The charts section of Live DnD
Spell costs Mana Points (MP) ________________ Chaot effects 10 mp Belmage effects 15 mp Sorcere effects 10 mp Runic master divination 10 mp magic 20 mp Batlmage 15 mp Rogue wizard 5 mp Warlock druid effects 15 mp Wishes limited 10 mp unlimited 20 mp Elemental Ability 10 mp Technomagic 15 mp Actor bard effects 10 mp Mana knight effects 15 mp Dreamwalker effects 10 mp Celestial ability effects 15 mp Master effects 10 mp (normal) 20 mp (uber) Mage effects 5 mp (normal) 15 mp (uber) Witch effects 5 mp (normal) 10 mp (uber) Wiccan effects 5 mp (normal) 10 mp (uber) Other class effects 5 mp (normal) 15 mp (uber) |
Level Ups Level Experience needed Level 1-20 1st level 0 2nd level 2 ,000 3rd level 4,000 4th level 6,000 5th level 8,000 6th level 10,000 7th level 14,000 8th level 18,000 9th level 22,000 10th level 26,000 11th level 46,000 12th level 66,000 13th level 86,000 14th level 106,000 15th level 126,000 16th level 146,000 17th level 166,000 18th level 186,000 19th level 206,000 20th level 226,000 Epic level 21+ are: 21st level 260,000 22nd level 300,000 23rd level 340,000 24th level 380,000 25th level 420,000 26th level 460,000 27th level 500,000 28th level 540,000 29th level 580,000 30th level 620,000 31+ level 80,000x. |
Effect
length: Can add modifier. Chaos effects 4 rounds unless instant Kao confusion 5 combat rounds/save vs will Runic divination Instant Runic magic Astral/Wild rune 4 rounds unless instant Fire/Water rune 3 rounds unless instant Air/Earth rune 4 rounds unless instant Life/Nnether 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 till not needed by caster w/save vs spell 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 Ninja ability level + d10, see Ninjutsu ability in Magic systems Samurai ability level + d10, see Focus ability in Magic systems or Samurai ability in Gloss Technomagic As long as desired unless instant Priest effects As long as needed and varied Psionic effects Instant unless needed duration of level+1d10 Master effects Instant unless needed duration of 1d10+level Mage effects Instant unless needed otherwise as 1d10+level Witch effects Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and save versus spell Wiccan effects Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and there's save versus spell Eldritch effects Instant unless needed otherwise as 1d6+focus rank or variety and save versus spell Were effects Instant unless needed, 1d6, 1d8 otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and save versus spell Angellic effects Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and there's save versus spell Stalker effects Instant unless needed otherwise as 1d6+Focus rank or 1d10+Focus rank or varied and unlimited and there's save versus effect with a will check Shadow practitioner Instant for weapons and effects, various w/will save vs effect. Light creator Instant for weapons and effects, various w/will save vs effect Dimensionist Instant for weapons and effects, various w/will save vs effect Divine Instant for weapons and effects can have durations, various w/will save vs effect Elementalist Focus skill rank with d10, see Elementalist ability in Magic systems Chi warrior Focus skill rank with d10, see Chi warrior ability in Magic systems Elemental warrior Focus skill rank with d10, see Elemental warrior ability in Magic systems Chi master Focus skill rank with d10, see Chi master ability in Magic systems Specialist Focus skill rank with d10, see Specialist ability in Magic systems Master Healer see Master healer ability in Magic systems Occultist see Occultist ability in Magic systems Templar see Templar ability in Magic systems Solamnic Knight see Solamnic Knight ability in Magic systems Solamnic Artist see Solamnic Artist ability in Magic systems Mechanic see Mechanic ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle Psi master see Psi master ability in Magic systems otherwise 1d6, 1d10 or 1d12 rounds and unlimited outside battle Holy see Holy ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle Mage knight see mage knight ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle Illusionist see Illusionist ability in Magic systems otherwise 1d6 rounds in battle and unlimited outside battle Focuser d6, d10 or various duration, see Focuser ability in Magic systems Hunter Various, see Hunter ability in Magic systems Channeler 1d6, 1d10, unlimited time or various, see Channeler ability in Magic systems Hacker 1d6, unlimited time or various, see Hacker ability in Magic systems Cultist 1d6, 1d10, unlimited time or various, see Cultist ability in Magic systems Divinator 1d6, 1d6+charisma mod, unlimited time or various, see Cultist ability in Magic systems Sage 1d6, unlimited time or various, see Cultist ability in Magic systems Auror instant, 1d6+charisma mod, unlimited time or various, see Auror ability in Magic systems Psychic investigator