Exponential Protector0

Level

KXP

Priest
123 456 7

1

0

0-- --- -

2

3

1-- --- -

3

6

20- --- -

4

12

21- --- -

5

25

220 --- -

6

50

221 --- -

7

100

322 0-- -

8

200

332 1-- -

9

300

333 20- -

10

400

443 21- -

11

500

443 320 -

12

600

444 321 -

13

700

554 322 -

14

800

555 332 -

15

900

655 333 -

16

1000

655 443 0

17

1100

665 443 1

18

1200

665 443 2

19

1300

765 444 2

20

1400

765 444 3

21

1500

765 554 3

22

1600

765 554 4

23

1700

776 654 4

24

1800

876 655 4

25

1900

876 655 5

26

2000

877 665 5

27

2100

887 666 5

28

2200

887 776 5

29

2300

887 776 6

30

2400

888 777 6

31

2500

888 887 6

32

2600

988 887 6

33

2700

998 888 7

34

2800

999 888 8

35

2900

999 998 8

36

3000

999 999 9

Requisites:

Wis 26, Con 23

Alignment:

any

HD/level:

1d7

Weapon Prof.:

2+level/3

To Hit Table:

CTD0

Save Table:

1½xClr0

Groups:

Pri, Fut

Complexity:

CF=4, GF=4

Priest Spells: Gets Grand in Protection, 2 Major, and 5 Minor spheres.

When you material component a Protection sphere spell for effect, raise it to  ^(LVL-1). For example, if you were level 5 and cast Protection from Evil, you would get +2^4 AC/+2^4 saves. Suggested spells are Bark Skin, Bestow Curse, Protection from Evil (etc.), Protection from Fire (etc.), Ring of Hands, Shield of Faith, Spell Immunity, and Spell Resistance.

When you material component one of the new spells below, replace "You get" with "All PCs that you as a Player are playing". You cannot material component to hit a group or someone else (that you're not playing) at all.

Level 1: When Turning Undead, you turn  the amount ^(LVL-1) of them.

New Protection spells for Protector0 class:

C-Resist (all SL's): You get SL instances of Resist to a status effect. Can have more than one of these running, but each one is a spell slot.

Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).

Effects Resistance (SL=3): You get iER 28+CL*2%.

Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.

Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.

Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)