Live Ars DnD Charts

The charts section of Live DnD

Charts 

Stamina costs

Stamina effect
Stp Stamina amount

Kinetic Ability
normal: 10 stp
uber: 30 stp

Weaver effects
10 stp

Anti-paladin effects
15 stp

Hell cleric effects
15 stp

Kinetic Assasin effects 10 stp

Psychic monk effects
15 stp

Jedi knight effects
10 s

Mystic Ability
15 stp

Anti-Mage Psionic Power
Varied: Listed at

Psi Kinetic Psionic Power
Varied: Listed at

Priest effects
15 stp

Psionic effects
15 stp

Ninjutsu effects
Normal effect 10 stp
Uber effect 15 stp

Samurai effects
Normal effect 10 stp
Uber effect 15 stp

Stalker effects
Normal effect 9 stp
Uber effect 14 stp

Other Kinetic Effects
Normal effect 10 stp
Uber effect 20 stp

Spell costs
Mana Points (MP)
________________
Chaot effects
10 mp

Belmage effects
15 mp

Sorcere effects
10 mp

Runic master divination
10 mp
magic
20 mp

Batlmage
15 mp

Rogue wizard
5 mp

Warlock druid effects
15 mp

Wishes
limited 10 mp
unlimited 20 mp

Elemental Ability
10 mp

Technomagic
15 mp

Actor bard effects
10 mp

Mana knight effects
15 mp

Dreamwalker effects
10 mp
Celestial ability effects
15 mp

Master effects
10 mp (normal)
20 mp (uber)

Mage effects
5 mp (normal)
15 mp (uber)

Witch effects
5 mp (normal)
10 mp (uber)

Wiccan effects
5 mp (normal)
10 mp (uber)

Other class effects
5 mp (normal)
15 mp (uber)

Level Ups
Level
Experience needed


Level 1-20
1st level
0

2nd level 2 ,000

3rd level
4,000

4th level
6,000

5th level
8,000

6th level
10,000

7th level
14,000

8th level
18,000

9th level
22,000

10th level
26,000

11th level
46,000

12th level
66,000

13th level
86,000

14th level
106,000

15th level
126,000

16th level
146,000

17th level
166,000

18th level
186,000

19th level
206,000

20th level
226,000

Epic level 21+ are:
21st level
260,000

22nd level
300,000

23rd level
340,000

24th level
380,000

25th level
420,000

26th level
460,000

27th level
500,000

28th level
540,000

29th level
580,000

30th level
620,000

31+ level
80,000x.
 
Effect length: Can add modifier.


Chaos effects
4 rounds unless instant

Kao confusion
5 combat rounds/save vs will

Runic divination
Instant

Runic magic
Astral/Wild rune
4 rounds unless instant
Fire/Water rune
3 rounds unless instant
Air/Earth rune
4 rounds unless instant
Life/Nnether rune
3 rounds unless instant

Subversion effects:
10 rounds

Spell recognition
Instant

Spell scroll use
dnd spell effect length

Will word
5 rounds unless instant/save vs will

Wishes
6 rounds unless instant

Elemental ability
5 rounds unless instant

Actor bard effect
varied times w/save vs spell

Celestial ability effect
till not needed by caster w/save vs spell

Kinetic speed-up
6 rounds

Human defense field
n/a

Kinetic attack
combat length till hit

Kinetic flying
n/a

Kinetic manipulation
till save vs will thats every 1 round

Energy funnel
5 rounds/save vs spell

Kinetic runic
see runic magic

Kinetic antemetal
8 rounds unless instant/no save

Weaving
2 rounds unless instant/save vs spell halving effect/length

Anti-paladin effects
5 rounds unless instant/save vs will

Hell cleric
4 rounds unless instant/save vs spell half damage

Kinetic assasin effects
8 rounds unless instant

Dream ability
4 rounds unless instant and a will save negates effects

Jedi ability
n/a length and a will save negates effects

Mystic ability
Various, see Mystic ability in Magic systems

Ninja ability
level + d10, see Ninjutsu ability in Magic systems

Samurai ability
level + d10, see Focus ability in Magic systems or Samurai ability in Gloss

Technomagic
As long as desired unless instant

Priest effects
As long as needed and varied

Psionic effects
Instant unless needed duration of level+1d10

Master effects
Instant unless needed duration of 1d10+level

Mage effects
Instant unless needed otherwise as 1d10+level

Witch effects
Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and save versus spell

Wiccan effects
Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and there's save versus spell

Eldritch effects
Instant unless needed otherwise as 1d6+focus rank or variety and save versus spell

Were effects
Instant unless needed, 1d6, 1d8 otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and save versus spell

Angellic effects
Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and there's save versus spell

Stalker effects
Instant unless needed otherwise as 1d6+Focus rank or 1d10+Focus rank or varied and unlimited and there's save versus effect with a will check

Shadow practitioner
Instant for weapons and effects, various w/will save vs effect.

