Self-Destructor

Level

KXP

Destr  Bre End

357 9  [1] [1]

1

0

1-- -  [-] [-]

2

4.5

2-- -  [-] [-]

3

9

3-- -  [-] [-]

4

18

4-- -  [-] [-]

5

36

41- -  [-] [-]

6

72

42- -  [-] [-]

7

144

43- -  [-] [-]

8

288

44- -  [-] [-]

9

500

441 -  [-] [-]

10

900

442 -  [-] [-]

11

1350

443 -  [-] [-]

12

1800

444 -  [-] [-]

13

2250

444 1  [-] [-]

14

2700

444 2  [-] [-]

15

3150

444 3  [-] [-]

16

3600

444 4  [-] [-]

17

4050

544 4  [-] [-]

18

4500

554 4  [-] [-]

19

4950

555 4  [-] [-]

20

5400

555 5  [-] [-]

21

5850

655 5  [-] [-]

22

6300

665 5  [-] [-]

23

6750

666 5  [-] [-]

24

7200

666 5  [1] [-]

25

7650

666 6  [1] [-]

26

8100

666 6  [2] [-]

27

8550

766 6  [2] [-]

28

9000

766 6  [3] [-]

29

9450

776 6  [3] [-]

30

9900

776 6  [3] [1]

31

10350

776 6  [4] [1]

32

10800

777 6  [4] [1]

33

11250

777 6  [4] [2]

34

11700

777 6  [5] [2]

35

12150

777 7  [5] [2]

36

12600

777 7  [5] [3]

 

Self-DestructRequisites:

Wis 28, Str 23, Class Slots 3

Alignment:

any

HD/level:

d30

Weapon Prof.:

0+level

To Hit Table:

War

Save Table:

level+10

Reference:

DM { Alternate Dejuvinator }

Groups:

Concordant (x1), Technology, Alternate

 

 

Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.

This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.

This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Self-Destructor, he will know which path he will take.

Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).

Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.

DM Note: The Troll-like degeneration powers may all be run at the same time; the higher level versions are not "upgrades".

 

 

 

Self-Destructor Spells

Level

#

Spell

3

1

1V: Harm (your group, PPD save)

3

2

1V: Charm or Domination (your group, Will save)

3

3

+1 Defensive Multiplier vs. your powers.

3

4

1M: Stop, Slow, or Web (your group, no save)

3

5

1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)

3

6

1N: Technology Damaging Shield 10*CL%

5

1

1P: Place a (non-major) status effect (your group, RSW save)

5

2

1M: Harm (your group, no save)

5

3

+1 Defensive Multiplier vs. your powers.  This stacks with lower versions.

5

4

1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)

5

5

1N: Technology Damaging Shield 20*CL%, it is Vile dmg and Permanent hp of dmg.

5

6

1M: Super Slow: your group loses next LVL A Actions (no save)

7

1

1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)

7

2

1V: Everyone in your group does one parting shot on you (you’re not actually leaving the group though).

7

3

+1 Defensive Multiplier vs. your powers.  This stacks with lower versions.

7

4

1P: Causeall (your group, no save)

7

5

Can "material component" Self-Destructor powers to allow you to affect another group with a power.

7

6

1N: Technology Damaging Shield 30*CL%, plus CL ability score dmg to each stat.

9

1

1V or 1D: Share a nasty flag on yourself (such as Capital S Slain) with everyone else in your group.

9

2

1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.

9

3

+1 Defensive Multiplier vs. your powers.  This stacks with lower versions.

9

4

You are considered in +1 extra group. You can pick this more than once to use it more than once per day.

9

5

1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random status effects (no save),4=As You Are CL times (no save)

9

6

1N: Technology Damaging Shield 40*CL%, plus CL negative levels.

Breaker 1 (11)

1

1V: Target gets -CCL PSaves (using the [X] section saving throw rules)

Breaker 1 (11)

2

1V: Target takes (CCL+1)/3 idmg

Breaker 1 (11)

3

1V: Target loses (CCL+1)/3 iAC

Breaker 1 (11)

4

1V: Target is Severe Allergy to CCL status effects, even major ones are only 1 pick each (will counter an Immunity)

Breaker 1 (11)

5

You may destroy Indestructible items as if they weren't Indestructible.

Breaker 1 (11)

6

You can target who can't be targetted. You can target the floor of people whose floor can’t be targetted.

Ender 1 (11)

1

1V: Target gets -CCL MSaves (using the [X] section saving throw rules)

Ender 1 (11)

2

1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)

Ender 1 (11)

3

You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.

Ender 1 (11)

4

1X: Capital B Break (1 target, XR to resist)

Ender 1 (11)

5

You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).

Ender 1 (11)

6

1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)