instant, 1d6, unlimited time or various, see Psychic investigator ability in Magic systems Gunslinger instant, 1d6, 1d10, unlimited time or various, see Gun slinger ability in Magic systems Psychic magus instant, 1d6, 1d8, 1d10, unlimited time or various, see Psychic magus ability in Magic systems Warrior cop instant, 1d6, 1d8, until not focused, unlimited time or various, see Warrior cop ability in Magic systems Magician instant, 1d6, 1d8, until not needed, unlimited time or various, see Magician ability in Magic systems Orderly instant, 1d6, until not needed or wanted, unlimited time or various, see Orderly ability in Magic systems Starseed instant, 1d6, 1d8, until not needed or wanted, unlimited time or various, see Starseed ability in Magic systems Nagual instant, 1d6, 1d8, until not needed or wanted, unlimited time or various, see Nagual ability in Magic systems Hell weaver instant, 1d6, 1d8, 1d10 minutes or until not needed or wanted, unlimited time or various, see Hell weaver ability in Magic systems Hellgazer instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Hellgazer ability in Magic systems Dweomer master instant, 1d6, 1d8, 1d10 or until not needed or wanted, unlimited time or various, see Dweomer master ability in Magic systems Decepter instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Decepter ability in Magic systems Muse instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Muse ability in Magic systems Ninja mage technician instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Ninja mage technician ability in Magic systems Chemist instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Chemist ability in Magic systems Geneticist instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Geneticist ability in Magic systems Psychic doctor instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Psychic doctor ability in Magic systems Zelda Royalty instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Zelda Royalty ability in Magic systems Physical blood mage instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Physical Blood Mage ability in Magic systems Con Artist instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Con Artist ability in Magic systems Ultraman instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Ultraman ability in Magic systems City scout instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see City scout ability in Magic systems Spiritualist instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Spiritualist ability in Magic systems Atomicist instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Atomicist ability in Magic systems Druggie instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Druggie ability in Magic systems Alcoholic instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Alcholic ability in Magic systems Disease master instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Disease master ability in Magic systems God magician instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see God magician ability in Magic systems Lawyer instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Lawyer ability in Magic systems Special reporter instant, 1d6, 1d8, countered, 1d6 hours or until not needed or wanted, unlimited time or various, see Special reporter ability in Magic systems Shinigami instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Shinigami ability in Magic systems Astral mage instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Astral mage ability in Magic systems Occult writer instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Occult writer ability in Magic systems Merchant instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Merchant ability in Magic systems Archeologist instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Archeologist ability in Magic systems Magic engineer instant, 1d6, 1d8, 1d10 hours, countered, until not needed or wanted, unlimited time or various, see Magic engineer ability in Magic systems Geologist instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Geologist ability in Magic systems Astrophysicist instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Astrophysicist ability in Magic systems Physicist instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Physicist ability in Magic systems Herald mage instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Herald mage ability in Magic systems Men in black instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see MIB ability in Magic systems Analyst instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Analyst ability in Magic systems Meteorologist instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Meteorologist ability in Magic systems Shadow emulator instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Shadow emulator ability in Magic systems Shinobi instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Shinobi