[PC7] Concordant Group Classes


Divine3 (HeroDeity3)

Level KXP Divine3
024 68A
1 0 1-- ---
2 200 2-- ---
3 600 3-- ---
4 1200 4-- ---
5 2000 5-- ---
6 3000 6-- ---
7 4200 7-- ---
8 5600 8-- ---
9 7200 81- ---
10 9000 82- ---
11 11000 83- ---
12 13200 831 ---
13 15600 832 ---
14 18200 843 ---
15 21000 843 1--
16 24000 843 2--
17 27200 854 3--
18 30600 854 31-
19 34200 854 32-
20 38000 854 33-
21 42000 854 43-
22 46200 854 44-
23 50600 855 44-
24 55200 855 54-
25 60000 855 55-
26 65000 865 55-
27 70200 865 551
28 75600 865 552
29 81200 865 553
30 87000 865 554
31 93000 865 555
32 99200 866 555
33 105600 866 655
34 112200 866 665
35 119000 866 666
36 126000 877 777
Requisites: HNCL 21 or 3rd edition class 15; six 18's or three 22's
Alignment: any
HD/level: & 1d6+14
Weapon Prof.: & 9+/9
To Hit Table: Conc
Save Table: Conc
Reference: ImmHBAsc3
   
[X] Section stats
ihp -2+LVL/9
iTH -2+LVL/9
P Save -2+LVL/9
M Save -2+LVL/9
War -2+LVL/9
Rog -2+LVL/9
PPsi -2+LVL/9
Wiz -2+LVL/9
Pri -2+LVL/9
MPsi -2+LVL/9
   
Usage note: This class is to be OFFLINE only, to protect copyright.
 
Gets 1 Epic Feat per level.
Aging: Immortals do not suffer adversely from aging.
Breathing: Immortals do not need to breathe.
Death: Immortals destroyed outside their native plane are not killed but instead merely banished from that plane for a century.
Immune to ability score damage, disease, normal/para/quasi elements, poison.
Need not sleep, eat, or drink.
Speed (Ex): All movement speeds tripled.
Deflection Bonus (Ex): +(Chr bonus) to AC.
Natural Armor Bonus (Ex): AT source of +HNCL/4 (round down)
1M: commune, dream, ethereal jaunt, geas/quest, greater dispel magic, greater teleport, magic jar, sending, tongues, or limited wish.
Damage Reduction (Su): DR 5/Epic.
Divine Bonus (Ex): +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
Divine Senses (Ex): The senses of a hero-deity are three times superior to that of the base creature.
Grant Spells (Su): Hero-deities can grant up to 5th-level spells. A hero-deity with a divine sponsor can grant spells of any level.
Spell Resistance (Su): SR (Spell Resistance) HNCL+13.
Abilities (Ex): +6 to each Ability Score.
Level 9: +1X action.
Level 18: another +1X action.
Level 27: +1G action.
Level 36: another +1G action.
 
This class gets 0th (Mortal), 2nd (Divine), 4th (Cosmic), 6th (Transcendent), 8th (Omnific), and 10th (Metempiric) level Concordant spells. (The names in parentheses are from the original source)
0th level Divine3 spells are cast by using an S action (either P or M, but not both in the same segment).
2nd through 8th level Divine3 spells are cast by using an X action.
10th level Divine3 spells are cast by using a G action. They are resisted using GR, not XR.

[PC7] Concordant Group Classes


Divine3 Spells

Level # Spell Effect
0 1 Automatic Metamagic Capacity (S) Gain a free spell level of metamagic
0 2 Automatic Writing Any spells you witness are automatically added to your spellbook
0 3 Cats Fall You can fall from any distance without injury
0 4 Combat Mastery Trade any amount of BAB to AC
0 5 Divine Retribution [Divine] You gain one additional action after your death
0 6 Eclectic Shot You can fire irregular objects as if they were missiles
0 7 Epic Potency (S) Your damage increases by +2
0 8 Epic Shield Focus Your shield protects yourself and one adjacent ally
0 9 Ether Goer You can become ethereal at will
0 10 Expert Strike Gain a cumulative +1 to attacks against the same target
0 11 Fire Baptism Gain a cumulative +1 to AC against the same target
0 12 Greater Critical Your critical threat range is trebled
0 13 Greater Critical Multiplier Your critical multiplier is trebled
0 14 Improved Finesse Use your dexterity bonus for damage
0 15 Improved Spellcasting (S) Gain two new spell slots (any non-Concordant SL you have)
0 16 Improved Toughness (S) You gain an additional hit point per hit die
0 17 Legendary Archer Opponents cannot deflect your missiles
0 18 Pre-emptive Strike You can make one attack in segment 0 (before segment 1)
0 19 Soothsayer You always hear the truth
0 20 Star Child (S) You gain a wish 1/reset
0 21 Superior Quivering Palm Use the quivering palm attack once per round
0 22 Superior Whirlwind Attack Make a 5 ft. step as part of a whirlwind attack
0 23 Three-Weapon Fighting You fight three-weapon style, juggling a third weapon
0 24 Weapon Abatement You are immune to the first successful blow dealt from a weapon
2 1 Abnormality (S) +2 arms, +2 legs, +2 wings, or +1 head
2 2 Adamantine Body Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
2 3 Adjuration (S) Can summon a DL=CCL monster and control and understand it
2 4 Apport All of your items have Instant Returning
2 5 Asomatous Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
2 6 Blood Strike You can expend hit points to increase damage (max=CCL*CCL)
2 7 Carapace +HNCL AC
2 8 Convergent Effect Can combine CCLs with other Concordant characters to increase an effect
2 9 Cunning Mind +(Int bonus) TH
2 10 Cunning Soul +(Int bonus) saves
2 11 Distant Gaze Your gaze can expel targets from the plane
2 12 Divine Champion Borrow an abilty from another deity (must be willing)
2 13 Divine Sorcery You can cast twice as many spells per day (non-Concordant)
2 14 Divine Toughness Hit Dice becomes d20 (all classes)
2 15 Dragon Companion Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
2 16 [Energy] Absorption One type of energy heals you
2 17 [Energy] Immunity You are immune to one type of energy
2 18 Eternal Freedom You are immune to spells and effects which impede movement
2 19 Evenhanded Your unarmed attacks deal maximum damage
2 20 Extra Level (S) You gain an extra class level (non-Concordant)
2 21 Force Field (S) You are protected by 50 hit point force field (re-raises every segment)
2 22 Fortuity (S) You gain a +1 Luck Bonus on all rolls
2 23 Heavenly Mind +(Chr bonus) TH
2 24 Heavenly Soul +(Chr bonus) saves
2 25 Heavy-handed You gain double your strength bonus to damage
2 26 Iatric [Effect] The effect heals rather than injures (borrow an X action to cast this)
2 27 Iron Body Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
2 28 Learned Spell Immunity Adapt to an opponents spells (immune to it after first time)
2 29 Legendary Companion Animal Companion gains Legendary Animal template
2 30 Lord of Blood You gain the Vampire template
2 31 Lord of Bone You gain the Lich template
2 32 Mercurial You cumulatively gain one extra attack per P action
2 33 Mime Ability You can copy one x0-x2 ability used against you per reset
2 34 Mime Ability Score You can copy one single ability score of an opponent
2 35 Mime Spell You can copy any non-Concordant spell used against you per reset
2 36 Perfect Disarm Successful attacks deal damage and a disarm attempt
2 37 Perfect Weapon Specialization Always deal maximum damage with selected weapon
2 38 Regeneration You gain regeneration HNCL/2 /s
2 39 Saviour You can take damage for any or all allies in your presence
2 40 Seeking Shot You can make one shot per round that is guaranteed to hit
2 41 Self Mastery Your body parts can operate independently
2 42 Shapechange You can shapechange at will
2 43 Spell Abatement You ignore the effects of a non-Concordant spell the first time it is used upon you
2 44 Spell Immunity (S) You are immune to non-Concordant spells of a certain level
2 45 Spell Reflection Spells that do not penetrate your spell resistance are reflected
2 46 Spiritual Ancestry Gain the traits of any Outsider sub-type
2 47 Squamous Your divine natural armor bonus is trebled
2 48 Super Charge Deal x6 damage on a charge, or x8 with a lance
2 49 Superior Combat Casting You cast all spells as spell-like abilities (they use InnR)
2 50 Superior Critical Your critical threat range is quadrupled
2 51 Superior Critical Multiplier Your critical multiplier is quadrupled
2 52 Superior Summoning Hit Dice of summoned creatures increases by 50%
2 53 Telluric Effect The effect damage is multiplied each time same target is struck
2 54 True Strike You gain a +20 attack bonus with one weapon
2 55 Unyielding Damage Reduction Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
2 56 Vanguard Fortitude Allies within in your group can use your fortitude saving throw
