Psi1200L



Level

KXP
Psi1200L
mMG S

TH
1 0 1-- - +1
2 2.15 2-- - +2
3 4.3 3-- - +3
4 8.6 31- - +4
5 17.2 32- - +5
6 34.4 33- - +6
7 68.8 43- - +7
8 127.6 44- - +8
9 225.2 441 - +9
10 390.4 442 - +10
11 680.4 443 - +11
12 1440 544 - +12
13 1910 554 - +13
14 2380 555 - +14
15 2850 655 - +15
16 3320 665 - +16
17 3790 666 - +17
18 4260 666 1 +18
19 4730 666 2 +19
20 5200 666 3 +20
21 5670 666 4 +21
22 6140 666 5 +22
23 6610 666 6 +23
24 7080 766 6 +24
25 7550 776 6 +25
26 8020 777 6 +26
27 8490 777 7 +27
28 8960 877 7 +28
29 9430 887 7 +29
30 9900 888 7 +30
31 10370 888 8 +31
32 10840 988 8 +32
33 11310 998 8 +33
34 11780 999 8 +34
35 12250 999 9 +35
36 12720 999 91 +36
37 25440 999 92 +37
38 38160 999 93 +38
39 50880 999 94 +39
45 127200 A99 99 +45
54 241680 BBB BB +54
63 356160 DDD DC +63
72 470640 FFE EE1 +72
Requisites: Con 10, Int 10, Wis 10, Chr 10
Alignment: L any
HD/level: 4d1
Weapon Prof.: 5+level/3
Reference: DM {Storm Psi12L}
Groups: Psionicist, Overt
Complexity: CF=3
 
Saving Throws:
PPD: level*2 Fort: level*2
RSW: level*3 Reflex: level
PP: level*2 Will: level*3
BW: level
Spell: level
 
See [Q1200L] for rules and powers.
PSPs = (Con+Int+Wis+Chr) * LVL
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to harmful area effects from other party members
Level 1: 0, 1/r: Ignore someone else's immunity to Law for this segment.
 

Psi1200L


[Q1200L] Psi1200L Powers

Type # Power PSPs Effect
Minor 1 Behold the Law 6 Group takes CL Chr dmg (no save)
Minor 2 Law Blast 6 Deal CLd4 Law dmg to one group (no save)
Minor 3 Daze Area 10 Daze (CL targets or 1 group, Will save)
Minor 4 Modron Swarm I 13 Summon CL ML I or CL/2 ML II Modrons
Minor 5 Dispel Radiation/Demon Blast 15 Dispels CL Radioactive, Wild/Chaos, or Demonic effects
Minor 6 Feast Area 20 10'x10' area has food; this counts as a goodberry spell; potions have x1.5 effect
Minor 7 Restoration Touch 27 Restoration 1 level or CL stat dmg
Minor 8 Tongues/Comprehend Area 7 x1 Special: Tongues and Comprehend Languages to everyone else in area
Minor 9 Protection from Chaos 10'r 7+1/r Protection from Chaos 10'r
Minor 10 Selective Grouping 6 Group CL individual targets as you like into other groups
Minor 11 Morale Check Blast 9 Force CL target creatures or 1 group to make a Morale check
Minor 12 Summon Protector Zone 1/s x1 Enemy Special: Enemies will attack your summons before they attack you
Major 1 Lawful Combat Zone 38 x1 Special: Everyone rolls exactly a "10" to hit on the 1d20 roll
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Modron Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Modrons
Major 4 True Sight 29+2/r True Sight; Immune Mislead, Mirror Image, Displacement
Major 5 Gravity Zone 28+1/s x1 Enemy Special: Gravity increased by CL-3 G's
Major 6 Reduced Causality 28 Creature saves vs. RSW or his physical attacks do 1/10 damage
Major 7 Anti-Sporacle 32 Anti-Sporacle (random beneficial [C] section effect; see Exhilarator class) a target; may have one running at a time
Major 8 Sweep Up 19+1/s All loose items in the room are put into your inventory
Major 9 Wishoid Stability Zone 38/t x1 Special: Wishoids do not drain the MF/PF
Grand 1 Area Amplification 23 Your next Psi1200L power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Modron Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Modrons
Grand 3 Enhance Technology 54 Improve the Tech of an item by 1 (to a max of TechL=CL)
Grand 4 Bring Forth 108 Teleport / Plane Shift a known unique creature to you (RSW save); They get initiative on you (they act first)
Grand 5 Control Weather 10/r x1 Terrain Feature: Control Weather; 1M: A group takes CLd20 Natural Weather dmg
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Modron Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Modrons
Super 2 Invoke Tranquility 48/s x1 Terrain Feature: Lockdown P and V actions, Dispel one effect per creature per segment, Reduce all stats by 1 per segment
Super 3 Pure Stasis 320 All enemies you can see (up to CL groups) take CL^2 Law dmg (no save) and lose CL San (Will save for half)