instrument of Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Revenge 1 Granted Powers 1D: Cast a priest spell against an enemy.
Revenge 2 Blinded by Vengeance You are immune to any mind affecting effects.
Revenge 3 Born to Vengeance +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
Revenge 4 Brothers of Vengeance Any creatures you summon gain a favoured enemy bonus equal to double LVL.
Revenge 5 Instrument of Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
Science 1 Granted Powers You gain a +2 bonus to Intelligence.
Science 2 Spell Immunity You are immune to spells of half LVL or less.
Science 3 Appliance of Science +LVL on attack roll, dmg and AC when attacking spellcasters.
Science 4 Natural Selection Any animals summoned by you always have 50% more hit dice than usual.
Science 5 Instrument of Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
Sea 1 Granted Powers You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Sea 2 Aquatic You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
Sea 3 Ocean Born +LVL on TH, dmg and AC if both you and your opponent are underwater.
Sea 4 Spawn of the Deep Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
Sea 5 Drowning You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
Secrets 1 Granted Powers Add Bluff, Disguise and Hide to your list of cleric class skills.
Secrets 2 Cloak of Mystery You are immune to divination.
Secrets 3 Stygian +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
Secrets 4 Occult Brethren Any creatures you summon benefit from having greater invisibility cast upon them.
Secrets 5 Instrument of Secrecy Your illusions have a 50% chance of fooling even true seeing or similar magic.
Skill 1 Granted Powers You gain a +2 bonus to Dexterity.
Skill 2 Skill Shield You are immune to any type of dexterity damage/draining.
Skill 3 Skill Born +LVL on TH, dmg and AC against opponents more powerful than yourself.
Skill 4 Lithe Brethren Any creatures you summon gain an Dexterity bonus equal to LVL.
Skill 5 Instrument of Skill You gain a Dexterity bonus equal to LVL.
Sky 1 Granted Powers Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Sky 2 Windy You are immune to wind based effects and have electricity resistance equal to half your hit die.
Sky 3 Sky Born +LVL on TH, dmg and AC when both you and your opponent are flying.
Sky 4 Sky Brethren Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
Sky 5 Instrument of the Air You can automatically revoke the ability of flight in your group.
Stoicism 1 Granted Powers You gain a +2 bonus to Constitution.
Stoicism 2 Hard Boiled You are immune to any type of Constitution damage/draining.
Stoicism 3 True Grit +LVL on attack and dmg provided you are at half hit points or less.
Stoicism 4 Stoic Brethren Any creatures you summon gain an Constitution bonus equal to LVL.
Stoicism 5 Instrument of Stoicism You gain a Constitution bonus equal to LVL.
Strength 1 Granted Powers You gain a +2 bonus to Strength.
Strength 2 Strength Shield You are immune to any type of strength damage/draining.
Strength 3 Heroic You gain a bonus to strength equal to LVL.
Strength 4 Strong Brethren Any creatures you summon gain an strength bonus equal to LVL.
Strength 5 Instrument of Strength You gain a Strength bonus equal to LVL.
Sun 1 Granted Powers Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Sun 2 Light Shield You are immune to any light (including prismatic effects) or positive energy based effects.
Sun 3 Sun Blessed +LVL on TH, dmg and AC providing the sun is shining on you.
Sun 4 Radiant Brethren Any light or positive energybased creatures you summon have 50% more hit dice than usual.
Sun 5 Lightbearer Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
Sword 1 Granted Powers Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Sword 2 Sword Shield You are immune to the effects of any sword whose enchantment bonus is less than LVL.
Sword 3 Prince of Swords +LVL on TH, dmg and AC when you wield a sword.
Sword 4 Sword Brethren You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
Sword 5 Riddle of Steel When attacking with a sword you ignore half the opponent's damage reduction.
Thievery 1 Granted Powers Add Bluff, Disguise and Hide to your list of cleric class skills.
Thievery 2 Sixth Sense You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
Thievery 3 Dirty Tricks +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
Thievery 4 Sneaky Brethren Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
Thievery 5 Escamotage Opponents immune to critical hits still suffer half your sneak attack bonus damage.
Thunder 1 Granted Powers Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Thunder 2 Storm Shield You are immune to electricity based effects.
Thunder 3 Storm Born +LVL on TH, dmg and AC as long as there is no roof over your head.
Thunder 4 Stormtroopers Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
Thunder 5 Instrument of Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
Time 1 Granted Powers You act as if hasted for a number of rounds per day equal to your cleric level.
Time 2 Time Shield You are immune to any temporal effects.
Time 3 Time Phase +LVL on TH, dmg and AC provided you win initiative against your opponents.
Time 4 Chrono Any creatures you summon gain an initiative bonus equal to double LVL.
Time 5 Time Shard Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
Travel 1 Granted Powers Increase movement by 3". Add survival to your list of cleric class skills.
Travel 2 Footloose You are immune to any effect that either impedes your movement and you can travel through any medium.
Travel 3 Travel Born +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
Travel 4 Travel Companions Any creatures you summon have their movement rate doubled.
Travel 5 Instrument of Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
War 1 Granted Powers Free martial weapon proficiency and weapon focus with the deity's favored weapon.
War 2 Battle Ready You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
War 3 Warrior Born +LVL on TH, dmg and AC while engaged in combat.
War 4 Brothers-at-Arms Any creatures you summon gain a bonus to their TH equal to double LVL.
War 5 Instrument of War Damage Reduction is only 50% effective against your attacks.
Wealth 1 Granted Powers You cast conjuration spells at +1 caster level.
Wealth 2 Business Sense You are immune to acid based effects.
Wealth 3 Fervor of Greed +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
Wealth 4 Best Money Can Buy Any constructs you summon have 50% more hit dice than normal.
Wealth 5 Bribery Immunities and resistances are only 50% effective against your enchantment effects.
Winter 1 Granted Powers You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Winter 2 Cold Immunity You are immune to cold effects.
Winter 3 Ice Born +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
Winter 4 Icy Brethren Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
Winter 5 Instrument of Cold Immunities and resistances are only 50% effective against your cold-based attacks.
Wisdom 1 Granted Powers You gain a +2 Wisdom bonus.
Wisdom 2 Words of Wisdom You can automatically tell how wise your opponent is.
Wisdom 3 Wisdom Block You are immune to any type of wisdom damage/draining.
Wisdom 4 Logic Born You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
Wisdom 5 Wisdom Touched Any creatures you summon gain a Wisdom bonus equal to double LVL.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=1)