ability in Magic systems Psychonaut instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Psychonaut ability in Magic systems Theoretical Physicist instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Meteorologist ability in Magic systems Quantum Warrior instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Quantum warrior ability in Magic systems Ghost hunter instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Ghost hunter ability in Magic systems Superhuman instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Superhuman ability in Magic systems Supernatural instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Supernatural ability in Magic systems Dimensional keeper instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Dimensional keeper ability in Magic systems Neutrino mage instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Neutrino mage ability in Magic systems Neutrino warrior instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Neutrino warrior ability in Magic systems Financier instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Financier ability in Magic systems Politician instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Politician ability in Magic systems Farmer instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Farmer ability in Magic systems Wild mage instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems Summoner instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems Mystic class instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems Judge instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems Q instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Q ability in Magic systems |
Class Starting 1st level training points Training points per level Misc bonus Medieval Age Classes Celestial mage (4+Int mod)x4 4+Int Mod Belmage (4+Int mod)x4 4+Int Mod +1 initiative rol per 2 levels Sorcere (4+Int mod)x4 4+Int Mod Chaot (4+Int mod)x4 4+Int Mod +3 to all saving throws Warrior Kinetic (6+Int mod)x4 6+Int Mod +1 AC per level Batlmage (6+Int mod)x4 6+Int Mod +1 to special abilities +2 AC bonus Runic Master (4+Int mod)x4 4+Int Mod +2 to runic ability Warlock druid (6+Int mod)x4 6+Int Mod Weaver (4+Int mod)x4 4+Int Mod Anti-paladin (6+Int mod)x4 6+Int Mod +3 to all saves Rogue wiz (8+Int mod)x4 8+Int Mod Psychic monk (6+Int mod)x4 6+Int Mod +1 AC per level Sorcere Monk (6+Int mod)x4 6+Int Mod +1 AC per level Hell cleric (4+Int mod)x4 4+Int Mod +3 to all saves Kinetic Sorcere (5+Int Mod)x4 5+Int Mod Kinetic assassin (8+Int mod)x4 8+Int Mod +3 reflex roll, +3 will, +1 for poison save every 2 levels. Mage assassin (8+Int mod)x4 8+Int Mod +3 reflex roll, +3 will, +1 for poison save every 2 levels. Actor bard (6+Int mod)x4 6+Int Mod +3 to All class skills +1 to all cross class at level 10 Mana Knight (6+Int mod)x4 6+Int Mod Dreamwalker (4+Int mod)x4 4+Int Mod +1 int score stat +3 to all saving throws Jedi Knight (6+Int mod)x4 6+Int Mod Wave Master (4+Int mod)x4 4+Int Mod +3 to all saving throws Dragon Knight (6+Int mod)x4 6+Int Mod Dread Knight (6+Int mod)x4 6+Int Mod Shadow Knight (6+Int mod)x4 6+Int Mod Chaos Knight (6+Int mod)x4 6+Int Mod Shaman (7+Int mod)x4 7+Int Mod +2 to will and reflex rolls +2 in all knowledge skills at level 9 Voodoo Witchdoctor (5+Int mod)x4 5+Int Mod +2 to will and reflex rolls Elementalist (6+Int mod)x4 6+Int Mod Chi warrior (6+Int mod)x4 6+Int Mod Chi master (6+Int mod)x4 6+Int Mod Ninja (7+Int mod)x4 7+Int Mod Samurai (7+Int mod)x4 7+Int Mod +2 to AC per each level Witch (6+Int mod)x4 6+Int Mod Eldritch (6+Int mod)x4 6+Int Mod 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 Any level: They can turn into an animal of choice and back again, and that is a 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 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 if good or deva if neutral nature and otherwise demons if evil. Shadow practitioner (7+Int mod)x4 7+Int Mod 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 Any level +3 reflex roll, +2 will. This is done to any rolled or no dice check. Dimensionalist (7+Int mod)x4 7+Int Mod +1 initiative per each 2 levels. This is done to any rolled or no dice check. Divine (7+Int mod)x4 7+Int Mod +2 Will any level. This is done to any rolled or no dice check. Elemental warrior (8+Int mod)x4 8+Int Mod lvl 5 The effect roll is added to by +5. Master Healer (7+Int mod)x4 7+Int Mod Templar (8+Int mod)x4 8+Int Mod 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 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 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 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 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. Hellgazer (7+Int mod)x4 7+Int Mod 4th lvl: Increase your luck by 6 points. 8th level: Add +5 to your effect or attack roll. 20th: The improved stats are +5 to all core stats and +50% health. Summoner (6+Int mod)x4 6+Int Mod 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 20th: They get a +5 to all rolls, all core stats and +100% to health. Modern Age Classes Anti-mage (4+Int Mod)x4 4+Int Mod Criminal (6+Int Mod)x4 6+Int Mod Priest (4+Int Mod)x4 4+Int Mod Law Enforcer (6+Int Mod)x4 6+Int Mod Psi Kinetic (5+Int Mod)x4 5+Int Mod Scientist (5+Int Mod)x4 5+Int Mod Seer (4+Int Mod)x4 4+Int Mod Psychic (5+Int Mod)x4 5+Int Mod Prophet (5+Int Mod)x4 5+Int Mod Healer (5+Int Mod)x4 5+Int Mod Technomancer (5+Int Mod)x4 5+Int Mod Worker (5+Int Mod)x4 5+Int Mod Soldier (6+Int Mod)x4 6+Int Mod Terrorist (6+Int Mod)x4 6+Int Mod 4th level: Add the psionics special ability to the special ability list on the character sheet. 8th level: As you add their energy to your own, make your STP 100 per use of this ability. 9th level: Add to your Will and luck, a +5. 12th level: Add to the effect roll a +5. 22nd level: Increase the Charisma by +5. Psionic (7+Int Mod)x4 7+Int Mod Master (8+Int Mod)x4 8+Int Mod Mage (6+Int Mod)x4 6+Int Mod Wiccan (6+Int mod)x4 6+Int Mod Stalker (6+Int mod)x4 6+Int Mod Any level: There is a natural armor bonus of +1 to the AC per each level. Specialist (7+Int mod)x4 7+Int Mod lvl 10 the focus is on an element for +5 to the effect, focus skill roll and +3 to profession rolls. Occultist (7+Int mod)x4 7+Int Mod lvl 20 +5 on all rolls. Solamnic Artist (6+Int mod)x4 6+Int Mod Lvl 3 Add your charisma mod to the effect amount that you deal. Also you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus. Level 20 there's an added +5 to intelligence and +4 to charisma. You get +50% health improvement. Mechanic (7+Int mod)x4 7+Int Mod Lvl 1 Add 4 to the technician skill ranks. Level 20 +4 to all stats and +60% to health. Psi master (7+Int mod)x4 7+Int Mod Lvl 5 add +4 to all rolls as you use the creator or some deity. Level 20 All stats you add +4 and you add 100% additional health. Holy (7+Int mod)x4 7+Int Mod Lvl 3 Add +3 to your strength rolls and +3 strength.. Level 11 you gain +4 in your rolls. Also add +3 to strength. Level 20 you get an ideal +4 in all stats as extra ability. A +50% health and you have an additional +1d12+focus ranks in damage or healing that you can do. Mage knight (8+Int mod)x4 8+Int Mod Lvl 1 Add +6 to your ranged attack rolls... Level 7 Add +4 to your weapon attack rolls. Level 12 You can get an additional +1d12+charisma mod in amount, that is healing or damage. Level 20 you get +4 to all stats and +5 to all rolls. Add +50% health. Illusionist (6+Int mod)x4 6+Int Mod Lvl 11 You get +2 to all core stats. Level 20 you gain +4 all core stats and +50% health. Channeler (7+Int mod)x4 7+Int Mod Level 20 you gain a raise with all core stats by +4 and +60% health. You get a +5 to your channeling rolls. Hacker (6+Int mod)x4 6+Int Mod Level 2: All computer based and network based rolls are with a +4. 8th level: a +5 to any rolls. Level 20 there is +5 to your rolls, +4 to all core stats, +5 luck and +50% health. Cultist (7+Int mod)x4 7+Int Mod Level 15: Feel free to add your strength mod as a modifier to any rolls you do as your super. Add +4 strength. Level 20 You gain +5 to all core stats, +10 to luck, and +70% health. All diseases and illnesses are automatically cured and you are renewed of full mp. Divinator (7+Int mod)x4 7+Int Mod Level 20: +10 bonus on their luck, they become an energy being and stop aging, they gain +50% health, and +5 to all their core stats. Sage (6+Int mod)x4 6+Int Mod Level 7: If you use any crystal or object such as a rock as a focus device you create with enhanced ability, so you can get a +5 to your focus and damage/healing roll. Level 10: Add +4 to your Wisdom stat. Level 20: This is where you create with +10 luck and +6 to your die rolls. You get a raise of +5 to all core stats. You also get toughening, where you have +60% health. Auror (7+Int mod)x4 7+Int Mod Level 1: They can achieve more easily and this means there is a +5 to all rolls. Level 4: This is a +4 intelligence. Level 20: The character will create with a +10 luck and +4 to all core stats. You toughen by +70% health. Psychic investigator (7+Int mod)x4 7+Int Mod Level 1: Add +5 to intelligence and charisma. Add 3 more languages you can read, understand or write. Level 6: You get +5 to all rolls by feel. Level 8: this is using quick thinking and this is a +4 to your initiative. Level 20: You get +3 to all rolls. Add +4 to all core stats and +70% health. Gun slinger (6+Int mod)x4 6+Int Mod Level 1: Add +5 to your speed, to hit roll and damage. Level 10: The charisma is added to by +5. Level 20: You can get a sheriff badge. Add +4 to Gun fighting, Focus and Psychic ability skills. Your also adding +4 to all core stats and +60% health. Psychic magus (7+Int mod)x4 7+Int Mod Level 2: Add +4 to the technology skill. Level 4: The idea that a person gets is lucky and has a +4 to all luck rolls. There is