Escaped Mental Patient


Level KXP Spells
TH
10(none)+1*SN
25(none)+2*SN
310(none)+3*SN
420(none)+4*SN
540(none)+5*SN
680(none)+6*SN
7150(none)+7*SN
8300(none)+8*SN
9500(none)+9*SN
10750(none)+10*SN
111000(none)+11*SN
121250(none)+12*SN
131500(none)+13*SN
141750(none)+14*SN
152000(none)+15*SN
162250(none)+16*SN
172500(none)+17*SN
182750(none)+18*SN
193000(none)+19*SN
203250(none)+20*SN
213500(none)+21*SN
223750(none)+22*SN
234000(none)+23*SN
244250(none)+24*SN
254500(none)+25*SN
264750(none)+26*SN
275000(none)+27*SN
285250(none)+28*SN
295500(none)+29*SN
305750(none)+30*SN
316000(none)+31*SN
326250(none)+32*SN
336500(none)+33*SN
346750(none)+34*SN
357000(none)+35*SN
367250(none)+36*SN
Requisites:Wis 18, Must have been admitted to Insane Asylum
Alignment:AC (absolute Chaotic)
HD/level:1 d( number of filled class slots)
Weapon Prof.:SN+SN/4
To Hit Table:SN*LVL
Save Table:0+SN^2
Reference:RDM
Groups:Psionicist, Random
Complexity:CF=5
See [Q1200C] for rules and powers. You know all the powers, if you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.
CPP’s = summation of all insanity totals.
Each Level: Choose a form of Insanity: you have it and +1 inSanity score total for that insanity = 100-Wis*5.
Each Level: Roll a random Mania/obsession/philia from the online Phrontistry: you have it in a level*5 ft field.
Level 1¶: + # of insanity totals to CL.
Level 1: Immune to your own effects.
Level 1: 1 resets worth of F actions, 1/d: Escape from insane asylum by being declared sane after doctoring the required paperwork.
Level 1: Free straight jacket of holding (|AC| 10+SN, acts as a bag of holding, Can’t take P actions.)
Level 2: 1P, say “Here, try this on.”: Target gets put into your straight jacket of holding.
Level 3: 0, 1/s: redirect a damaging effect to one of your inSanity totals as long as that total is positive.
Level 792¶: 1 Months worth of F actions: Empty the insane asylum by declaring all patients sane after doctoring the required paperwork.
CF=6: Each Level: Pick an ability on your character with an activation cost. Reduce its action cost one step. (G to X, X to F, F to M, M to P, P to V, V to 0. 0 limit LVL/r)
CF=7: Level 9: Pick an ability on your character that uses a 0 (free) action for a cost. Reduce it one step. (0 to 1N, limit 1/half segment.)
CF=7: Level 1: Pick a restriction on a class of yours with the words "cannot" or "can't". Replace those with "can".
CF=8: Level 36: Pick an ability on your character with an activation cost. Reverse the cost and effect.
CF=9: Level 54: Pick two numbers on your character. Swap those two numbers. (examples: hp and AC, STR and # of attacks, Th and Level, Total dmg bonus and ML, Lowest stat bonus and a Level :'s level)
CF=10: "Other kids' games are all such a bore! They've gotta have rules and they gotta keep score! Calvinball is better by far! It's never the same! It's always bizarre! You don't need a team or a referee! You know that it's great, 'cause it's named after me!"