Expediter (Arch Express)
Expediter (Arch Express) Abilities
Gets access to 1 psionic frequency per level.
Can use high frequency sampling as a psi frequency.
You have access to all Schools except exotic schools unique to certain classes.
You are Major access in Cosmos (all Spheres except exotic spheres unique to certain classes)
Gets 100 Rogue points per level.
Gets exceptional Wis or Int bonus to spell progression.
Gets exceptional Chr bonus to psi progression.
Psionic Strength = 100*LVL+ 5*Chr bonus (in Psi1 points)
You have +LVL instances of Tactical Movement (you may move to 1+LVL groups of targets with a single V action).
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10). Divide your Con bonus to hp by 20 for bonus to rhps.
Gets LVL in "Any Rogue or Master Monster picks" per level. For example, at level 3, you have 6 levels of picks total (1+2+3), so you can get six Level 1 picks, or one Level 6 pick, or any combination in between. Abilities listed as "Level N" may be picked more than once.
Level N (every level): Pick a rogue/priest/monster ability, spell, fighter feat or “attacking”. It’s F action costs go to M, M go to P, P go to V. CF=6: V go to 0 (free) actions. Free actions are limited to LVL/r in this way. CF=7: 0 (free) go to 1N (no action at all). Limited to 1/half segment this way.
Level 1: +LVL nonweapon proficiencies for rogue abilities.
Level 1: Treat "pipes" on Rogue abilities for this class as -50+LVL instead of -50.
Level 1: +LVL feats. Ignore prerequisites of fighter feats.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Level 1¶: Divide a target's AC by your LVL (in this class), rounded up, and this is what you need to hit. Your actual TH bonuses from all sources (classes, items, effects) are ignored. True To Hit shifts and Luckstones still work, however.
Level 1 ¶: Divide a save's DC by your LVL (in this class), rounded up, and this is what you need to save. Your actual save bonuses from all sources (classes, items, effects) is ignored. True Saves shifts and Luckstones still work, however.
Level 1 ¶: You have LVL instances of Weapon Specialization for each weapon, where each instance gives LVL half-plusses in the weapon.
Level 4: Pick up to LVL Rogue or Monster abilities you have (may leave as "open slots"). You may material component them.
Level 4: Pick up to LVL spells or psi powers. You may N-ary material component them, using 1Z+1V+1QV+1QQV+1QQQV+...
Level 9: # attacks=LVL.
Level 9: In combat, you act on the bottom of the segment (with the monsters) instead of the top of the segment with the rest of the PCs. If the party isn't in combat, is moving (using V actions) and encounters monsters, you cannot act again (beyond finishing moving your V action) until the bottom of the segment.
Level 9¶: 1V, lose 2*N stat points: +N stat points. You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9¶: +LVL% on all rogue abilities.
Level 9¶: 1F: Do a Status Effect of SEL LVL/2 to one group (no save).
Level 9 ¶: Gets +LVL GGL picks. Stat and alignment requirements are ignored. You may pick the same god more than once, if you do, the god's abilities stack with itself. You get specialty priest picks LVL levels earlier.
Level 9¶: Your level N action cost reducing ability applies to material componenting of spells, Turning Undead, Omens, and Divine Interventions.
Level 9 ¶: Gets +LVL Familiars. Stat and alignment requirements are ignored.
Level 9¶: You may apply spell research [S12] to your spells as if they were metamagic feats.
Level 9 ¶: Ignore someone’s immunity to psionics.
Level 9 ¶: Your level N action cost reducing ability applies to high frequency sampling.
Level 18: Multiply your rhp, AC, and melee damage by the current DL you are on.
Level 18 ¶: Your can use High X frequency sampling, as if it was a psi frequency.