crystal or gemstone that adds +4 to your rolls. Level 6: Then you get +3 on strength and possibly the shape you desire. Level 20: you get +4 to all the core stats and otherwise +50% more health. The better results are +5 to all rolls unless bad with a 1 rolled and that means you auto failed. Warrior cop (7+Int mod)x4 7+Int Mod Level 2: Add +5 to your weapon rolls/damages. You get a +5 Charisma. Level 4: Any curses are a penalty of -4 to the targets roll. Any blessing are +4 to the roll. Level 6: Add +4 to your driving skill. Level 20: Think and get +4 to all core stats, making easier effects by a +4 to all rolls. Also, you get +60% health. Level 30: The character gets +5 to all core stats. Also, you get +60% health and a raise in pay by 50% by feel with an easier job. All damage and healing done is now at 1d30+charisma mod per each 2 focus ranks. Magician (6+Int mod)x4 6+Int Mod Level 2: Add +5 to charisma. Level 4: Add +6 to luck. Level 6: Add +5 to your focus and concentration skills. Level 20: There's a +5 to all rolls and add +5 to all core stats. Orderly (8+Int mod)x4 8+Int Mod Level 1: This reduces aging to 1/10 of the normal aging process in life. Level 20: You get +4 to all core stats and +60% health. Also, since things are easier, you get +5 to all rolls. Starseed (7+Int mod)x4 7+Int Mod Level 2: You add +7 to your luck. 4th level: Add +4 intelligence and Wisdom. Add +5 to the Arcana skill rank. 5th level: Add +4 to focus and concentration ranks and effect rolls. 6th level: Add +5 ranks to your disguise skill. 8th level: Add +5 to your "knowledge: all" skill ranks. Level 20: Add +5 to all core stats. Add +60% to your health since the angel form is tougher by feel. Also, you halt your aging, then unage to 20 years old without gaining weight. Nagual (7+Int mod)x4 7+Int Mod Level 4: Add +4 to the acrobatics skill ranks and +10 to your luck. Level 20: This is done by adding +60% health to your character. Add +5 to all core stats. Dweomer master (6+Int mod)x4 6+Int Mod 4th lvl: Add +4 to your focus skill and concentration skill ranks. You become lucky! Add +10 luck. 8th lvl: Add +5 to your Alchemy skill. Lvl 20: You transform into an energy being, then you can pick the form to become as you think about the formation it exists. That's for 1d6 rounds in battle and until you don't desire it outside of battle, then you change back into energy form that seems like a solid you. You get +70% health and +5 to all your core stats. Decepter (7+Int mod)x4 7+Int Mod Level 2: Add +3 to Charisma. Level 4: Add +10 to your luck. Level 20: Add +5 to all core stats and +60% to your full health. Muse (6+Int mod)x4 6+Int Mod Level 6: Add +10 luck to your luck stat. Level 20: You can speed yourself up by 10'. Basically, your adding +70% health and +4 to all core stats. Ninja mage technician (7+Int mod)x4 7+Int Mod Level 2: If you use a weapon you get +3 to the attack and damage rolls. Level 4: Add +1d6 actions per round. Level 6: Add +10 luck to your luck stat. Level 8: Add +2 ranks to your disguise skill. You get a +5 to attack rolls. Level 10: Add +2 to Intelligence. Add +2 to charisma. Level 20: You gain +60% health and improves itself with +5 to all core stats. Chemist (7+Int mod)x4 7+Int Mod Level 10: The attack roll is with a +4 to hit. Level 20: You see your character increases its core stats by +4 and adds +60% health. Geneticist (7+Int mod)x4 7+Int Mod Level 4: Add +4 to intelligence and the Arcane skill ranks. Level 6: Add "Special luck piece .5 lbs" to your inventory or bag of holding. Add 7 to your luck stat. Level 20: You toughen if you want to go modern by adding +5 to all core stats and +60% health. Zelda royalty (6+Int mod)x4 6+Int Mod Level 2: Once only, add +4 to decisions skill and Intelligence. Level 20: You toughen, so add +4 to all core stats and +70% health. Physical blood mage (7+Int mod)x4 7+Int Mod Level 2: Increase your luck by 5. Level 6: Add +5 to your attack rolls. Level 10: Add 50% energy and health. Level 20: Add +5 to all core stats and +60% health. Con Artist (6+Int mod)x4 6+Int Mod Level 4: Add 10 to your luck stat. Level 6: Add +5 to the bluff, Connive and if there, lying skill ranks. Level 20: You add +60% health and +4 to all stats. Ultraman (7+Int mod)x4 7+Int Mod Level 2: You get a lucky piece weighing 2 lbs, worth 6 luck. Level 4: Add 5 to your knowledge skill ranks. Add 5 to your Modern things skill ranks, weapon damage and weapon attack. Level 20: You gain +4 to all core stats and +60% health. City scout (7+Int mod)x4 7+Int Mod Level 2: Think to add +5 to your quiet movement skill rank. Level 4: The luck of the moment finds you well..add +6 luck. Level 8: Add +5 to your Knowledge: City skill. Level 20: Add +5 to all core stats and +70% health. Spiritualist (6+Int mod)x4 6+Int Mod Level 2: Add +5 to your knowledge: all skill ranks. Add 8 to your luck score. Level 20: You have wings and can fly or hover as