Cosmos Priest


Level KXP Priest
123 456 78
1 0 20- --- --
2 4 210 --- --
3 8 321 --- --
4 15 422 --- --
5 25 432 0-- --
6 40 432 1-- --
7 70 443 1-- --
8 120 443 20- --
9 180 543 21- --
10 250 543 320 --
11 400 553 321 0-
12 600 554 432 1-
13 1500 655 543 2-
14 2300 666 654 3-
15 3100 666 666 4-
16 3900 666 666 5-
17 4700 666 666 6-
18 5500 666 666 60
19 6300 666 666 61
20 7100 666 666 62
21 7900 666 666 63
22 8700 666 666 64
23 9500 666 666 65
24 10300 766 666 65
25 11100 776 666 65
26 11900 777 666 65
27 12700 777 766 65
28 13500 777 776 65
29 14300 777 777 65
30 15100 777 777 75
31 15900 777 777 76
32 16700 777 777 77
33 17500 887 777 77
34 18300 888 877 77
35 19100 888 888 77
36 19900 888 888 88
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 14, Dex 14, Int 14, Wis 12, Chr 14
Alignment: any
HD/level: +d9
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets an ability score of your choice as bonus to spell progression.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Can specialize in weapons using the "Non-War" line.
+(LVL+2)/3 slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
Astral-A. +1M Action.
Astral-B. Barbarian Int bonus instead of Exceptional.
Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
Astral-G. ½V: Controlled Blink.
Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
Sun-A. Immune to Blindness
Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
Sun-E. Immune to Gravity (but not TK / falling damage)
Sun-F. Immune to Light (and all variants)
Sun-G. Immune to Plasma and Natural Plasma.
Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
Sun-I. Immune to Prismatic effects.
Sun-J. Immune to Sun sphere spells.
Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
Sun-L. Immune to Vacuum. Need not breathe.
Traveller-A. Can get and can use 2Z actions per half segment.
Traveller-B. Can use 2V actions per segment.
Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Traveller-D. Immune to Wall, Sphere, and Forcefield effects
Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
Traveller-J. Immune to Traveller sphere spells.
Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
Traveller-L. Immune to Vacuum. Need not breathe.
Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
War-A. +1P Action.
War-B. Barbarian Str bonus instead of Exceptional.
War-C. All weapons are considered 1 size smaller for what you can wield.
War-D. Immune to attacks from siege machines.
War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
War-I. Your henchmen attack as if one DL better than they are.
War-J. Your henchmen defend as if one DL better than they are.
War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)