Spell Spheres Effect
Align Weapon Sword Weapon becomes good, evil, lawful or chaotic.
Augury Wisdom Learns whether an action will be good or bad.
Bless Charity, Community Allies gain +1 on attack rolls and saves against fear.
Burning Hands Fire 1d4/level fire damage.
Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
Charm Animal Love Makes one animal your friend.
Chill Touch Winter One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds Healing Cures 1d8 damage +1/level (max +5).
Detect Secret Doors Knowledge Reveals hidden doors within 60 ft.
Disguise Self Secrets, Thievery Changes your appearance.
Encrypt Science Text cannot be deciphered.
Endure Elements Stoicism, Sun Exists comfortably in hot or cold environments.
Enlarge Person Strength Humanoid creatures double in size.
Entangle Nature Plants entangle everyone in 40 ft. radius.
Entropic Shield Entropy, Luck Ranged attacks against you have a 20% miss chance.
Expeditious Retreat Travel Your speed increases by 30 ft.
Faerie Fire Moon Outlines subject with light, cancelling blur, concealment and the like.
Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
Lesser Confusion Madness One creature is confused for 1 round.
Mage Armor Metalworking Gives subject +4 armor bonus.
Magic Aura Magic Alters objects magic aura.
Magic Stone Mountain Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon War Weapon gains +1 bonus.
Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
Protection from Chaos Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear Fertility Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary Peace, Time Opponents can't attack you and you can't attack.
Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
Shocking Grasp Thunder Touch delivers 1d6/level electricity damage.
True Strike Elf, Skill +20 on your next attack roll.
Unseen Servant Labour, Wealth Invisible force obeys your command.
Ventriloquism Music One creature of 5HD or less flees for 1d4 rounds.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=2)

Spell Spheres Effect
Aid Charity, Good, Luck +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animal Trance Moon Fascinates 2d6 HD of animals.
Barkskin Nature Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
Blindness/Deafness Darkness Makes subject blinded or confused.
Brainwash Science Subject forgets the past 24 hours.
Bull's Strength Strength Subject gains +4 to strength for 1 min./level.
Calm Emotions Law, Peace, Time Calms creatures, negating negative emotions.
Cat's Grace Elf, Skill Subject gains +4 to Dex for 1 min./level
Chill Metal Winter Cold metal damages those who touch it.
Cure Moderate Wounds Healing Cures 2d8 damage +1/level (max +10).
Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
Desecrate Evil Fills area with negative energy making undead stronger.
Detect Thoughts Knowledge Allows .listening. to surface thoughts.
Eagle's Splendor Love Subject gains +4 to Charisma for 1 min./level.
Fog Cloud Sea, Thunder Fog obscures vision.
Glitterdust Wealth Blinds creatures, outlines invisible creatures.
Heat Metal Metalworking, Sun Make metal so hot it damages those who touch it.
Hideous Laughter Music Subject loses actions for 1 round/level.
Identify Magic Determines properties of magic items.
Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Owl's Wisdom Wisdom Subject gains +4 to wisdom for 1 min./level.
Produce Flame Fire 1d6 damage +1/level, touch or thrown.
Scare Fear Panics creatures of less than 6 HD.
Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
Soften Earth and Stone Mountain Turns stone to clay or dirt to sand or mud.
Spider Climb Travel Grants ability to walk on walls and ceilings.
Spiritual Weapon Sword, War Magical weapon attacks on its own.
Status Community, Fertility Monitors condition, position of allies.
Touch of Idiocy Madness Subject takes 1d6 points of Int, Wis and Cha damage.
Wind wall Sky Deflects arrows, smaller creatures and gases.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=3)

Spell Spheres Effect
Animate Dead Death Creates undead skeletons and zombies.
Blindnes/Deafness Love Makes subject blinded or deafened
Brain Drain Science Subject loses 1d6 points of Intelligence, which are gained by the caster.
Bull's Strength Labour Subject gains +4 to Str for 1 min./level.
Clairaudience/Clairvoyance Knowledge, Music Hear/see at range for 1 min./level.
Contagion Destruction, Disease Affect subjects with chosen disease.
Cure Serious Wounds Healing Cures 3d8 damage +1/level (max +15).
Darkvision Moon See 60 ft. in total darkness.
Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
Dispel Magic Magic Cancels magical spells and effects.
Fear Fear Subjects within cone flee for 1 round/level.
Fly Travel Subject flies at speed of 60 ft.
Gaseous Form Sky Subject becomes insubstantial and can fly slowly.
Haste Skill, Time One creature/level moves faster, +1 on attack rolls, AC and Reflex saves.
Heat Metal Wealth Make metal so hot it damages those who touch it.
Keen Edge Sword Doubles weapons normal threat range.
Lightning Bolt Thunder Electricity deals 1d6 damage/level.
Magic Circle against Chaos Law As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Evil Good As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Law Chaos As protection spells, but 10 ft. radius and 10 min./level.
Magic Vestment Strength, War Armor or shield gains +1 enhancement bonus per four levels.
Magic Weapon, Greater Metalworking +1/four levels (max +5).
Nondetection Secrets, Thievery Hides subject from divination, scrying.
Plant Growth Nature Grows vegetation, improves crops.
Prayer Charity, Community Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy Luck, Stoicism Absorbs 12 points/level of damage from one kind of energy.
Rage Madness Subject gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Remove Disease Fertility Cures all diseases affecting subject.
Resist Energy Fire Ignores 10 (or more) points of fire damage/attack.
Searing Light Sun Ray deals 1d8/two levels, more against undead.
Sleet Storm Winter Hampers vision and movement.
Slow Entropy One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
Snare Elf Creates a magic booby trap.
Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
Stone Shape Mountain Sculpts stone into any shape.
Suggestion Peace Compels subject to follow stated course of action.
Water Breathing Sea Sculpts stone into any shape.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=4)

Spell Spheres Effect
Air Walk Sky Subject treads on air as if solid (climb at 45-degree angle)
Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
Chaos Hammer Chaos Damages and staggers lawful creatures.
Charm Monster Love Makes monster believe it is your ally.
Command Plants Nature Sway the actions of one or more plant creatures.
Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
Control Water Sea Raises or lowers bodies of water.
Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
Cure Critical Wounds Healing Cures 4d8 damage +1/level (max +20).
Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
Discern Lies Wisdom Reveals deliberate falsehoods.
Dissect Science Cutting beam has chance to sever one of an opponent's appendages.
Divination Knowledge Provides useful advice for specific proposed actions.
Divine Power War You gain attack bonus, +6 to Str and 1 hp/level.
Enervation Entropy Subject gains 1d4 negative levels.
Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
Freedom of Movement Luck, Skill, Travel Subject moves normally despite impediments.
Holy Smite Good Damages and blinds evil creatures.
Imbue with Spell Ability Charity, Community, Magic Imbue with Spell Ability.
Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
Lesser Geas Labour Commands subject of 7 HD or less.
Magic Weapon, Greater Sword +1 bonus/four levels (max +5).
Order's Wrath Law Damages and dazes chaotic creatures.
Polymorph Moon Gives one willing subject a new form.
Rusting Grasp Metalworking, Wealth Your touch corrodes iron and alloys.
Shout Music, Thunder Deafens all within cone and deals 5d6 sonic damage.
Slow Time One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
Spell Immunity Strength Subject is immune to one spell per four levels.
Spike Stones Mountain Creatures in area take 1d8 damage, may be slowed.
Stoneskin Stoicism Ignore 10 points of damage per attack.
Tongues Peace Speak any language.
Tree Stride Elf Step from one tree to another far away.
Unholy Blight Evil Damages and sickens good creatures.
Wall of Fire Fire Deals 2d4 damage out to 10 ft. and 1d4 out to 20 ft. Passing through a wall deals 2d6 damage +1/level.
Wall of Ice Winter Ice plane creates wall with 15 hp +1/vlevel, or hemisphere can trap creatures inside.
Waves of Fatigue Disease Several targets become fatigued.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=5)

Spell Spheres Effect
Baleful Polymorph Moon Transforms subject into harmless animal.
Break Enchantment Luck Frees subject from enchantments, alterations, curses and petrification.
Call Lightning Storm Thunder As call lightning but 5d6 damage per bolt.
Commune with Nature Elf You learn about terrain for 1 mile/level.
Cone of Cold Winter 1d6/level cold damage.
Control Winds Sky Change wind direction and speed.
Cure Light Wounds, Mass Charity, Healing Cures 1d8 damage +1/level (max +25) for many creatures.
Dispel Chaos Law +4 bonus against attacks by chaotic creatures.
Dispel Evil Good +4 bonus against attacks by evil creatures.
Dispel Good Evil +4 bonus against attacks by good creatures.
Dispel Law Chaos +4 bonus against attacks by lawful creatures.
False Vision Secrets, Thievery Fools scrying with an illusion.
Fire Shield Fire Creatures attacking you take fire damage while you are protected against cold.
Flame Strike Sun, War Smite foes with divine fire (1d6/level damage).
Globe of Invulnerability Stoicism As lesser globe of invulnerability, plus 4th level spell effects.
Hold Monster Peace As hold person, but any creature.
Ice Storm Sea Hail deals 5d6 damage in cylinder 40 ft. across.
Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
Insect Plague Disease Locust swarms attack creatures
Mark of Justice Revenge Designates action that will trigger curse on subject.
Mind Fog Madness Subjects in fog get -10 to Wis and Will checks.
Neutron Beam Science Ray deals 5 points of damage/level (max 75), passes through multiple targets.
Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
Overland Flight Skill You can fly at a speed of 40 ft. and can hustle over long distances.
Permanency Time Make cerytain spells permanent.
Plane Shift Travel As many as eight subjects travel to another plane.
Raise Dead Fertility Restores life to subject who died as long as one day/level ago.
Righteous Might Strength Your size increases and you gain combat bonuses.
Secret Chest Wealth Hide expensive chest on ethereal plane, you can retrieve it at will.
Slay Living Death Touch attack kills subject.
Song of Discord Music Forces targets to attack each other.
Spell Resistance Magic Subject gains SR 12 + level.
Symbol of Sleep Love Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis Labour Moves object, attacks creature or hurls object or creature.
Telepathic Bond Community Link lets allies communicate.
True Seeing Knowledge, Wisdom Lets you see things as they really are.
Wall of Iron Metalworking, Sword 30 hp/four levels; can topple onto foes.
Wall of Stone Mountain Creates a stone wall that can be shaped.
Wall of Thorns Nature Thorns damage anyone who tries to pass.
Waves of Fatigue Entropy Several targets become fatigued.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=6)