Light creator
Instant for weapons and effects, various w/will save vs effect

Dimensionist
Instant for weapons and effects, various w/will save vs effect

Divine
Instant for weapons and effects can have durations, various w/will save vs effect

Elementalist
Focus skill rank with d10, see Elementalist ability in Magic systems

Chi warrior
Focus skill rank with d10, see Chi warrior ability in Magic systems

Elemental warrior
Focus skill rank with d10, see Elemental warrior ability in Magic systems

Chi master
Focus skill rank with d10, see Chi master ability in Magic systems

Specialist
Focus skill rank with d10, see Specialist ability in Magic systems

Master Healer
see Master healer ability in Magic systems

Occultist
see Occultist ability in Magic systems

Templar
see Templar ability in Magic systems

Solamnic Knight
see Solamnic Knight ability in Magic systems

Solamnic Artist
see Solamnic Artist ability in Magic systems

Mechanic
see Mechanic ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle

Psi master
see Psi master ability in Magic systems otherwise 1d6, 1d10 or 1d12 rounds and unlimited outside battle

Holy
see Holy ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle

Mage knight
see mage knight ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle

Illusionist
see Illusionist ability in Magic systems otherwise 1d6 rounds in battle and unlimited outside battle

Focuser
d6, d10 or various duration, see Focuser ability in Magic systems

Hunter
Various, see Hunter ability in Magic systems

Channeler
1d6, 1d10, unlimited time or various, see Channeler ability in Magic systems

Hacker
1d6, unlimited time or various, see Hacker ability in Magic systems

Cultist
1d6, 1d10, unlimited time or various, see Cultist ability in Magic systems

Divinator
1d6, 1d6+charisma mod, unlimited time or various, see Cultist ability in Magic systems

Sage
1d6, unlimited time or various, see Cultist ability in Magic systems

Auror
instant, 1d6+charisma mod, unlimited time or various, see Auror ability in Magic systems

Psychic investigator
instant, 1d6, unlimited time or various, see Psychic investigator ability in Magic systems

Gunslinger
instant, 1d6, 1d10, unlimited time or various, see Gun slinger ability in Magic systems

Psychic magus
instant, 1d6, 1d8, 1d10, unlimited time or various, see Psychic magus ability in Magic systems

Warrior cop
instant, 1d6, 1d8, until not focused, unlimited time or various, see Warrior cop ability in Magic systems

Magician
instant, 1d6, 1d8, until not needed, unlimited time or various, see Magician ability in Magic systems

Orderly
instant, 1d6, until not needed or wanted, unlimited time or various, see Orderly ability in Magic systems

Starseed
instant, 1d6, 1d8, until not needed or wanted, unlimited time or various, see Starseed ability in Magic systems

Nagual
instant, 1d6, 1d8, until not needed or wanted, unlimited time or various, see Nagual ability in Magic systems

Hell weaver
instant, 1d6, 1d8, 1d10 minutes or until not needed or wanted, unlimited time or various, see Hell weaver ability in Magic systems

Hellgazer
instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Hellgazer ability in Magic systems

Dweomer master
instant, 1d6, 1d8, 1d10 or until not needed or wanted, unlimited time or various, see Dweomer master ability in Magic systems

Decepter
instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Decepter ability in Magic systems

Muse
instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Muse ability in Magic systems

Ninja mage technician
instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Ninja mage technician ability in Magic systems

Chemist
instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Chemist ability in Magic systems

Geneticist
instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Geneticist ability in Magic systems

Psychic doctor
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Psychic doctor ability in Magic systems

Zelda Royalty
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Zelda Royalty ability in Magic systems

Physical blood mage
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Physical Blood Mage ability in Magic systems

Con Artist
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Con Artist ability in Magic systems

Ultraman
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Ultraman ability in Magic systems

City scout
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see City scout ability in Magic systems

Class
Starting 1st level training points
Training points per level
Misc bonus



Medieval Age Classes

Celestial mage
(4+Int mod)x4
4+Int Mod

Belmage
(4+Int mod)x4
4+Int Mod
+1 initiative rol per 2 levels

Sorcere
(4+Int mod)x4
4+Int Mod

Chaot
(4+Int mod)x4
4+Int Mod
+3 to all saving throws

Warrior Kinetic
(6+Int mod)x4
6+Int Mod
+1 AC per level

Batlmage
(6+Int mod)x4
6+Int Mod
+1 to special abilities
+2 AC bonus

Runic Master
(4+Int mod)x4
4+Int Mod
+2 to runic ability

Warlock druid
(6+Int mod)x4
6+Int Mod

Weaver
(4+Int mod)x4
4+Int Mod

Anti-paladin
(6+Int mod)x4
6+Int Mod
+3 to all saves

Rogue wiz
(8+Int mod)x4
8+Int Mod

Psychic monk
(6+Int mod)x4
6+Int Mod
+1 AC per level

Sorcere Monk
(6+Int mod)x4
6+Int Mod
+1 AC per level

Hell cleric
(4+Int mod)x4
4+Int Mod
+3 to all saves

Kinetic Sorcere
(5+Int Mod)x4
5+Int Mod

Kinetic assassin
(8+Int mod)x4
8+Int Mod
+3 reflex roll, +3 will, +1 for poison save every 2 levels.

Mage assassin
(8+Int mod)x4
8+Int Mod
+3 reflex roll, +3 will, +1 for poison save every 2 levels.

Actor bard
(6+Int mod)x4
6+Int Mod
+3 to All class skills +1 to all cross class at level 10

Mana Knight
(6+Int mod)x4
6+Int Mod

Dreamwalker
(4+Int mod)x4
4+Int Mod
+1 int score stat
+3 to all saving throws

Jedi Knight
(6+Int mod)x4
6+Int Mod

Wave Master
(4+Int mod)x4   
4+Int Mod   
+3 to all saving throws

Dragon Knight
(6+Int mod)x4
6+Int Mod

Dread Knight
(6+Int mod)x4
6+Int Mod

Shadow Knight
(6+Int mod)x4
6+Int Mod

Chaos Knight
(6+Int mod)x4
6+Int Mod

Shaman
(7+Int mod)x4
7+Int Mod
+2 to will and reflex rolls
+2 in all knowledge skills at level 9

Voodoo Witchdoctor
(5+Int mod)x4
5+Int Mod
+2 to will and reflex rolls

Elementalist
(6+Int mod)x4
6+Int Mod

Chi warrior
(6+Int mod)x4
6+Int Mod

Chi master
(6+Int mod)x4
6+Int Mod

Ninja
(7+Int mod)x4
7+Int Mod

Samurai
(7+Int mod)x4
7+Int Mod
+2 to AC per each level

Witch
(6+Int mod)x4
6+Int Mod

Eldritch
(6+Int mod)x4
6+Int Mod
Any level: +2 to familar effects or attack if any gotten. At any time, the eldritch can turn vampiric nature and if they died they are vampires (Ex).

Were
(7+Int mod)x4
7+Int Mod
Any level: They can turn into an animal of choice and back again, and that is a large form. At any time, the were can turn vampiric nature and alter reality to what they need.

Angellic
(6+Int mod)x4
6+Int Mod
Any level: +2 to familiar and group effects or attack if any gotten. At any time, the angellic can turn vampiric and any hostiles nature (Ex) and if they died they are angels if good or deva if neutral nature and otherwise demons if evil.

Shadow practitioner
(7+Int mod)x4
7+Int Mod
Any level +3 reflex roll, +2 will, +1 save against poison and disease every 2 levels. This is done to any rolled or no dice check.

Light creator
(7+Int mod)x4
7+Int Mod
Any level +3 reflex roll, +2 will. This is done to any rolled or no dice check.

Dimensionalist
(7+Int mod)x4
7+Int Mod
+1 initiative per each 2 levels. This is done to any rolled or no dice check.

Divine
(7+Int mod)x4
7+Int Mod
+2 Will any level. This is done to any rolled or no dice check.

Elemental warrior
(8+Int mod)x4
8+Int Mod
lvl 5 The effect roll is added to by +5.

Master Healer
(7+Int mod)x4
7+Int Mod

Templar
(8+Int mod)x4
8+Int Mod
8th lvl: +4 to attack rolls, 10th: +5 to the effect and totals with rolls of the weapon, 20th: +6 to their rolls and totals.

Solamnic Knight
(8+Int mod)x4
8+Int Mod
3rd lvl: you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus. On your attack roll you get a +4 bonus. Also add your strength mod to your weapon damage roll. 20th: All stats improve by an added +4. Also, you have an additional improvement to health of added +60%.

Focuser
(6+Int mod)x4
6+Int Mod
5th: If you drink or eat something, then you get a +4 to your die roll. 9th: Add +2d10 damage or healing in amount to your elemental damages or healing done. 20th: You get +6 instead of +4 to your die rolls and tougher. Add +60% to your health.

Hunter
(7+Int mod)x4
7+Int Mod
2nd lvl: Add +3 to your attack rolls. 7th level: You get +10 to elemental resistance rolls. 9th level: You get +10 to your magical resitance rolls. 11th: Add +5 to your AC. 20th: Add +4 to all core stats. Also add +60% health.

Hell weaver
(7+Int mod)x4
7+Int Mod
2nd lvl: Increase your luck by 10 points. 6th level: Add +5 to your rolls. 12th: Add +5 to focus ranks. 20th: Add +4 to fortitude. You can add +3 to your "knowledge: all" ranks. You get +70% health and all your core stats improve by increasing +4.

Hellgazer
(7+Int mod)x4
7+Int Mod
4th lvl: Increase your luck by 6 points. 8th level: Add +5 to your effect or attack roll. 20th: The improved stats are +5 to all core stats and +50% health.



Modern Age Classes

Anti-mage
(4+Int Mod)x4
4+Int Mod

Criminal
(6+Int Mod)x4
6+Int Mod

Priest
(4+Int Mod)x4
4+Int Mod

Law Enforcer
(6+Int Mod)x4
6+Int Mod

Psi Kinetic
(5+Int Mod)x4
5+Int Mod

Scientist
(5+Int Mod)x4
5+Int Mod

Seer
(4+Int Mod)x4
4+Int Mod

Psychic
(5+Int Mod)x4
5+Int Mod

Prophet
(5+Int Mod)x4
5+Int Mod

Healer
(5+Int Mod)x4
5+Int Mod

Technomancer
(5+Int Mod)x4
5+Int Mod

Worker
(5+Int Mod)x4
5+Int Mod

Soldier
(6+Int Mod)x4
6+Int Mod

Terrorist
(6+Int Mod)x4
6+Int Mod

Psionic
(7+Int Mod)x4
7+Int Mod

Master
(8+Int Mod)x4
8+Int Mod

Mage
(6+Int Mod)x4
6+Int Mod

Wiccan
(6+Int mod)x4
6+Int Mod

Stalker
(6+Int mod)x4
6+Int Mod
Any level: There is a natural armor bonus of +1 to the AC per each level.

Specialist
(7+Int mod)x4
7+Int Mod
lvl 10 the focus is on an element for +5 to the effect, focus skill roll and +3 to profession rolls.

Occultist
(7+Int mod)x4
7+Int Mod
lvl 20 +5 on all rolls.

Solamnic Artist
(6+Int mod)x4
6+Int Mod
Lvl 3 Add your charisma mod to the effect amount that you deal. Also you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus. Level 20 there's an added +5 to intelligence and +4 to charisma. You get +50% health improvement.

Mechanic
(7+Int mod)x4
7+Int Mod
Lvl 1 Add 4 to the technician skill ranks. Level 20 +4 to all stats and +60% to health.

Psi master
(7+Int mod)x4
7+Int Mod
Lvl 5 add +4 to all rolls as you use the creator or some deity. Level 20 All stats you add +4 and you add 100% additional health.


Holy
(7+Int mod)x4
7+Int Mod
Lvl 3 Add +3 to your strength rolls and +3 strength.. Level 11 you gain +4 in your rolls. Also add +3 to strength. Level 20 you get an ideal +4 in all stats as extra ability. A +50% health and you have an additional +1d12+focus ranks in damage or healing that you can do.

Mage knight
(8+Int mod)x4
8+Int Mod
Lvl 1 Add +6 to your ranged attack rolls... Level 7 Add +4 to your weapon attack rolls. Level 12 You can get an additional +1d12+charisma mod in amount, that is healing or damage. Level 20 you get +4 to all stats and +5 to all rolls. Add +50% health.