you need at 30'. You can add +5 to all core stats and +60% health. Atomicist (7+Int mod)x4 7+Int Mod Level 4: Add +5 luck. Level 10: Put "infinite" as the mp and stp totals. Level 20: You aren't effected by attacks and absorb any energy sent to you as extra health and MP. You can reshape yourself at will and do what you want in idea that you need to occur. Druggie (6+Int mod)x4 6+Int Mod Level 2: Add +5 to your chemistry skill. Level 4: Add -5 luck, you see under the illegal drugs effects you get a -5 bonus to your luck instead. Level 20: Add +5 to all core stats and +60% health. Alcoholic (7+Int mod)x4 7+Int Mod Level 2: Due to drinking, they receive a luck piece, that adds +6 luck. 4th level: If they don't use a weapon, then they have their fists and kicks. That's at +5 to attack rolls and double fist and kick damages. 8th level: Add +5 to all rolls except to hit if drunk. Level 20: They get +5 to all rolls, toughen by feel and add +5 to all core stats. Also add +70% health. Disease master (7+Int mod)x4 7+Int Mod Level 2: You have a -10 penalty to your health due to disease that doesn't effect your ability to do things. 4th level: You have found a citrine ring of luck, add 6 to your luck and use a +5 to all rolls. Level 20: You now create double the effect roll in damage and gain a +5 to all core stats except constitution. Add +60% health. God magician (8+Int mod)x4 8+Int Mod Level 2: You find a ring of luck that weighs .5 lbs, add +6 luck. Level 20: Add +5 to all core stats and +60% health. Lawyer (7+Int mod)x4 7+Int Mod Level 2: gets lucky and finds a ring of luck that weighs 1 lb. and grants the wearer +7 luck. 8th level: You get a boost in intelligence by +3 and you get a boost in law skill by +5. 10th level: You can reduce 1/3 the damage from what you receive. Level 20: You toughen by adding +50% health and your core stats rise by +5. Special reporter (6+Int mod)x4 6+Int Mod Level 2: You find a magic clover that weighs .25 lbs. and get +5 luck from it. Level 4: Add +5 to concentration and focus skills. 6th level: Add +5 to your news skill and charisma. You increase your intelligence by +3. Level 20: Think and you know what to do. You gain +50% health, and add +5 to all core stats. Shinigami (7+Int mod)x4 7+Int Mod Level 2: Add +5 to your grift skill. 6th level: Add +5 to your "Knowledge: All" skill without quotes. Level 8: Add +5 to your focus and concentration ranks. Level 10: So add +5 to your Bluff and Charm stats. Level 20: You toughen, you create effects easily with an additiional 2d10+focus ranks damage or healing possible. Also you gain +5 in all core stats, and add +60% health. Astral mage (6+Int mod)x4 6+Int Mod Level 2: You find a ruby ring of luck, that's worth 7 additional luck and it weighs 2 lbs. Level 6: You gain +2 strength. You get faster results and add 10' to your speed. Add +5 to your initiation or who goes first rolls. Level 14: Add +5 to focus skill and concentration skill. Level 12: Add +5 to your focus and concentration skill ranks. Level 20: Add +5 bonus to your focus, concentration and damage rolls. Also, add +5 to your core stats and +70% health by feel. Occult writer (7+Int mod)x4 7+Int Mod Level 4: You find a citrine ring of luck, that's worth 5 additional luck and it weighs 1/2 lbs. You get 4 more languages that you know how to read and write. Add +5 to your Writing skill ranks. Add +3 to your charisma. Level 6: You get +5 to your to hit with weapons rolls. Level 8; The effect is +5 to your Arcana skill. Level 18: Add +5 to all your rolls. Level 20: You gain +5 to all core stats and +60% health. Merchant (6+Int mod)x4 6+Int Mod Level 2: Add +5 to your high bargaining skill and charisma. Add +7 to your luck. Level 4: Add flight 40' and Hovering to your special ability list. Level 6: You never get effected by a surprise attack. Level 20: Add +5 to all core stats and +60% health. Archeologist (7+Int mod)x4 7+Int Mod Level 2: Add +5 to your luck from a lucky piece that you find that weighs 1/2 a lb.. your focus skill gets added to by +5. Level 4: Add +5 to your safety skill. You are never surprised by an ambush or surprise attack by anything. Level 6: Because of your study, you add 3 more languages and Ancient languages to your language list that you understand, speak or write. Level 10: Add +5 ranks to your Knowledge: All skill. Level 20: You get +5 to all your rolls. Add +5 to all core stats and +60% health. Magic engineer (7+Int mod)x4 7+Int Mod Level 2: Add +5 to your engineering skill and modern things skill. Level 6: Add +6 luck. Level 20: Add +5 to your enginnering skill and add +5 to all core stats. Thinking to work out, you can add +60% slim muscular health. Geologist (7+Int mod)x4 7+Int Mod Level 2: The intensity is there on need, think to add +5 to your attack rolls and damages. Level 10: Add +5 to your Knowledge: Geology skill. Level 20: Add +4 to all your core stats. Add +60% health to