Mana costs:
|
Mana Points | |
Runic master |
divination |
10 mp |
magic |
20 mp | |
Ninja mage |
Normal effects |
10 mp |
Uber effects |
20 mp | |
Other magic effects |
10 mp | |
Wishes |
Limited and normal |
10 mp |
Unlimited |
20 mp | |
Other normal magic |
15 mp |
Stamina costs | Stamina points | |
Kinetic effects |
normal |
20 stp |
uber |
30 stp | |
Ninjutsu effects |
normal |
10 stp |
uber |
15 stp | |
Samurai effects |
normal |
10 stp |
uber |
15 stp | |
Other stamina effects |
normal |
10 stp |
uber |
20 stp |
Effect length: Can add modifier.
|
Magic effects
|
||
Chaos effects |
4 rounds unless instant | |
Kao confusion |
5 combat rounds/save vs will | |
Runic divination |
instant | |
Runic magic
|
||
Element |
Astral/Wild rune |
4 rounds unless instant |
Fire/Water rune |
3 rounds unless instant | |
Air/Earth rune |
4 rounds unless instant | |
Life/Niether rune |
3 rounds unless instant | |
Subversion effects |
10 rounds | |
Spell recognition |
instant | |
Spell scroll use |
dnd spell effect length | |
Will word |
5 rounds unless instant/save vs will | |
Wishes |
6 rounds unless instant | |
Elemental ability |
5 rounds unless instant |
|
Actor bard effect |
varied times w/save vs spell | |
Celestial ability effect |
until not wanted w/save vs spell | |
Ninja mage ability effect |
instant for weapons or 1d10+level w/save vs effect | |
Mage assassin ability effect |
instant for weapons or various w/save vs effect | |
Witch ability effect |
instant for weapons and effects, 1d6+Focus rank or various w/save vs effect | |
Eldritch ability effect |
instant for weapons and effect, 1d6+Focus rank or various w/save vs effect | |
Were ability effect |
instant for weapons and effects, 1d6, 1d8, 1d6+Focus rank or various w/save vs effect | |
Angellic ability effect |
instant for weapons and effects, 1d6+Focus rank or various w/save vs effect | |
Sun runner ability effect |
instant for weapons and effects, various w/will save vs effect | |
Shadow practitioner ability effect |
instant for weapons and effects, various w/will save vs effect |
Light creator ability effect |
instant for weapons and effects, various w/will save vs effect |
Divine ability effect |
instant for weapons and effects may have duration, various w/will save vs effect |
Elementalist ability | Focus skill rank with d10, see Elementalist ability in Magic systems | |
Chi warrior ability | Focus skill rank with d10, see Chi warrior ability in Magic systems | |
Chi master ability | Focus skill rank with d10, see Chi master ability in Magic systems | |
Focuser ability | d6, d10 or various, see Focuser ability in Magic systems | |
Hell weaver ability | instant, 1d6, 1d8, 1d10 minutes or until not needed or wanted, unlimited time or various, see Hell weaver ability in Magic systems | |
Summoner ability | d6, d10 or various, see Sumoner ability in Magic systems | |
Mystic class ability | instant, 1d6, 1d8, 1d10 minutes or until not needed or wanted, unlimited time or various, see Mystic ability in Magic systems |
Kinetic skills
|
||
Kinetic speed-up |
6 rounds | |
Human defense field |
n/a | |
Kinetic attack |
combat length till hit | |
Kinetic flying |
n/a | |
Kinetic manipulation |
till save vs will thats every 1 round | |
Energy funnel |
5 rounds/save vs spell | |
Kinetic runic |
see runic magic | |
Kinetic antemetal |
8 rounds unless instant/no save | |
Weaving |
2 rounds unless instant/save vs spell halving effect/length | |
Anti-paladin effects |
5 rounds unless instant/save vs will | |
Hell cleric |
4 rounds unless instant/save vs spell half damage | |
Kinetic assasin effects |
8 rounds unless instant | |
Dream ability |
4 rounds unless instant and a will save negates effects | |
Jedi ability |
n/a length and a will save negates effects | |
Mysticism ability | Various, see Mystic ability in Magic systems | |
Ninjutsu ability | Focus skill rank with d10, see Ninjutsu ability in Magic systems | |