Illusionist
(6+Int mod)x4
6+Int Mod
Lvl 11 You get +2 to all core stats. Level 20 you gain +4 all core stats and +50% health.


Channeler
(7+Int mod)x4
7+Int Mod
Level 20 you gain a raise with all core stats by +4 and +60% health. You get a +5 to your channeling rolls.

Hacker
(6+Int mod)x4
6+Int Mod
Level 2: All computer based and network based rolls are with a +4. 8th level: a +5 to any rolls. Level 20 there is +5 to your rolls, +4 to all core stats, +5 luck and +50% health.

Cultist
(7+Int mod)x4
7+Int Mod
Level 15: Feel free to add your strength mod as a modifier to any rolls you do as your super. Add +4 strength. Level 20 You gain +5 to all core stats, +10 to luck, and +70% health. All diseases and illnesses are automatically cured and you are renewed of full mp.

Divinator
(7+Int mod)x4
7+Int Mod
Level 20: +10 bonus on their luck, they become an energy being and stop aging, they gain +50% health, and +5 to all their core stats.

Sage
(6+Int mod)x4
6+Int Mod
Level 7: If you use any crystal or object such as a rock as a focus device you create with enhanced ability, so you can get a +5 to your focus and damage/healing roll. Level 10: Add +4 to your Wisdom stat. Level 20: This is where you create with +10 luck and +6 to your die rolls. You get a raise of +5 to all core stats. You also get toughening, where you have +60% health.

Auror
(7+Int mod)x4
7+Int Mod
Level 1: They can achieve more easily and this means there is a +5 to all rolls. Level 4: This is a +4 intelligence. Level 20: The character will create with a +10 luck and +4 to all core stats. You toughen by +70% health.

Psychic investigator
(7+Int mod)x4
7+Int Mod
Level 1: Add +5 to intelligence and charisma. Add 3 more languages you can read, understand or write. Level 6: You get +5 to all rolls by feel. Level 8: this is using quick thinking and this is a +4 to your initiative. Level 20: You get +3 to all rolls. Add +4 to all core stats and +70% health.

Gun slinger
(6+Int mod)x4
6+Int Mod
Level 1: Add +5 to your speed, to hit roll and damage. Level 10: The charisma is added to by +5. Level 20: You can get a sheriff badge. Add +4 to Gun fighting, Focus and Psychic ability skills. Your also adding +4 to all core stats and +60% health.

Psychic magus
(7+Int mod)x4
7+Int Mod
Level 2: Add +4 to the technology skill. Level 4: The idea that a person gets is lucky and has a +4 to all luck rolls. There is crystal or gemstone that adds +4 to your rolls. Level 6: Then you get +3 on strength and possibly the shape you desire. Level 20: you get +4 to all the core stats and otherwise +50% more health. The better results are +5 to all rolls unless bad with a 1 rolled and that means you auto failed.

Warrior cop
(7+Int mod)x4
7+Int Mod
Level 2: Add +5 to your weapon rolls/damages. You get a +5 Charisma. Level 4: Any curses are a penalty of -4 to the targets roll. Any blessing are +4 to the roll. Level 6: Add +4 to your driving skill. Level 20: Think and get +4 to all core stats, making easier effects by a +4 to all rolls. Also, you get +60% health. Level 30: The character gets +5 to all core stats. Also, you get +60% health and a raise in pay by 50% by feel with an easier job. All damage and healing done is now at 1d30+charisma mod per each 2 focus ranks.

Magician
(6+Int mod)x4
6+Int Mod
Level 2: Add +5 to charisma. Level 4: Add +6 to luck. Level 6: Add +5 to your focus and concentration skills. Level 20: There's a +5 to all rolls and add +5 to all core stats.

Orderly
(8+Int mod)x4
8+Int Mod
Level 1: This reduces aging to 1/10 of the normal aging process in life. Level 20: You get +4 to all core stats and +60% health. Also, since things are easier, you get +5 to all rolls.

Starseed
(7+Int mod)x4
7+Int Mod
Level 2: You add +7 to your luck. 4th level: Add +4 intelligence and Wisdom. Add +5 to the Arcana skill rank. 5th level: Add +4 to focus and concentration ranks and effect rolls. 6th level: Add +5 ranks to your disguise skill. 8th level: Add +5 to your "knowledge: all" skill ranks. Level 20: Add +5 to all core stats. Add +60% to your health since the angel form is tougher by feel. Also, you halt your aging, then unage to 20 years old without gaining weight.

