Expediter (Arch Express)

Level

KXP

Wizard/Priest

123 465 789 ABC DE

Powers

mMG SU

1

0

000 --- --- --- --

0-- --

2

96.5

000 0-- --- --- --

00- --

3

193

000 00- --- --- --

00- --

4

391

000 00- --- --- --

000 --

5

782

000 000 --- --- --

000 --

6

1564

000 000 --- --- --

000 0-

7

3128

000 000 0-- --- --

000 0-

8

5582

000 000 00- --- --

000 0-

9

9300

000 000 000 --- --

000 00

10

13450

000 000 000 --- --

000 00

11

17400

000 000 000 0-- --

000 00

12

21350

000 000 000 0-- --

000 00

13

25300

000 000 000 00- --

000 00

14

29250

000 000 000 00- --

000 00

15

33200

000 000 000 000 --

000 00

16

37150

000 000 000 000 --

000 00

17

41100

000 000 000 000 0-

000 00

18

45050

000 000 000 000 0-

000 00

19

49000

000 000 000 000 00

000 00

20

52950

000 000 000 000 00

000 00

21

56900

000 000 000 000 00

000 00

22

60850

000 000 000 000 00

000 00

23

64800

000 000 000 000 00

000 00

24

68750

000 000 000 000 00

000 00

25

72700

000 000 000 000 00

000 00

26

76650

000 000 000 000 00

000 00

27

80600

000 000 000 000 00

000 00

28

84550

000 000 000 000 00

000 00

29

88500

000 000 000 000 00

000 00

30

92450

000 000 000 000 00

000 00

31

96400

000 000 000 000 00

000 00

32

100350

000 000 000 000 00

000 00

33

104300

000 000 000 000 00

000 00

34

108250

000 000 000 000 00

000 00

35

112200

000 000 000 000 00

000 00

36

116150

000 000 000 000 00

000 00

144303100273143

Requisites:

All 30’s, 3 Class Slots

Alignment:

Any

HD/level:

& 1d20 rhp

To Hit Table:

Special ++1

Save Table:

Special ++1

Reference:

RDM

Groups:

Concordant,   

Complexity:

CF=6

 

 

For abilities, see next page.

 

 

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.