2 57 Vanguard Reflexes Allies within in your group can use your reflex saving throw
2 58 Vanguard Will Allies within in your group can use your will saving throw
2 59 Weapon Breaking Weapons that strike you, but do not injure you, shatter
2 60 X-Ray Vision See through solid objects
4 1 [Aligned] Messiah Same aligned beings will not attack you
4 2 Alter Reality 0: Wish
4 3 Anaretic Your attacks are Mordenkainen's Disjunction branded
4 4 Apostasy You are unaffected by alignment based effects
4 5 Chimerical You can shapechange into two creatures simultaneously
4 6 Cosmic Consciousness You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
4 7 Cosmic Toughness Hit Die become d100s (all classes)
4 8 Counter-strike Gain an extra retaliatory attack for every time you are injured
4 9 Divine Inspiration (S) 1X: Duplicate a 0th-2nd level Divine3 spell
4 10 Dominance Foes with less than 1/4 your HNCL automatically fail their saves
4 11 Doppelganger Shapechange into individuals, duplicating their innate/racial powers
4 12 Hyperostosis +HNCL*2 AC
4 13 Inner Eye You always use the best possible dice roll (Lady's Smile)
4 14 Karmic [Effect] An effect you do causes damage direct to experience points
4 15 Legendary [Ability Score] Single ability score doubled
4 16 Lord of Perfection You gain the Paragon Template
4 17 Lord of the Skull You gain the Demilich Template
4 18 Molymorph You are immune to the attacks of any form you assume
4 19 Numinous Anti-magic aura that does not impede your own magic
4 20 Perfect Critical Your critical threat range is quintupled
4 21 Perfect Critical Multiplier Your critical multiplier is quintipled
4 22 Perfect Summoning Hit Dice of summoned creatures increases by 200%
4 23 Quivering Skin Anyone touching you suffers the effects of the Quivering Palm
4 24 Quixotic You can re-roll any dice roll (yours or friend's) 1/s
4 25 Redivivus You can revive your opponents greatest enemy
4 26 Sanctity Your turning affects any being
4 27 Shroud of Death Anyone attacking you must save versus death
4 28 Slipstream You are unaffected by temporal disturbances
4 29 Soniferous (S) You double the power of any single magic item you use
4 30 Spirited Away You are saved from destruction (Avoid Fate once per day)
4 31 Talismanic Effect Channel effects through artifacts
4 32 Time Dilation Can use 2X actions per segment (if you have them)
4 33 Underhanded You sneak attack (Backstab) with every hit, even while in melee
6 1 Anti-Matter [Effect] One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
6 2 Astro [Effect] One of your effects have a CCL% chance to erase the being from history
6 3 Cosmic Inspiration (S) 1X: Duplicate a 0th-4th level Divine3 spell
6 4 Dead Zone You can create a zone of dead-magic (MF 0) that does not impede you
6 5 Edifying Presence Your presence forces an alignment change (save)
6 6 Equilibrium All ability scores match your highest ability score (among the basic 6 stats)
6 7 Enchanted Damage Induction You are only affected by a weapons enchantment bonus
6 8 Greater Dominance Foes with less than 1/3 your hit die automatically fail their saves
6 9 Interdimensional You have a 75% chance of avoiding any attack or spell
6 10 Multidimensional (S) You can exist in two places at once
6 11 Omega [Effect] One of your effects causes permanent hp damage
6 12 Perfect Defence iAC CCL
6 13 Polymath Your non-Concordant class levels can be changed at will (you can shift XP around)
6 14 Rectify Anyone slain by you is completely erased from ever existing
6 15 Superluminal You can move at the speed of light
6 16 Transattack Period Your attacks double each round
6 17 Transcendental Toughness Hit Die become d1000s (all classes)
6 18 Transilient Fortitude You always succeed in Fortitude saves (+1 PSave)
6 19 Transilient Reflexes You always succeed in Reflex saves (+1 PSave)
6 20 Transilient Will You always succeed in Will saves (+1 MSave)
6 21 Transmortality You cannot be permanently destroyed
6 22 Transtemporal You can travel freely in time
6 23 Transversal You can attack any target you can perceive
6 24 Ultimate Weapon Focus +CCL iTH
8 1 Akashic [Effect] One of your effects does a Lower Multiplier by 1 per hit
8 2 Cosmic Nullification Pick an N<=6. Immune to Nth level Concordant effects
8 3 Indissoluble You possess infinite regeneration
8 4 Infinite [Ability Score] +CCL iChr (+CCL*25 Chr if not using [X] section)
8 5 Oblivion The effects of your non-Concordant spells and abilities are permanent
8 6 Omnific Architect Creation times for items you create is instantaneous
8 7 Omnific Toughness +CCL ihp
8 8 Omniparity You have level = (Divine3 level) in every non-Concordant class
8 9 Omnipresent You can be in CCL groups at the same time
8 10 Omnispective Your sight can go around corners (you can see everything in this plane that you can trace a path to)
8 11 Omniversal Your attacks are felt by all enemies in your group (Cascade Ram)
8 12 Superior Dominance Foes with less than 1/2 your HNCL automatically fail their saves
8 13 Transcendental Inspiration (S) 1X or ½G: Duplicate a 0th-6th level Divine3 spell
10 1 ? 1X or ½G: Duplicate a 0th-8th level Divine3 spell
10 2 ? Foes with less than your HNCL automatically fail their saves
10 3 ? Pick an N<=9. Immune to Nth level Concordant effects
10 4 ? The effects of your Concordant spells and abilities are permanent
10 5 ? You can travel freely in timelines (loop travel)
10 6 ? You have a 99% chance of avoiding any attack or spell
10 7 ? Your Concordant class levels can be changed at will (you can shift XP around)