Samurai ability | Focus skill rank with d10, otherwise see Focus ability in Magic systems or Samurai ability in Glossary | |
Sentinel ability effect |
instant for weapons and effects, 1d6+Focus rank or various w/ will save vs effect | |
Elemental warrior ability | Focus skill rank with d10, see Elemental warrior ability in Magic systems | |
Healer ability | Various, see Healer ability in Magic systems | |
Templar ability | Various, see Templar ability in Magic systems | |
Solamnic knight ability | Various, see Solamnic knight ability in Magic systems | |
Hunter ability | Various, see Hunter ability in Magic systems |
Class
|
Starting 1st lvl
skill points |
Skill points
|
Misc bonus
|
|
Celestial mage | (4+Int mod)x4 |
4+Int Mod per level |
||
Belmage | (4+Int mod)x4 |
4+Int Mod per level |
+1 initiative roll per 2 level | |
Sorcere |
(4+Int mod)x4 |
4+Int Mod per level |
|
|
Chaot |
(4+Int mod)x4 |
4+Int Mod per level |
+3 to all saving throws | |
Warrior Kinetic |
(6+Int mod)x4 |
6+Int Mod per level |
+1 AC per level | |
Batlmage |
(6+Int mod)x4 |
6+Int Mod per level |
+1 to special abilities +2 AC bonus |
|
Runic Master |
(4+Int mod)x4 |
4+Int Mod per level |
+2 to runic ability | |
Anti-mage |
(4+Int
Mod)x4 |
4+Int Mod
per
level |
||
Warlock druid |
(6+Int mod)x4 |
6+Int Mod per level |
|
|
Weaver |
(4+Int mod)x4 |
4+Int Mod per level |
|
|
Anti-paladin |
(6+Int mod)x4 |
6+Int Mod per level |
+3 to all saves | |
Rogue wiz |
(8+Int mod)x4 |
8+Int Mod per level |
|
|
Psychic monk |
(6+Int mod)x4 |
6+Int Mod per level |
+1 AC per level | |
Sorcere
Monk |
(6+Int mod)x4 | 6+Int Mod per level | +1 AC per level | |
Hell cleric |
(4+Int mod)x4 |
4+Int Mod per level |
+3 to all saves | |
Kinetic
Sorcere |
(5+Int
Mod)x4 |
5+Int Mod
per level |
||
Kinetic assassin |
(8+Int mod)x4 |
8+Int Mod per level |
+3 reflex roll, +3 will, +1 for poison save every 2 levels as a point. | |
Mage assassin |
(8+Int mod)x4 |
8+Int Mod per level |
Any level +3 reflex roll, +3 will, +1 save against poison every 2 levels as a point. | |
Actor bard |
(6+Int mod)x4 |
6+Int Mod per level |
+3 to All skills at level 10 | |
Mana Knight |
(6+Int mod)x4 |
6+Int Mod per level |
|
|
Dreamwalker |
(4+Int mod)x4 |
4+Int Mod per level |
+1 int score stat +3 to all saving throws |
|
Jedi Knight | (6+Int mod)x4 |
6+Int Mod per level |
|
|
Shaman | (7+Int mod)x4 | 7+Int Mod per level | +2 to will and reflex rolls |
|
Voodoo Witchdoctor | (5+Int mod)x4 | 5+Int Mod per level | +2 to will and reflex rolls |
|
Wave Master |
(4+Int mod)x4 | 4+Int Mod per level | +3 to all
saving throws |
|
Dragon
Knight |
(6+Int mod)x4 | 6+Int Mod per level | ||
Dread
Knight |
(6+Int mod)x4 | 6+Int Mod per level | ||
Shadow
Knight |
(6+Int mod)x4 | 6+Int Mod per level | ||
Chaos
Knight |
(6+Int mod)x4 | 6+Int Mod per level | ||
Elementalist |
(6+Int mod)x4 | 6+Int Mod per level | ||
Chi warrior |
(6+Int mod)x4 | 6+Int Mod per level | ||
Chi master |
(6+Int mod)x4 | 6+Int Mod per level | ||
Ninja |
(7+Int mod)x4 | 7+Int Mod per level | +4 to will and reflex rolls |
|
Ninja mage |
(6+Int mod)x4 | 6+Int Mod per level | +3 to will and reflex rolls |
|
Samurai |
(7+Int mod)x4 | 7+Int Mod per level | +2 to AC every level |
|
Witch |
(6+Int mod)x4 | 6+Int Mod per level | Nothing so far.. |
|
Eldritch |
(6+Int mod)x4 | 6+Int Mod per level | Any level: +2 to familar effects or attack if any gotten. At any time, the eldritch can turn vampiric nature and if they died they are vampires (Ex). |
|
Were |
(7+Int mod)x4 | 7+Int Mod per level | They can turn into an animal of choice and back again, and that is a medium or large form. At any time, the were can turn vampiric nature and alter reality to what they need. |
|
Angellic |
(6+Int mod)x4 | 6+Int Mod per level | Any level: +2 to familiar and group effects or attack if any gotten. At any time, the angellic can turn vampiric and any hostiles nature (Ex) and if they died they are angels of good or deva of neutral nature and otherwise demons of evil. |
|
Sun runner |
(4+Int mod)x4 | 4+Int Mod per level | Any level gains +2 to effect or rolls. |
|
Sentinel |
(7+Int mod)x4 | 7+Int Mod per level | Any level: They can tune into the area so they know and gain a +3 to any rolled or no dice check. |
|
Shadow practitioner |
(7+Int mod)x4 | 7+Int Mod per level | Any level +3 reflex roll, +2 will, +1 save against poison and disease every 2 levels. This is done to any rolled or no dice check. |
|
Light creator |
(7+Int mod)x4 | 7+Int Mod per level | Any level +3 reflex roll, +2 will. This is done to any rolled or no dice check. |
|
Divine |
(7+Int mod)x4 | 7+Int Mod per level | Any level +2 will. This is done to any rolled or no dice check. |
|
Elemental warrior |
(8+Int mod)x4 | 8+Int Mod per level | 5th lvl: The effect roll is added to by +5. |
|
Healer |
(7+Int mod)x4 | 7+Int Mod per level | ||
Templar |
(8+Int mod)x4 | 8+Int Mod per level | 8th lvl: +4 to attack rolls, 10th: +5 to the effect and totals with rolls of the weapon, 20th: +6 to their rolls and totals. |
|
Solamnic knight |
(8+Int mod)x4 | 8+Int Mod per level | 3rd lvl: you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus. On your attack roll you get a +4 bonus. Also add your strength mod to your weapon damage roll. 20th: All stats improve by an added +4. Also, you have an additional improvement to health of added +60%. |
|
Focuser |
(6+Int mod)x4 | 6+Int Mod per level | 5th: If you drink or eat something, then you get a +4 to your die roll. 9th: Add +2d10 damage or healing in amount to your elemental damages or healing done. 20th: You get +6 instead of +4 to your die rolls and tougher. Add +60% to your health. |
|
Hunter |
(7+Int mod)x4 | 7+Int Mod per level | 2nd lvl: Add +3 to your attack rolls. 7th level: You get +10 to elemental resistance rolls. 9th level: You get +10 to your magical resitance rolls. 11th: Add +5 to your AC. 20th: Add +4 to all core stats. Also add +60% health. |
|
Hell weaver |
(7+Int mod)x4 | 7+Int Mod per level | 2nd lvl: Increase your luck by 10 points. 6th level: Add +5 to your rolls. 12th: Add +5 to focus ranks. 20th: Add +4 to fortitude. You can add +3 to your "knowledge: all" ranks. You get +70% health and all your core stats improve by increasing +4. |
|
Summoner |
(6+Int mod)x4 | 6+Int Mod per level | 2nd level: Add +5 to all rolls for your party and yourself. 3rd lvl: Add +5 to all charisma and charm checks. 9th level: Add +5 to all survival check rolls. 20th: You get +100% health and +4 to all core stats. Add +5 to all rolls. |
|
Mystic class |
(7+Int mod)x4 | 7+Int Mod per level | 20th: They get a +5 to all rolls, all core stats and +100% to health. |
|
At every level raised there is a possible ability pick or ability is there, so think as you raise special ability and skills as used in character level and skills section via skill points non-effective for ability scores. Use the skill points calc to figure how many you get. Look in the Epic level Handbook for more info as in epic feats and other found here. You can exchange experience for stat score additions at a rate of 10000 XP per stat and 25000 XP per stat for level 30+, in any point of the game with +10 max. You cannot go down level with stat buying. Another option is every 3 levels you can raise a stat score 1 point. However, there is a skillrank point cap that affects your overall skills, if your GM imposes it, this is set as 20 or 25 skill points. That's unless the GM or DM allows this to get higher. |
Experience Level chart | |
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20 Levels 21+ Levels 31+ |
0 2000 4000 6000 8000 10000 15000 20000 25000 30000 40000 50000 60000 70000 80000 90000 110000 130000 150000 170000 +30000 per each level above 20 +60000 per each level above 30 |