your health. Astrophysicist (7+Int mod)x4 7+Int Mod Level 2: Add +5 to your Knowledge: Astronomy skill. Level 4: Add +5 to your Knowledge: Physics skill. Level 20: If you didn't already fly, add Flight ability to your special abilities and add 30' flight movement. So I think basically, you can add +4 to all core stats and +60% health. Physicist (6+Int mod)x4 6+Int Mod Level 2: Add +5 to your Physics skill. Add +5 to your Mathematics sill. Level 4: Add +5 luck to your luck stat. Level 20: Add +5 to all core stats and +60% health. Herald mage (7+Int mod)x4 7+Int Mod Level 2: You can add +3 charisma. Level 8: Add a luck piece, that weighs 1/2 lbs and is worth +6 luck. Level 20: Add +4 to all core stats and +65% to your health. Men in black (7+Int mod)x4 7+Int Mod Level 2: Add the psychic ability feat if not there to your feats list on the character sheet. Add +10 to your psychic ability skill ranks. Add 3 languages to your language list. Level 4: Add +4 to charisma and wisdom. Level 5: Add the constructs feat if not there to your feats list. Level 6: Add +4 to your charisma. Level 8: You add +6 luck to your luck stat. Level 11: You are energized by what is done, make your STP say on the character sheet that its infinite. Level 20: You unage 10 years. Add +5 to all core stats and charm. Add +50% health. Analyst (6+Int mod)x4 6+Int Mod Level 2: Whatever you do.. you know the extra properties of the item and are never surprised. Level 6: Add +5 to the Psychology skill. Level 8: Add +5 to your psychiatry skill. Level 13: This is where you can add the Psionics special ability unless you already added it, that's added to your special ability list on the character sheet. Because its with special ability and in analysis, its with +5 to all result rolls. Level 20: Add +5 to all core stats. Also, add +60% to your health. Meteorologist (7+Int mod)x4 7+Int Mod Level 2: Add +2 to your charisma. Level 4: Add +3 to intelligence. Think and know by the power of the storm, you improve your luck by +5. Level 20: Add +5 to all the core stats and +50% health. Shadow emulator (6+Int mod)x4 6+Int Mod Level 4: add +5 to luck. Level 20: This is where you add +5 to all core stats and +30% to your health. Add +5 to all rolls after this. Shinobi (7+Int mod)x4 7+Int Mod Level 4: You add +5 to your attack rolls and damage rolls. Add +3 to your dexterity. Add +5 to your luck. Level 20: This is where you add +5 to all core stats and +70% to your health. Psychonaut (7+Int mod)x4 7+Int Mod Level 2: Add the Psionics special ability if you haven't already added it to your special ability list. Add +5 to your Exploration skill. Level 4: Take the best of two rolls, that are above 10 in result. Add +5 to all rolls and luck. 6th level: So add +3 to intelligence. 8th level: Make your Stamina infinite. Add +3 to constitution. Level 10: Add +3 to wisdom. Level 12: Add +3 to intelligence and morale. Add +5 to your knowledge: all skill. Add +3 to your Wisdom. Level 20: Add +5 to your core stats and +40% health. Theoretical physicist (7+Int mod)x4 7+Int Mod 2nd level: Add +5 to all rolls. Level 4: Add +5 to your Mathematics skill. Level 8: You gain a +5 to all effect rolls. Level 20: You add +5 to all core stats and +55% health. Quantum warrior (8+Int mod)x4 8+Int Mod 2nd level: You are a specialist in combat, add +4 to your to to hit rolls. This works to add two hits for one action for fast weapons like daggers, swords, and maces. Add +5 to all quantum related rolls if you have a staff. Level 6: Add flight 30' and hover to your special abilities list if you haven't already. Level 20: You are gaining attribute additions from the creator or God modding you and those are +5 to all core stats and +70% health. Ghost hunter (7+Int mod)x4 7+Int Mod 2nd level: Add the night vision special ability to your special ability list if you haven't already. 4th level: You are never caught in surprise and get the first move. Level 20: You toughen and add +5 to all core stats, and add +60% health to your health. Superhuman (8+Int mod)x4 8+Int Mod 2nd level: Your with +6 strength. Add +5 to intelligence and +4 to wisdom. Add +5 to your effect rolls. Add +4 to your to hit rolls. 4th level: Add +4 to charisma. Add +5 to your move silently skill. Level 6: Add 1d6 actions per round and +5 initiative. Level 8: You get +7 to your will save rolls versus radiation and mutation. Add ageless to your age stat in the character sheet. Add Quick regeneration to your special abilities list. Add +2 natural AC to your Armor class per level. Level 10: Make your STP stat say "Infinite" without quotes. Level 20: Think and go do your things faster as you add +10' to your speed. Add +5 to all core stats and +60% health. Supernatural (7+Int mod)x4 7+Int Mod 2nd level: Add +10' to your speed on the character sheet. Add +6 strength to your strength stat. 4th level: Add +5 to your move silently skill. Level 6: Run speed is changed to 40' at will on your character sheet. Level 20: So you can place "Infinite" without quotes, thats as your stamina count on the character sheet. Also you toughen, as you gain +5 to all your core stats and +75% to your health. Dimensional keeper (8+Int mod)x4 8+Int Mod 2nd level: Add +5 intelligence. 