Custom1JG


Level KXP Wizard/Priest
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 1.2 2-- --- --- +2
3 2.4 21- --- --- +3
4 4.8 32- --- --- +4
5 9.6 421 --- --- +5
6 19.2 422 --- --- +6
7 38.4 432 1-- --- +7
8 75 433 2-- --- +8
9 150 433 21- --- +9
10 225 443 22- --- +10
11 300 444 33- --- +11
12 450 444 441 --- +12
13 600 555 442 --- +13
14 750 555 442 1-- +14
15 900 555 552 1-- +15
16 1050 555 553 21- +16
17 1200 555 553 32- +17
18 1350 555 553 321 +18
19 1500 555 553 331 +19
20 1650 555 554 332 +20
21 1800 555 554 442 +21
22 1950 555 555 443 +22
23 2100 555 555 553 +23
24 2250 555 555 554 +24
25 2400 555 555 555 +25
26 2550 666 655 555 +26
27 2700 666 666 655 +27
28 2850 666 666 666 +28
29 3000 777 766 666 +29
30 3150 777 777 766 +30
31 3300 777 777 777 +31
32 3450 888 877 777 +32
33 3600 888 888 877 +33
34 3750 888 888 888 +34
35 3900 999 988 888 +35
36 4050 999 999 999 1 +36
37 8100 999 999 999 2 +37
38 12150 999 999 999 3 +38
39 16200 999 999 999 4 +39
45 40500 A99 999 999 9 +45
54 76950 AAA AAA AAA 91 +54
63 113400 AAA AAA AAA A9 +63
72 149850 BBB BBB BAA AA1 +72
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level
To Hit Table: Mon
Reference: DM
Groups: Custom
Complexity: CF=3
 
Saving Throws:  
PPD: 6+level
RSW: 6+level
PP: 6+level
BW: 6+level
Spell: 6+level
Fort: 0+level
Reflex: 0+level
Will: 0+level
   
Gets the generic "All Warrior", "All Wizard", "All Priest", and "All Rogue" abilities.
Level N (every level): Get N levels of "Level:" picks, chosen from below. If it appears more than once, you can pick it once for each time it appears. You may instead use this on "Any Rogue" picks.

