Master Concordant Picks

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Description automatically generated

Level

KXP

1

2

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

400

10

500

11

600

12

700

13

800

14

900

15

1000

16

1100

17

1200

18

1300

19

1400

20

1500

21

1600

22

1700

23

1800

24

1900

25

2000

26

2100

27

2200

28

2300

29

2400

30

2500

31

2600

32

2700

33

2800

34

2900

35

3000

36

3100

Each level you get your LVL in Master Concordant picks. A simple way to figure out how many levels of picks you get is to take LVL*(LVL+1)*0.5.  CF=4: You may save picks to get a bigger pick. For example, you can combine a 1st and a 17th to get an 18th.

Level 1: +1 size.

Level 1: +1 Technological proficiency slot per level (see [P8.8]).

Level 1: +1 XP for each grave dug; +2 XP for each stolen body.

Level 1: +1T action per round.  This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).

Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots.  For each spell slot, you can choose to keep what you had, or switch over to the new spell.

Level 1: 5% per level resistance to Charm spells.

Level 1: All spells do not have the 1P action requirement.  If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained.

Level 1: Can specialize in 1 school for free.  Can specialize in another school, but then must pick an opposite.

Level 1: Does not suffer ill effects of casting a spell above his normal casting ability.  If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.

Level 1: Each level, pick one spell.  That spell requires only ½ of a spell to cast.  This isn't cumulative with school specialization.

Level 1: MR adjustment is -5*level% instead of +60-5*level%.

Level 1: Potion of Undead Control and Ring of Regeneration has double effect.

Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.

Level 1: Thieves' Cant.

Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.

Level 1: You may raise Luck with your ability score points from level.

Level 1:,2:,etc.: Get Level Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks).  You must choose powers within a sphere in order (1 first, 2 second, etc.).

Level 2: +2 XP for putting a body to rest.

Level 3: +3 XP for a properly embalmed body.

Level 3: Get another Barbarian Stat.

Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.

Level 4: Speak with Undead at will.

Level 7: Speak with Dead 1/d.

Level 9: +1 size.

Level 9: 1M, 1/t: Go On the Mound.  You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1).  You are considered Planar Displaced and can't be targetted.

Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.

Level 9: Get another Barbarian Stat.

Level 9: Gets 1X action per round.

Level 9: Immune to Paralysis, Hold, and any undead touch effect.

Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).

Level 11: Each level starting at 11th, pick one spell.  That spell requires only ½ the number of Mental actions to cast.

Level 11: Immune to all Energy/Stat drains.

Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.

Level 18: +1 size.

Level 21: Each level starting at 21st, pick one spell.  That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR.

Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.

Level 27: +1 size.

Level 27: You attack or defend as a x2 being.  (toggle this using 1M or 1T action.)

Level 31: Each level starting at 31st, pick one spell.  That spell can be cast as a 0 action.

Level 36: +1 size.

Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.