4th level: Add +5 to your identify weakness skill. Add +5 to your escape skill and dodge skill. Level 6: Add +6 to your charisma and persuasion rolls. Level 8: You can add +5 to your Modern things skill. Level 20: You can use the spirit to cause the creator or your god, thinking to create results by feel easily. Because your Deity gives you wisdom, you are enlightened. Also you are toughened, so add +5 to all core stats. Add +70% health as well. Neutrino mage (7+Int mod)x4 7+Int Mod 2nd level: No matter how you do it, add ageless to your age stat. So add +4 Strength to your core stat on the character sheet. 4th level: Add +6 luck to your luck stat. Level 6: Add +5 to your Knowledge: subatomic physics skill. Level 8: You get a charisma bonus of +4 to all charisma and intimidation related rolls. 14th level: Add +5 to your Energy sense skill. Add +6 to your resistance rolls. Level 20: Add +5 to all core stats and +65% health to your health. Make your age say your immortal and your MP and STP energy is infinite. Neutrino warrior (7+Int mod)x4 7+Int Mod 2nd level: Add +10 to your strength. Add +10' to your movement. 4th level: Add +6 luck to your luck stat. Add +5 to your intelligence. Level 6: Add +7 to your to hit rolls. Level 8: Add +5 to your dexterity, your acrobatics and your climbing skills. 10th level: Place infinite to your STP count. Level 20: So you get +5 to your rolls you make. Add +6 to all your core stats. Add +75% to your health. Financier (7+Int mod)x4 7+Int Mod 2nd level: Their is a strength bonus of +2 Strength per each tax bracket you are part of by feel. 4th level: You go can first in an attack by adding +5 to initiative. Add +5 to your AC. Level 8: This is +8 to charisma and charm checks during trade, and a +5 to your charisma and charm rolls during normal speech. You can make your STP say infinite. 10th level: You get 25% more money at will. Level 20: You create what you desire with a +5 to your result roll. You get +6 to all core stats and +60% health. Politician (6+Int mod)x4 6+Int Mod 2nd level: You get +5 on your charisma and charm rolls as you campaign. Add +4 to morale. Add +6 luck to your luck stat. Add +5 to your Persuasion skill. 4th level: There is +5 to your combat rolls. Level 6: Add +5 to your bluff skill. Add +4 intelligence and Dexterity. 10th level: Add +7 to your strength and will rolls. Level 12: Add +6 to your charisma rolls. Level 20: Add +5 to all core stats and +60% health. Farmer (7+Int mod)x4 7+Int Mod Level 20; You gain +3 to all core stats and +40% health. The rate of regeneration is 1/8 your health per round in battle or every 5 minutes outside of battle. Wild mage (7+Int mod)x4 7+Int Mod Level 6: You can get a +5 bonus to your rolls, if you don't cast the same spell twice during your turn. Level 20: You gain +4 to all stats and +75% health. You can restore all your health, as you turn into energy. You can place on your character sheet, "Immortal" w/o quotes for your age. You can place "infinite" w/o quotes for Energy % and MP. Judge (6+Int mod)x4 6+Int Mod Nothing special Q (8+Int mod)x4 8+Int Mod 2nd level: This is +5 to your attack rolls. Add +5 to your Knowledge: all skill. Add +6 luck. 4th level: Add in the creator's energy boost, then you have infinite stamina. Mark your stamina on the character sheet as "Infinite" w/o quotes. you are never surprise attacked and you add +7 to your initiative rolls. Level 6: So add +5 to all your rolls that you make in idea. Add +5 to your strength and will rolls, since they are stronger by the power of the spirit. Since they are also fast and on focus, add +15' to your speed on the character sheet. Level 8: Add "All languages" w/o quotes to your languages list on the character sheet. 10th level: For your age on the character sheet, place "Eternal" w/o quotes. Level 20: This means you can add +6 to all core stats and +70% to your health. |
Notes: At every 2 levels raised there is a possible pick to raise special ability and every level you can pick skills as in character level and skills section. This is Via training points non-effective for ability scores. Use the training points calculation to figure how many you get. There is stat raises per ever 2 or 3 levels, where you raise the stat 1 point. 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 20000 XP per stat for level 30+ any point in game with +10 max. Also, you can trade 1000 gold or credits to raise a stat, there is 5 stat raises allowed per level with gold and credit trade.. You cannot go down a level with stat buying. 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. |