Spell Spheres Effect
Animate Objects Chaos Objects attack your foes.
Anti-life Shell Entropy 10-ft. field hedges out living creatures.
Anti-Magic Field Magic Negates magic within 10 ft.
Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass Fertility, Stoicism As bear's endurance, affects one subject/level.
Blade Barrier Good, Metalworking, Sword, War Wall of blades deals 1d6/level damage.
Cat's Grace, Mass Skill As cat's grace, affects one subject/level.
Chain Lightning Sky, Thunder 1d6 damage/level; 1 secondary bolt/level each deals half damage.
Cone of Cold Sea 1d6/level cold damage.
Contingency Time Sets trigger condition for another spell.
Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
Find the Path Elf, Knowledge Shows the most direct way to a location.
Fire Seeds Fire, Sun Acorns and berries become grenades and bombs.
Force Field Science Aura blocks 50 hit points of damage and regenerates 1 point/round.
Freezing Sphere Winter Freezes water or deals cold damage.
Guards and Wards Wealth Array of magic effects protects area.
Harm Destruction, Disease Deals 10 points/level damage to target.
Heal Healing Cures 10 points/level damage, all diseases and mental conditions.
Heroes Feast Charity Food for one creature/level cures and grants combat bonuses.
Heroes. Feast Community Food for 1 creature/level cures and grants combat bonuses.
Hold Monster Law As hold person, but any creature.
Irresistable Dance Music Forces subjects to dance.
Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
Move Earth Labour Digs trenches and builds hills.
Owl's Wisdom, Mass Wisdom As owl's wisdom, affects one subject/level.
Permanent Image Moon Includes sight, sound and smell.
Phantasmal Killer Madness Fearsome illusion kills subject or deals 3d6 damage.
Repel Wood Nature Pushes away wooden objects.
Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
Stoneskin Mountain, Strength Ignores 10 points of damage per attack.
Suggestion, Mass Peace As suggestion, plus one subject/level.
Symbol of Fear Fear Triggered rune panics nearby creatures.
Symbol of Persuasion Love Triggered rune charms nearby creatures.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=7)

Spell Spheres Effect
Acid Fog Sea Fog deals acid damage.
Animate Objects Labour Objects attack your foes.
Animate Plants Nature One or more trees animate and fight for you.
Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather Sky, Thunder, Winter Changes weather in local area.
Damocles. Sword Sword Floating magic blade strikes opponents.
Destruction Death Kills subject and destroys remains.
Dictum Law Kills, confuses, stuns or deafens non-lawful subjects.
Disintegrate Destruction Makes one creature or object vanish.
Earthquake (4.0) Mountain Intense tremor shakes 5 ft./level radius.
Experiment Science As wish, but chance of failure.
Eyebite Fear Target becomes panicked, sickened and comatose.
Fire Storm Fire Deals 1d6/level Fire Damage.
Grasping Hand Strength Large hand provides cover, pushes and grapples.
Holy Word Good Kills, paralyzes, weakens, or dazes nongood subjects.
Insanity Madness, Moon Subject suffers continuous confusion.
Legend Lore Knowledge Lets you learn tales about a person place or thing.
Limited Wish Charity, Skill Alters reality - within spell limits.
Liveoak Elf Oak becomes treant guardian.
Magnificent Mansion Community, Wealth Door leads to extradimensional mansion.
Major Creation Metalworking As minor creation, plus stone and metal.
Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
Regenerate Healing Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
Repulsion Peace, Time Creatures can't approach you.
Screen Secrets, Thievery Illusion hides area from vision, scrying.
Simulcrum Fertility Creates partially real double of a creature.
Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
Sunbeam Sun Beam blinds and deals 4d6 damage.
Teleport, Greater Travel As teleport, but no range limit and no off-target arrival.
Vision Wisdom As legend lore but quicker and strenuous.
Waves of Exhaustion Disease, Entropy Several targets become exhausted.
Word of Chaos Chaos, Music Kills, confuses, stuns or deafens non-chaotic subjects.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=8)

