Death Grant


Level KXP Priest/Psi60
123 456 789 ABC
TH
1 0 1-g --- --- +1
2 2.875 11- f-- --- +2
3 5.75 21- e-- --- +3
4 11.5 211 -e- --- +4
5 23 321 -d- --- +5
6 46 321 1-d --- +6
7 92 432 1-c --- +7
8 184 432 11- c-- +8
9 368 543 21- b-- +9
10 736 543 211 a-- +10
11 1104 654 321 0-- +11
12 1472 654 321 1-- +12
13 1840 654 322 1-- +13
14 2208 654 322 2-- +14
15 2576 654 332 2c- +15
16 2944 654 333 2b- +16
17 3312 654 333 3a- +17
18 3680 654 433 30- +18
19 4048 654 433 31- +19
20 4416 654 443 31- +20
21 4784 654 444 31c +21
22 5152 654 444 32b +22
23 5520 654 444 42a +23
24 5888 655 444 420 +24
25 6256 655 544 421 +25
26 6624 655 554 421 +26
27 6992 655 555 421 +27
28 7360 655 555 431 +28
29 7728 655 555 532 +29
30 8096 665 555 532 +30
31 8464 666 555 532 +31
32 8832 666 655 532 +32
33 9200 666 665 532 +33
34 9568 666 666 532 +34
35 9936 666 666 542 +35
36 10304 666 666 642 1 +36
37 20608 666 666 642 2 +37
38 30912 666 666 643 2 +38
39 41216 666 666 643 3 +39
45 103040 666 666 665 5 +45
54 195776 777 777 666 61 +54
63 288512 777 777 777 76 +63
72 381248 888 888 877 771 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+LVL +LVL +LVL +LVL +LVL +LVL +LVL +0 +0 +0 ÷1
 
Requisites: Wis 20, Chr 14,
  Race Slots 1, Class Slots 2
Alignment: LE, NE, NG, or CN
HD/level: 2d1 {Wis}  (see note)
Weapon Prof.: 3+level/3
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered a "Vampire" race.
Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Wis bonus.
May specialize in weapons using the "Non-Warrior" line. Can purchase Musketeer/Cannoneer items at ÷LVL cost.
Grand in Priest Necromancy and Healing spells.
Knows Proto-Lich spells as if they were a normal Priest sphere.
May use Psi60 powers as if they were spells with the following SL's: 1=Minor, 3=Major, 5=Grand, 7=Super, 9=Ultra.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

Death Grant


Death Grant (Musketeer/Cannoneer Weapons)

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

Death Grant


Death Grant (Proto-Lich Spells)

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)

Death Grant


Basic Psi60 Information

P60Ps = Str + Int + Wis - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 

Psi60 Minor Powers

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +LVL move rate, +LVL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +LVL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*LVL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (LVL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

Death Grant


Psi60 Major Powers

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +LVL move rate, +LVL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 LVL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

Psi60 Grand Powers

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
Deathly Glow Health Cml Phys S2 6 LVL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, LVL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

Death Grant


Psi60 Super Powers

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -LVL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -LVL Cml to target
Decrease Luck Health Luck Phys D3 12 -LVL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +LVL Cml to target
Increase Luck Health Luck Phys D3 12 +LVL Luck to target
Increase HNCL Health HNCL Phys D5 20 +LVL HNCL and +LVL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)

Psi60 Ultra Powers

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy