[PC7] Concordant Group Classes


All Concordant Classes

These are ultra-prestige classes. Concordant classes generally have high level requirements (level 18, 21, 27, sometimes higher).
"HNCL" in the Requisites is "Highest Non-Concordant Level", e.g. a HNCL 18 requirement requires you to be 18th level or higher in a class.
Concordant classes do not count against the limit of 4 classes per character, and do not affect "single-classedness".
Non-Concordant classes and effects cannot pick from classes and effects in this section or in section [X].
 
You are considered a x2 being. (There are some exceptions to this in Pawn, Sentinel, and Psi7).
You have 20 segments per round instead of 10 and can use up to 20 actions of each type. These extra segments occur at the end of the round (after segment 10).
Not all Concordant classes give an X (Spirit/Concordant) action. See the class description.
Add your highest Concordant level (HCL) to all of your other classes' caster level for effects.
 
Concordant spells have no saving throw. Concordant spells are resisted using XR (Spirit Resistance), not MR. The XR shift for high-level Concordant characters is (HCL-12)*5% (e.g. if your 20th level, your XR shift is -40%).
The "Spell Level" for Concordant spells is the SL given +9 (i.e. a 1st level Concordant spell is considered a 10th level effect).
Concordant progressions are "Channeling": You pick a spell with each slot. You can cast the spell as much as you want that day. You can change your slots during reset.
Many Concordant spells are cast only once and are permanent, so being able to cast it all day isn't all that useful (except for re-raising effects that have been dispelled). If you switch the spell slot away during reset, the older spell effect from that slot is dropped.
 
Mirrored XP (optional rule)
This is an optional rule which is usually in effect (but ask the DM to make sure).
You get your total XP to apply to Concordant classes, in addition to your normal Non-Concordant classes.
This rule allows easier advancement in Concordant classes (which is usually not done because they are so expensive).
 

[PC7] Concordant Group Classes


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 Group Classes


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 Group Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1˝xWar
Save Table: 1˝xWar
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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


Arch-Villain

Level KXP Villain
123 456
1 1000 11- ---
2 3000 221 ---
3 5000 332 1--
4 7000 443 21-
5 9000 543 22-
6 11000 543 32-
7 17000 543 33-
8 23000 544 33-
9 29000 544 43-
10 35000 544 44-
11 41000 554 44-
12 47000 555 44-
13 53000 555 541
14 59000 555 551
15 65000 655 551
16 71000 665 551
17 77000 666 551
18 83000 666 651
19 89000 666 661
20 95000 766 661
21 101000 776 661
22 107000 777 661
23 113000 777 761
24 119000 777 771
25 125000 877 771
26 131000 887 772
27 137000 888 772
28 143000 888 872
29 149000 888 882
30 155000 988 882
31 161000 998 882
32 167000 999 882
33 173000 999 982
34 179000 999 992
35 185000 AAA AA2
36 191000 BBB BB2
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: HNCL 27, Dex 27, Int 27
Alignment: any E
HD/level: 19d6 (no Con bonus)
Weapon Prof.: 13+level
To Hit Table: 2xMon
Save Table: 2xMon
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp -2
iTH +30
P Save +0
M Save -3
War -2
Rog +2
PPsi -1
Wiz +1
Pri -2
MPsi +2
   
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.
+1 Feat per level.
Gets 1X action per round.
See Villain class for spells.
"VL" in the spells is "Arch-Villain level".