Spell Spheres Effect
Animal Shapes Moon One ally/level polymorphs into chosen animal.
Binding Peace Utilizes an array of techniques to imprison a creature.
Clenched Fist Strength Large hand provides cover, pushes or attacks your foes.
Cloak of Chaos Chaos +4 to AC, +4 resistance, SR 25 against lawful spells.
Clone Fertility Duplicate awakens when original dies.
Control Plants Nature Control actions of one or more plant creatures.
Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
Cure Critical Wounds, Mass Healing Cures 4d8 damage +1/level (max +40) for many creatures.
Discern Location Knowledge, Revenge Reveals exact location of creature or object.
Earthquake Destruction Intense tremor shakes 5-ft./level radius.
Etherealness Travel Travel to the ethereal plane with companions.
Heal Charity Cures 10 points/level of damage, all diseases and mental conditions.
Holy Aura Good +4 to AC, +4 resistance, SR 25 against evil spells.
Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
Incendiary Cloud Fire Cloud deals 4d6 fire damage/round.
Iron Body Metalworking, Mountain Your body becomes living iron.
Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
Moment of Prescience Luck, Skill, Wisdom You gain insight bonus on single attack roll, check or save.
Planar Ally, Greater Labour As lesser planar ally but up to 18 HD.
Polar Ray Winter Ranged touch attack deals 1d6/level cold damage.
Polymorph Any Object Thievery Changes any subject into anything else.
Power Word Stun War Stuns creature with 150 hp or less.
Protection from Spells Magic Confers +8 resistance.
Radiation Poisoning Science As poison, but affects all with 30 ft. radius
Refuge Sword Alters item to transport its wielder to you.
Shield of Law Law +4 to AC, +4 resistance, SR 25 against chaotic spells.
Shout, Greater Music Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst Elf, Sun Blinds all within 10 ft., deals 6d6 damage..
Symbol of Insanity Madness Triggered rune renders nearby creatures insane.
Sympathy Community, Love Object or location attracts certain creatures.
Temporal Stasis Time Puts subject into suspended animation.
Trap the Soul Fear, Wealth Imprisons subject within gem.
Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
Whirlwind Sky, Thunder Cyclone deals damage and can pick up creatures.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=9)

Spell Spheres Effect
Antipathy Elf Object or location affected by spell repels certain creatures.
Astral Projection Travel Projects you and companions onto Astral Plane.
Crushing Hand Strength Large hand provides cover, pushes or crushes your foes.
Disjunction Magic, Metalworking Dispels magic, disenchants magic items.
Dominate Monster Love, Music As dominate person, but any creature.
Elemental Swarm Fire, Mountain, Sea, Sky Summons multiple air elementals.
Energy Drain Winter Subject Gains 2d4 negative levels.
Energy Drain Disease Subject gains 2d4 negative levels.
Foresight Knowledge, Skill, Wisdom sixth sense. warns of impending danger.
Heal, Mass Healing As heal, but with several subjects.
Hold Monster, Mass Peace As hold monster, but all within 30 ft.
Implosion Destruction Kills one creature/round.
Imprisonment Secrets Entombs subject beneath the earth.
Miracle Luck Requests intercession from a higher source.
Power Word Kill Darkness, War Kills creatures with 100 hp or less.
Prismatic Sphere Community, Sun As prismatic wall, but surrounds on all sides.
Refuge Wealth Alters item to transprt its possessor to you.
Regenerate Stoicism Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35)
Self-Destruct Science You explode, dealing 100 points of damage to all within a 100 ft. radius.
Shambler Nature Summon 1d4+2 shambling mounds to fight for you.
Shapechange Moon Transforms you into any creature and change forms once per round.
Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
Time Stop Thievery, Time You act freely for 1d4+1 rounds.
True Resurrection Fertility As resurrection, plus remains aren't needed.
Vorpal Edge Sword Adds vorpal quality to blade for 1 round/level.
Wail of the Banshee Death, Entropy Kills one creatre/level.
Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
Wish Charity As limited wish, but with fewer limits.