Nagual
(7+Int mod)x4
7+Int Mod
Level 4: Add +4 to the acrobatics skill ranks and +10 to your luck. Level 20: This is done by adding +60% health to your character. Add +5 to all core stats.

Dweomer master
(6+Int mod)x4
6+Int Mod
4th lvl: Add +4 to your focus skill and concentration skill ranks. You become lucky! Add +10 luck. 8th lvl: Add +5 to your Alchemy skill. Lvl 20: You transform into an energy being, then you can pick the form to become as you think about the formation it exists. That's for 1d6 rounds in battle and until you don't desire it outside of battle, then you change back into energy form that seems like a solid you. You get +70% health and +5 to all your core stats.

Decepter
(7+Int mod)x4
7+Int Mod
Level 2: Add +3 to Charisma. Level 4: Add +10 to your luck. Level 20: Add +5 to all core stats and +60% to your full health.

Muse
(6+Int mod)x4
6+Int Mod
Level 6: Add +10 luck to your luck stat. Level 20: You can speed yourself up by 10'. Basically, your adding +70% health and +4 to all core stats.

Ninja mage technician
(7+Int mod)x4
7+Int Mod
Level 2: If you use a weapon you get +3 to the attack and damage rolls. Level 4: Add +1d6 actions per round. Level 6: Add +10 luck to your luck stat. Level 8: Add +2 ranks to your disguise skill. You get a +5 to attack rolls. Level 10: Add +2 to Intelligence. Add +2 to charisma. Level 20: You gain +60% health and improves itself with +5 to all core stats.

Chemist
(7+Int mod)x4
7+Int Mod
Level 10: The attack roll is with a +4 to hit. Level 20: You see your character increases its core stats by +4 and adds +60% health.

Geneticist
(7+Int mod)x4
7+Int Mod
Level 4: Add +4 to intelligence and the Arcane skill ranks. Level 6: Add "Special luck piece .5 lbs" to your inventory or bag of holding. Add 7 to your luck stat. Level 20: You toughen if you want to go modern by adding +5 to all core stats and +60% health.

Zelda royalty
(6+Int mod)x4
6+Int Mod
Level 2: Once only, add +4 to decisions skill and Intelligence. Level 20: You toughen, so add +4 to all core stats and +70% health.

Physical blood mage
(7+Int mod)x4
7+Int Mod
Level 2: Increase your luck by 5. Level 6: Add +5 to your attack rolls. Level 10: Add 50% energy and health. Level 20: Add +5 to all core stats and +60% health.

Con Artist
(6+Int mod)x4
6+Int Mod
Level 4: Add 10 to your luck stat. Level 6: Add +5 to the bluff, Connive and if there, lying skill ranks. Level 20: You add +60% health and +4 to all stats.

Ultraman
(7+Int mod)x4
7+Int Mod
Level 2: You get a lucky piece weighing 2 lbs, worth 6 luck. Level 4: Add 5 to your knowledge skill ranks. Add 5 to your Modern things skill ranks, weapon damage and weapon attack. Level 20: You gain +4 to all core stats and +60% health.

City scout
(7+Int mod)x4
7+Int Mod
Level 2: Think to add +5 to your quiet movement skill rank. Level 4: The luck of the moment finds you well..add +6 luck. Level 8: Add +5 to your Knowledge: City skill. Level 20: Add +5 to all core stats and +70% health.
  Notes: At every 2 levels raised there is a possible pick to raise special ability and every level you can pick skills as in character level and skills section. This is Via training points non-effective for ability scores. Use the training points calculation to figure how many you get. There is stat raises per ever 2 or 3 levels, where you raise the stat 1 point. Look in the Epic level Handbook for more info as in epic feats and other found here. You can exchange experience for stat score additions at a rate of 20000 XP per stat for level 30+ any point in game with +10 max. You cannot go down level with stat buying. However, there is a skillrank point cap that affects your overall skills, if your GM imposes it, this is set as 20 or 25 skill points. That's unless the GM or DM allows this to get higher.
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Skyhawk

Contributors:
Zackal and Lance Mailstrom
Source:
Chaos Magic for nonlethal magic system
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
"ARS_Magica" Book by Judith Tarr