[PC7] Concordant Group Classes


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 Group Classes


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 Group Classes


Avangion2

Level KXP Avangion2
123
1 3500 1--
2 4000 2--
3 4500 3--
4 5000 4--
5 5500 5--
6 6000 6--
7 6500 7--
8 7000 8--
9 7500 9--
10 8000 91-
11 8500 92-
12 9000 93-
13 9500 94-
14 10000 95-
15 10500 96-
16 11000 97-
17 12000 98-
18 14000 99-
19 17000 AA-
20 21000 AA1
21 26000 AA2
22 32000 AA3
23 39000 AA4
24 47000 AA5
25 56000 AA6
26 66000 AA7
27 77000 AA8
28 89000 AA9
29 102000 AAA
30 116000 AAA
31 131000 AAA
32 147000 AAA
33 164000 AAA
34 182000 AAA
35 201000 AAA
36 221000 AAA
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 20 20 20 20 20 20 20 20
+24 22 22 22 22 22 22 22 22
+26 24 24 24 24 24 24 24 24
+28 26 26 26 26 26 26 26 26
+30 28 28 28 28 28 28 28 28
+32 30 30 30 30 30 30 30 30
+34 32 32 32 32 32 32 32 32
+36 34 34 34 34 34 34 34 34
+38 36 36 36 36 36 36 36 36
+40 38 38 38 38 38 38 38 38
+42 40 40 40 40 40 40 40 40
+44 42 42 42 42 42 42 42 42
+46 44 44 44 44 44 44 44 44
+48 46 46 46 46 46 46 46 46
+50 48 48 48 48 48 48 48 48
+52 50 50 50 50 50 50 50 50
+54 52 52 52 52 52 52 52 52
+56 54 54 54 54 54 54 54 54
Requisites: Preserver level 21 or HNCL 30, Con 16, Int 20, Wis 20, Chr 12
Alignment: any
HD/level: & +++++++2d7
Weapon Prof.: 7+level
To Hit Table: Conc
Save Table: 2xConc
Reference: DSDK2
Groups: Concordant (x2)
 
[X] Section stats
ihp +2
iTH -10
P Save +2
M Save +2
War -1
Rog -1
PPsi +1
Wiz +1
Pri +1
MPsi +0
   
Gets Barbarian Wis and Con bonus.
Gets an X action.
You stop aging mentally and physically, and are immune to aging.
Fly at CCL*24" (A) move rate. Immune to falling damage, telekinesis, and gravity effects.
If you have a Wizard progression, add (Super) Wis bonus to it. This is in addition to any other bonuses you may have (i.e. you might end up with Wis bonus twice, or Wis and Int bonus).
If you have Psi2 powers, you may "Material Component" them for 1V action.
CCL is Concordant Caster Level; i.e. your Avangion Level plus any Concordant Caster Level shifts. If you do not have the Avangion class (presumably you're "wishing" for the powers), your CCL=(highest Concordant Level + Concordant Caster Level shifts) / 2.

[PC7] Concordant Group Classes


Avangion2 Spells

Level # Spell
1 1 +CCL*2 to your natural AT; your natural AT stacks with your armor's AT.
1 2 +CCL*2 weapon needed to hit you, this cannot be ignored.
1 3 May use Psi2 Psionic Enchantments, these cost no PSPs to use.
1 4 iXaXR CCL*5%
1 5 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.
1 6 +CCL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +CCL.
1 7 +CCL 10th in memorization in a Wizard group class
1 8 MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
1 9 Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
1 10 1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
2 1 Immune to Pixelation CCL*10' radius (can selectively drop it or not affect some people)
2 2 1X: Capital O Object.
2 3 May use Psi2 Psionic Enchantments even if "Banhammered".
2 4 Anti-Alley effect shell CCL*10' r
2 5 A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
2 6 Set Wis = CCL^2.
2 7 Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
2 8 Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
3 1 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.
3 2 X Haste: All in your party gets +1X action.
3 3 May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
3 4 A bonus of CCL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
3 5 You may material component Concordant spells, it costs an extra X action to do this.
3 6 1X: Capital I Insist (this can in turn be "Really Objected To").

[PC7] Concordant Group Classes


Baron

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

[PC7] Concordant Group Classes


Baron Spells

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

[PC7] Concordant Group Classes


Baron Spells (cont.)

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

[PC7] Concordant Group Classes


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 Group Classes


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 Group Classes


Big Bug

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

[PC7] Concordant Group Classes


Brass Gnat

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

[PC7] Concordant Group Classes


Brass Gnat Spells

Level # Spell
3 1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
3 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
3 3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
3 4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
3 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
3 6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
3 7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
3 8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
3 9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
3 10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).