[PC7] Concordant (x1) Classes Group


Warden Spells (Alternate Spheres) (SL=10)

Spell Spheres Effect
Contingent Resurrection Fertility Subject automatically resurrected if slain.
Damnation Evil Send your foe to hell.
Dire Winter Winter 1000 ft.- radius emanation deals 2d6 cold damage for 20 hours.
Dreamscape Travel You physically travel to the region of dreams.
Earthquake (5.0) Mountain Intense tremor shakes 50 ft./level radius.
Eclipse Darkness A solar eclipse follows you.
Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
Kiloton Science Create an atomic blast.
Let go of me Travel Grappler takes 20d6 damage, you take 10d6.
Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
Mass Frog Moon All in a 40 ft. radius are transformed into frogs.
Nailed to the Sky Sky Affix foe to the heavens.
Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
Rain of Fire Fire You create a 2-mile-radius fire storm dealing 1 point of fire damage per round.
Raise Island Mountain, Sea You create a small island in the sea.
Safe Time Time You contingently duck damage in a static time stream for 1 round.
Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.
Time Duplicate Time You and your future self exist together for 1 round.
Verdigris Nature 100 ft. area overun by tsunami of plant growth, dealing 10d6 damage.
Vorpal Blade Barrier Sword, War Wall of blades deals 1d6/level damage plus chance of decapitation.

[PC7] Concordant (x1) Classes Group


X(-40) (old Psi-4)

Level KXP Psi-40
mMG SU
1 0 1-- --
2 1.2 2-- --
3 2.4 31- --
4 4.8 41- --
5 9.6 52- --
6 19.2 621 --
7 38.4 731 --
8 76.8 831 --
9 153.6 942 --
10 307.2 942 1-
11 540 952 1-
12 780 953 1-
13 1020 963 1-
14 1260 963 2-
15 1500 974 2-
16 1740 974 3-
17 1980 984 3-
18 2220 985 3-
19 2460 995 4-
20 2700 996 4-
21 2940 996 5-
22 3180 997 5-
23 3420 997 6-
24 3660 998 6-
25 3900 998 7-
26 4140 999 7-
27 4380 999 71
28 4620 999 72
29 4860 999 73
30 5100 999 74
31 5340 999 75
32 5580 999 76
33 5820 999 77
34 6060 999 87
35 6300 999 88
36 6540 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Dex 0, Con 0, San 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Mirror
 
See [Q-40] Reality Psionics for rules and powers.
The PSPs of this frequency are unenforced, but P-40Ps = Level - Dex + 20.
1 P-40P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = ÷1.25 one effect
Major = ÷1.5 one effect
Grand = ÷2 one effect
Super = ÷2.5 one effect
 
There's only one power in Psi-40:
1M or 1bM, 1 P-40P: Multiply the chosen effect by the Psi-40D = power's divisor (x1.25, x1.5, x2, or x2.5). Some examples:
Ability Score: Choose one ability score. It is divided by Psi-40D (round down, no save).
AC: Divide target's AC by Psi-40D (no save)
Actions: Pick one action type (M, P, V). Target's number of actions of that type is divided by Psi-40D (PP save)
Damage: Target's physical damage is divided by Psi-40D
hp: Divide target's hp by Psi-40D (no save)
Move Rate: Divide target's Move Rate by Psi-40D (no save)
Multiplier: Subtract Psi-40D -1 to target's multiplier (Spell save). Using a Minor does nothing. Using a Major: -1 mult. in offense or defense (not both).
Saves: Divide target's save rolls by Psi-40D (no save), automisses saves on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
Spell: One spell, psionic power, or innate ability has it's effect divided by Psi-40D
To Hit: Divide target's to hit rolls by Psi-40D, automisses on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
 
Level 1: Can convert 1M -> 1bM only for Psi-40.

[PC7] Concordant (x1) Classes Group


X4A

Level KXP X4
mMG S
1 0 1-- -
2 1.2 2-- -
3 2.4 11- -
4 4.8 21- -
5 9.6 12- -
6 19.2 111 -
7 38.4 211 -
8 76.8 121 -
9 153.6 112 -
10 307.2 111 1
11 540 211 1
12 780 121 1
13 1020 112 1
14 1260 111 2
15 1500 211 2
16 1740 121 2
17 1980 112 2
18 2220 222 2
19 2460 322 2
20 2700 232 2
21 2940 223 2
22 3180 222 3
23 3420 322 3
24 3660 232 3
25 3900 223 3
26 4140 333 3
27 4380 433 3
28 4620 343 3
29 4860 334 3
30 5100 333 4
31 5340 433 4
32 5580 343 4
33 5820 334 4
34 6060 444 4
35 6300 554 4
36 6540 555 5
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Wis 0, Chr 0, Cml 6
Alignment: any
HD/level: d8
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Concordant [x1]
 
See [X4] for rules and powers.
P4Ps = Level - Wis +20.
1 P4P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = x1.25 in one effect (chosen from the list in the original X4 writeup or in X4A writeup)
Major = x1.5 in one effect ( " )
Grand = x2 in one effect ( " )
Super = x2.5 in one effect ( " )
When you get a Major, it must be converted from a Minor you already have (see progression).
There's only one power in X4:
1M, 1 P4P: Multiply the chosen effect by the power's multiplier (x1.25, x1.5, x2, or x2.5).

[PC7] Concordant (x1) Classes Group


Basic X4 Information

A superstition is a belief that some event/object will have a certain effect. Usually this is harmless and has no game effect. However, some superstitions are so strong for the believer that they actually have a "real"-world effect. In this case superstitions becomes a passive psionic frequency. Most believers of superstitions are simply that, and never develop powers.
The superstition psionic frequency (also called Psi frequency 4) is called passive because the believer (or "psionic") does not know that he is really the source of the effect, not the trigger. A superstition "psionicist" would be someone who spreads rumor and fear among people, and therefore increase Belief Ratings in the area.
Superstitions are not directly related to Imagination Psionics, Omens, Miracles, or Awe Power, but any of these could give someone a Belief Rating.
 
There is an older (original) system for X4 presented in [Z13].

[X4.1] X4 Powers

None of the original X4 rules are used here. The idea is the fantasy society has advanced to the point where people now understand how X4 works, and people consciously have (and manipulate) X4 powers. Because of this, the applications for X4 are much more practical than the older system presented in [Z13].
Use the progression for the X4A class seen in [PC5].
Wild Talents are considered their highest level divided by 2 (round down; a level 0 X4A still gets 1 Minor).
 
Basically, for each "power" in your progression, choose an effect to have multiplied.
The multiplier (referenced as "X4M" below) is 1.25 for Minors, 1.5 for Majors, 2 for Grands, and 2.5 for Supers.
 
There are certainly more things you can believe in than the list below; check with the DM if you have an idea. Inherently or obviously broken ideas (believing in your level, your XP, or how many of you there are) will not be approved.
 
# Belief Effect
1 Ability Score Choose one ability score. New score = (old score - 10) * X4M + 10
2 AC Your new AC = (old AC - 10) * X4M + 10
3 Actions Pick one action type (M, P, V). Your number of actions of that type is multiplied by X4M
4 Damage Damage with one physical weapon is multiplied by X4M
5 hp Multiply hp by X4M
6 Item How many of an item exists is multiplied by X4M (you need a Grand to duplicate a x2 item)
7 Money How much money you get in dungeon is multiplied by X4M (only affects you, not whole party)
8 Move Rate Multiply Move Rate by X4M
9 Multiplier Add X4M-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
10 Saves Multiply your save rolls by X4M, you automake saves on natural 21-X4M or better (Minor is 19).
11