Custom1JG


Custom1JG Abilities

Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
Level 1: +1 martial arts maneuver per level.
Level 1: +2 language slots per level.
Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
Level 1: +LVL damage.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL Nonweapon proficiencies, must be Int-based.
Level 1: +LVL to hit.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature (referencing the chart in [C6] Turning Undead; so a 9 HD creature animates as a Spectre). Your chance of control is 100% + LVL*5% - (HD of Undead)*5%. Even if you don't control it, the undead will not attack you or your party.
Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10). You must target the spell before knowing what the effect is. You may declare you are reversing the spell (again, before knowing what it is).
Level 1: 1M, 1/d: Gate in random demon (1+LVL)*5%
Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
Level 1: 1M, 1/d: Summon Aid LVL*2%
Level 1: 1M, 1/d: Summon Aid LVL*5%
Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).
Level 1: 1M, 1/t: Charm Person.
Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.
Level 1: 1M, LVL/d: Summon Spirit 40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%
Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
Level 1: 1M, Touch: Target loses LVL Str. You gain LVL Con until next reset.
Level 1: 1M: Identify an item constructed of stone.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: 1V, 2/d: Fly for (level) rounds.
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).
Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
Level 1: Calm Animal by gaze 25+LVL*5%
Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
Level 1: Can create counterspell amulets. Choose one of the following: (option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named. (option b) All effects that directly target you must roll SR vs. (your CL)*2. (option c) Gain MPIRR=(level*5%) vs. effects that directly target you. You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
Level 1: Can go LVL days without food or water.
Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
Level 1: Can see in normal darkness.
Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit. (DM note: If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)
Level 1: Can use a limited number of Psi1 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi14 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi6E powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can wear 1 amulet/necklace per level.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Charm a calmed Animal by gaze 35+LVL*5% (can attempt to charm a non-calmed animal, suffer -50% penalty).
Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:½), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).
Level 1: Decipher Code 23+LVL*5-(LVL of code)*5%; takes (LVL of code-writer)/(Kabbalist LVL) hours.
Level 1: Determine flaw in a weapon or armor.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Does full damage when subduing animals.
Level 1: Fly at (level*3)" rate.
Level 1: Free Martial Arts style
Level 1: Free Martial Arts style.
Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
Level 1: Gets the Bard rogue ability table, with 40 points per level.
Level 1: Go without food or water for LVL extra days.
Level 1: Identify Animals by sight.
Level 1: Identify Animals by sight.
Level 1: Identify Monster LVL*3%. Chance goes up to LVL*5% with an hour of research in a library.
Level 1: Identify weapon or armor LVL*5%.
Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.
Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
Level 1: If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
Level 1: Immune to Pain.
Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Legend Lore 15+LVL*5%
Level 1: Legend Lore 5+LVL*2%
Level 1: LVL slots distributed among Animal Training and Animal Handling proficiencies.
Level 1: LVL slots distributed among Tracking and Trailing proficiencies.
Level 1: Magic Mapping LVL*5% (maps within LVL*30').
Level 1: May choose a specialty god as if a priest (see [PC3]). The god chosen must be of weather, travellers, or some other connection to cold.
Level 1: MR (6+LVL)*5%
Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
Level 1: Psionic progression as per Psi1 of half level (round up). Halve your level in the PSP calculation, or use this (original calculation from the source): PSPs = 15*LVL (note that ability scores do not factor in here).
Level 1: Read (but not Write) Languages continuous.
Level 1: Resist cold continuous. 1M, 1/d: Immune to cold for 1 turn.
Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
Level 1: Sanctuary continuous, as long as the Healer is not being offensive.
Level 1: Speak Druid language
Level 1: Specialized in Elemental spells.
Level 1: Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).
Level 1: Tracking as per a Ranger1.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 2: +LVL/2 AC
Level 2: +LVL/2 AC.
Level 2: +LVL/2 damage.
Level 2: +LVL/2 dmg
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
Level 2: 1M, 1/d: Rope Trick
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 2: Can cast Wizard spells, number of spell levels = LVL*2. Is specialized in Elemental school (the "spells cost half" version of specialization; the "+1 spell per level" version cannot be used). Has normal access to Alteration, Divination and Enchantment schools. All other schools are at double spell cost.
Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
Level 2: Open hand damage is (LVL/2)d2.
Level 3: +(LVL/3) AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL-2 Secondary skills, must be Int-based.
Level 3: 1 full reset: Cast a spell you know; it has permanent duration.
Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL. This staff also doubles the effect of all healing spells cast. The staff is personal and will not work for anyone else.
Level 3: Determine true north (LVL-2)*10%
Level 3: Determine true north (LVL-2)*10%
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 3: Healing proficiency (binding wounds) is 2d4.
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 4: +LVL/4 AC.
Level 4: +LVL/4 AC.
Level 4: 1V, 1M, touch: Cure Curse (SL <= CL/2)
Level 4: 1V, 1M, touch: Cure Insanity (5*CL%)
Level 4: Feign Death.
Level 4: Pick LVL/4 specific races (e.g. "White Dragons", not "Dragons"). Those races are considered "Animals" to you.
Level 4: Soul Armour: 1M, X*10 PSPs: +X AC and +X dmg for this turn. Automatically Energy Control X HD per effect.
Level 4: Weapons and armor created are +0/+0. These are nonmagical plusses, but count versus creatures that require a "+0 weapon to hit".
Level 5: +LVL/5 AC.
Level 5: +LVL/5 to hit.
Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.
Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).
Level 5: Berserker Option: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: Disguise (auto power score)
Level 5: If using Berserker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: If using Scarlet Seeker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: Scarlet Seeker: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: The "S" number (indicating which unusual materials are available, see [E5]) is increased by LVL/5.
Level 6: +LVL-5 Feats, must be Int-based.
Level 6: 1M, 1/t: Charm Monster.
Level 6: 1V, 1M, touch: +1 Str, Dex, or Con (maintained effect) (only 1 effect per target)
Level 6: 1V, 1M, touch: Cause Insanity
Level 6: Berserker State: 1M, 1/d: Double attacks on your next P action. Become Exhausted (see [C8]) for rest of round.
Level 6: Healing proficiency (binding wounds) is 3d4.
Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
Level 6: Scarlet Haze: 1M, 1/d: Double attacks on your next P action. At -4 AC penalty for rest of round.
Level 7: 1M, lose 1 Con until next reset: Raise Dead.
Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)
Level 7: Immunity to woodland Charms.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Scarlet Phase: 0, 1/d: Your Psionic Blasts do triple damage vs. Psi1 targets for LVL turns. At -1d4 AC penalty during this time.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: Can pick a Specialty God as if a Priest (see [PC3]) without the Scarlet Seeker restriction (see Level 5). Does not stack with Scarlet Seeker.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]).
Level 8: Pick a Specialty God as if a Priest (see [PC3]) without Berserker restriction (see Level 5). Doesn't stack with Berserker.
Level 8: Summon Aid 20+LVL*5%
Level 8: You are considered all classes in the Collective for purposes of training others.
Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
Level 9: +LVL-8 Kits, must be Int-based.
Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
Level 9: Can create one normal ioun stone per day, which is permanent.
Level 9: Can see in magical darkness.
Level 9: Detect Lie continuous.
Level 9: Full reset of F actions: Target gains 1 weapon or nonweapon proficiency permanently. You may target yourself.
Level 9: Healing proficiency (binding wounds) is 4d4.
Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
Level 9: Weapons and armor created are +1/+1 nonmagical. This increases by +1/+1 every 5 additional levels
Level 10: +(LVL-9) AC.
Level 10: 1M: Etherealness.
Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).
Level 10: Detect Undead continuous. Detect Life continuous.
Level 10: Full reset of F actions: Target gains (LVL)^2 XP permanently. You may target yourself.
Level 11: 1M, 1/t: Mass Charm.
Level 12: Each level, roll an INT*2% check with no modifiers. If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).
Level 12: Gain three 1st to 9th level followers.
Level 12: Healing proficiency (binding wounds) is 5d4.
Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.
Level 14: Gain nine 11th level followers.
Level 14: Locate Object (LVL-13)*10%
Level 14: Locate Object (LVL-13)*10%
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).
Level 15: Detect Unlive continuous.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: Healing proficiency (binding wounds) is 6d4.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 16: Immunity to all poisons.
Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
Level 17: 1M: Raise Dead or Slay Living
Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 18: Immune to the effects of ego from amulets or necklaces.
Level 18: Immune to the effects of ego from any item of your multiplier or less.
Level 18: Can create one ioun Don stone per day, which is permanent.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 18: Healing proficiency (binding wounds) is 7d4. This is the last time this ability improves.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class). Last time for this ability.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: 1M: Raise Dead Fully or Slay Living Fully
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 27: Can create one super ioun stone per day, which is permanent.
Level 27: Can see in Capital D Darkness.
Level 36: Can create one Congenio ioun stone per day, which is permanent.
Level 45: Can create one Ultra ioun stone per day, which is permanent.