Lex Luthor


Level KXP Hen/GR Villain
123 45 [1]
TH
1 0 1-- -- [-] +1
2 3.3 2-- -- [-] +2
3 6.6 21- -- [-] +3
4 13.2 31- -- [-] +4
5 26.4 32- -- [-] +5
6 52.8 321 -- [-] +6
7 106 322 -- [-] +7
8 212 332 -- [-] +8
9 424 332 1- [-] +9
10 660 432 1- [-] +10
11 990 532 2- [-] +11
12 1320 542 21 [-] +12
13 1650 543 21 [-] +13
14 1980 543 22 [-] +14
15 2310 543 32 [-] +15
16 2640 543 33 [-] +16
17 2970 544 33 [-] +17
18 3300 544 43 [-] +18
19 3630 544 44 [-] +19
20 3960 554 44 [-] +20
21 4290 555 44 [-] +21
22 4620 555 54 [-] +22
23 4950 555 55 [-] +23
24 5280 655 55 [-] +24
25 5610 665 55 [-] +25
26 5940 666 55 [1] +26
27 6270 666 65 [1] +27
28 6600 666 66 [1] +28
29 6930 766 66 [2] +29
30 7260 776 66 [2] +30
31 7590 777 66 [3] +31
32 7920 777 76 [3] +32
33 8250 777 77 [4] +33
34 8580 877 77 [4] +34
35 8910 887 77 [5] +35
36 9240 888 77 [51] +36
37 18480 888 77 [52] +37
38 27720 888 77 [53] +38
39 36960 888 77 [54] +39
45 92400 888 87 [77] +45
54 175560 999 99 [881] +54
63 258720 999 99 [998] +63
72 341880 AAA AA [AA9 1] +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -1 +3 +8 +0 +3 +0 +0 +0 +0 ÷1
 
Requisites: Con 10, Int 24, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: 4d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: 4xMon
Reference: DM {Reduced Villain}
Groups: Wizard, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Human" race.
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.
Can manipulate an object with TechF equal to your level or less.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

Lex Luthor


Lex Luthor (Henchman / Giant Robot Spells)

Level # Spell
1 1 +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 2 +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
1 3 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 4 1bF: Counter a counterspell effect.
1 5 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 6 1M: Monster Summoning (CL+1)/2
1 7 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 8 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 MPIRR 5*LVL%
1 11 Resist Action/Memory/Ability Stealing
1 12 Resist all Elements
1 13 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 14 You adjust all BlahR by -5*level%
1 15 You can have two summons (same group).
1 16 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 17 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 18 You ignore one level of Resist Hold/Stun/Para. on other people
2 1 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
2 2 +1 minor in a psionic progression you have.
2 3 +1 minor in a psionic progression you have.
2 4 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 5 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 6 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 7 1M, 1/r: Causeall one target.
2 8 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 9 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 10 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 11 1V: Twist (Remove an effect on a person)
2 12 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 13 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 14 ER 5*LVL%
2 15 May wear two suits of armor, your AT sources fully stack
2 16 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 17 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 18 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 1 +LVL C Actions
3 2 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 3 0, 1/t: Reroll a die roll
3 4 1F, 1/d: Multiply an effect you do by x1+LVL/10.
3 5 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 6 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 7 1M, 1/d: Set (reverse Reset) one target.
3 8 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 9 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 1M: Fascinate a group (Will save)
3 12 1M: Hypnotize a group (Will save)
3 13 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 14 Resist all Eelements and Unusual Materials
3 15 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 16 You can have three summons (same group).
3 17 You get +1 segment per round (starting at segment 11).
3 18 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 1 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 2 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 3 -1 actions of all types to everyone in the room (x1 Special)
4 4 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 5 1F, 1/d: +1 to your multiplier for 1 round
4 6 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 7 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
4 8 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 9 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 10 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 11 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 12 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 13 Pick a psionic power you have. It costs ½M to use.
4 14 Pick a spell you have. It costs ½M to use.
4 15 Pick an innate ability you have. It costs ½M to use.
4 16 You can convert 1M -> 1QM only for psionic powers.
4 17 You can't be targetted until your summons are destroyed.
4 18 Your summons can't be targetted.
5 1 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 2 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 1F: Charm or Dominate target x0 or x1 creature (save)
5 5 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 6 1M: All x1 and lower effects on one target are dispelled.
5 7 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 1V, LVL/d: You ignore one level of Resist to something
5 10 AllR 5*LVL%
5 11 Lockdown X actions continuous in your group
5 12 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 13 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 14 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 15 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 16 You have and may use 2Z actions per half-segment.
5 17 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
5 18 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars